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Applied some animation corrections for buildings when player is on low powered.

Open Shin-Aska opened this issue 4 years ago • 11 comments

Modified the following rules:

  1. Allied Construction Yard(gacnst)
  2. Allied Airforce Command Headquarters (gaairc)
  3. Allied Ore Purifier (gaorep)

Changed constructions yard and airforce command to not pause the animation when it is on low power (This is how it works on the original game) Changed the ore purifier to halt on animation when it is on low power (This is how it works on the original game)

This pull request is related to the issue filed in #727

Shin-Aska avatar May 25 '20 11:05 Shin-Aska

Tbh, not sure if pausing the Airforce HQ isn't a bugfix over the original; will have to think about that. (Doesn't it look a bit weird when that doesn't pause but the Spy Sat does?)

abcdefg30 avatar May 25 '20 12:05 abcdefg30

From what I originally understood, if the animation pauses, it is a visual indicator that you can't use it. However, Westwood is inconsistent on this rule because Ore purifier for example, has its animation paused but the passive effect still remains in effect regardless.

For the airforce command, I think they didn't let it pause because you can still use the aircrafts? But then again this could also be one of the inconsistencies too.

Shin-Aska avatar May 25 '20 12:05 Shin-Aska

  1. Thanks for the very detailed research and presentation that you did.
  2. At this point saying "sorry for the insane delay" is probably redundant.
  3. On the changes:
  • I am definitely with @abcdefg30 on the Airforce HQ disabling being an improvement over the original.
  • I feel a bit less strongly about the ConYard, but it still almost makes sense to me to stop the fans (wouldn't it be cool if we could instead slow them down? Solving the dilemma of "do we stop them if the building still works, although slower due to low power?").
  • As for the Ore Purifier I'm torn because if it continues to work (I wouldn't be surprised if we disable the cash effect too for balance?) it should probably keep the visual effect so the player has some feedback...

penev92 avatar Mar 23 '23 19:03 penev92

So what do people think about slowing down animations on structures whose effects get slowed down on low power to reflect it? (like production structures) This isn't specific to this PR and would affect a bunch more structures and even may not be a bad thing to extend to other mods, btw.

penev92 avatar Apr 06 '23 10:04 penev92

Why slow down instead of stopping?

abcdefg30 avatar Apr 06 '23 10:04 abcdefg30

To better reflect what happens to the underlying effect - some structures stop working (radar) and some slow down (production). So we can stop the animation on some and slow down the animation on others to make that clear. I think it could be a nice bit of polish.

penev92 avatar Apr 06 '23 10:04 penev92

Ok that makes sense to me. (As long as it does look good ingame, 👍 )

abcdefg30 avatar Apr 06 '23 10:04 abcdefg30

So what do people think about slowing down animations on structures whose effects get slowed down on low power to reflect it? (like production structures) This isn't specific to this PR and would affect a bunch more structures and even may not be a bad thing to extend to other mods, btw.

Hi!

Sounds good to me as well, I'll try to apply the changes tonight or tomorrow.

Shin-Aska avatar Apr 06 '23 11:04 Shin-Aska

@penev92 and @abcdefg30 i reverted changes 2 and 3 to what it originally was and as for 1, I made some changes base on the discussion where if player is in LOWPOWER state, then it will slow down the fans.

Shin-Aska avatar Apr 06 '23 12:04 Shin-Aska

I'll need to test, but the way it is set up looks correct. On a side note, would you be willing to do this for other production structures that have idle (or production) animations?

Sure, I just need to know which structures need this implementation.

Shin-Aska avatar Apr 07 '23 01:04 Shin-Aska

Actually taking a quick look I can't spot any other candidates.

penev92 avatar Apr 07 '23 13:04 penev92