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[Vanilla Bug] Unused and unsupported SuperWeapon animations #101
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Does the game already have INI keys and associated logics to handle these on other types of buildings? Or would this need to be coupled with a new feature request? |
I would assume there's some code left from TD/RA that changes the building art when a superweapon is activated, but I'm not sure. There are no INI controls for this, at least. |
I suppose we could fix this by making sure only Missile Silo's buildings with But I'm not aware of such an INI key for the Firestorm Generator? |
The building has no special key, but there's the |
I feel this is too far detached from the BuildingType, and although it fixes the bug on the surface level, might open it up to a new edge case bug creeping in. Some research would need to be done to find the best solution for this. |
I haven't looked at DTA's code for the nuke in particular, but if I had to guess, it's probably done as an animation attached to the nuke missile weapon. TI does this too. It works, but it has its drawbacks, like no damaged version of the animation. |
Closed in favor of #1148. |
Description:
The Nod Missile Silo building has an unused animation for opening the missile hatches (NAMISL_A). This animation, and its damaged counterpart (NAMISL_AD) were supposed to play when any of the superweapon missiles are launched from the building. Similarly, the GDI Firestorm Generator has an unused animation where the "lid" rises up and the generator activates (GAFIRE_A). However, the game apparently lacks the code necessary to play these animations at the right time, thus they're never seen in-game.
For reference, Tiberian Dawn and Red Alert both have functional building animations when a nuclear missile is launched from a Temple of Nod/Missile Silo. Red Alert 2 added support for animations depicting superweapon buildings at different states (idle, powering up, activated, powering down).
Steps To Reproduce:
Expected Behaviour:
Actual Behaviour:
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