Feature Request: [unstore_unit] animate=no

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Dugi
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Feature Request: [unstore_unit] animate=no

Post by Dugi » June 12th, 2012, 8:42 pm

I had a problem I described here. For short, if changes on a unit are too wide, usually containing a change of the unit_type, it triggers the animation of advancement, and this animation may be unwanted. So, can something like this be implemented into the engine (I think it is not too much work)?

Code: Select all

     [store_unit]
	[filter]
	     x,y=$x1,$y1
	[/filter]
	variable=unit
	kill=no
	animate=no
    [/store_unit]

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Celtic_Minstrel
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Re: Feature Request: [unstore_unit] animate=no

Post by Celtic_Minstrel » August 4th, 2012, 4:41 am

I'd like to request the same for [transform_unit].
Author of The Black Cross of Aleron campaign and Default++ era.
Maintainer of Steelhive.

Anonymissimus
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Re: Feature Request: [unstore_unit] animate=no

Post by Anonymissimus » August 4th, 2012, 2:35 pm

FRs should be posted at gna: http://gna.org/bugs/?group=wesnoth
In the forums they are hardly recognized.

EDIT
Done for [unstore_unit].
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign

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Dugi
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Re: Feature Request: [unstore_unit] animate=no

Post by Dugi » August 6th, 2012, 6:47 am

After several months of thinking, I found a solution for that (might be needed when still using 1.10):

Code: Select all

[insert_tag] #Unit has to be killed when stored.
 name=unit
 variable=unit_unstored
[/insert_tag]
But anyway, if it is also a part of the unstore_unit code, it is more comfortable. Thanks.

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MetalKing
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Re: Feature Request: [unstore_unit] animate=no

Post by MetalKing » August 19th, 2012, 2:27 pm

I wonder why to implement the Matte for different Code-Sections/Features. Is there no Way to disable that Animation "global" and a seperate Instruction solve it for all Cases?
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