Orc archer fire arrow attack animation

Make art for user-made content.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
Post Reply
Velensk
Multiplayer Contributor
Posts: 4002
Joined: January 24th, 2007, 12:56 am

Orc archer fire arrow attack animation

Post by Velensk »

This is for 1.11.7.

I've been noticing as I play that when an orc archer shoots someone after the initial impact there is an odds effect where a red ring floats part way between the archer and their target. This looks like it was unintentional. It only happens when the arrow hits as far as I can see.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
User avatar
Astoria
Inactive Developer
Posts: 1007
Joined: March 20th, 2008, 5:54 pm
Location: Netherlands

Re: Orc archer fire arrow attack animation

Post by Astoria »

It looks fine to me. Could you maybe provide a screenshot?
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
User avatar
beetlenaut
Developer
Posts: 2825
Joined: December 8th, 2007, 3:21 am
Location: Washington State
Contact:

Re: Orc archer fire arrow attack animation

Post by beetlenaut »

This is what he's talking about:
red-ring.jpg
red-ring.jpg (19.41 KiB) Viewed 4568 times
The image is fire-burst-small-8.png, which is part of the "hit" animation, but frames 1-7 don't play. Frame 8 just floats around a little. The macro responsible for the effect is {FIRE_BURST_SMALL}, but that looked OK to me.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
User avatar
Astoria
Inactive Developer
Posts: 1007
Joined: March 20th, 2008, 5:54 pm
Location: Netherlands

Re: Orc archer fire arrow attack animation

Post by Astoria »

After testing it more, it seems to be an issue with the animation engine, making duration= not work with the new syntax.
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
User avatar
beetlenaut
Developer
Posts: 2825
Joined: December 8th, 2007, 3:21 am
Location: Washington State
Contact:

Re: Orc archer fire arrow attack animation

Post by beetlenaut »

Good catch by Velensk then. This was probably affecting a number of animations.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
User avatar
Astoria
Inactive Developer
Posts: 1007
Joined: March 20th, 2008, 5:54 pm
Location: Netherlands

Re: Orc archer fire arrow attack animation

Post by Astoria »

beetlenaut wrote:Good catch by Velensk then. This was probably affecting a number of animations.
There seem to be quite some missiles affected.
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: Orc archer fire arrow attack animation

Post by Mabuse »

... not to mention UMC unit animations ;)
The best bet is your own, good Taste.
User avatar
Coffee
Inactive Developer
Posts: 180
Joined: October 12th, 2010, 8:24 pm

Re: Orc archer fire arrow attack animation

Post by Coffee »

As the person responsible for most of the new animation WML syntax changes in 1.11.x, I'll take a look at it.

EDIT: it looks like there are 2 missile_start_times that conflict
User avatar
Astoria
Inactive Developer
Posts: 1007
Joined: March 20th, 2008, 5:54 pm
Location: Netherlands

Re: Orc archer fire arrow attack animation

Post by Astoria »

I could have sworn I tested that and it still didn't work... I probably made a mistake somewhere then... :doh:
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
User avatar
Coffee
Inactive Developer
Posts: 180
Joined: October 12th, 2010, 8:24 pm

Re: Orc archer fire arrow attack animation

Post by Coffee »

Okay. This was a bug introduced by me for the new syntax. I believe it is fixed now and should give the appropriate animation for 1.11.8. Still there are 2 start times, which is not really correct WML.

I'm looking for someone to test the related bug: https://gna.org/bugs/index.php?21316
Post Reply