Animate Unit and Ranges

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Saizo-Luz
Posts: 83
Joined: June 14th, 2024, 12:50 pm
Location: High Heavens

Animate Unit and Ranges

Post by Saizo-Luz »

Hello! I just wanted to report a bug (maybe it's a bug) and ask a question.

[animate_unit] and [animate] tags, sometimes doesn't work when the event is 'name= side X turn X' - (EX: side 2 turn 6). The animations don't display correctly (i mean: don't display at all). Is there any issue? :hmm:
The only way I could solve this was to use another event name; I used turn end (EX: side 1 turn 6 end) - it worked normally. I just wanted to know if there is any issue.

I also want to know about the min_range and max_range of attacks. I know it wasn't implemented - it's just my curiosity. ^_^ Was it hard to implement?
I bet it was. You would have to create a lotta more code especially for animation purposes. Imagine...

Code: Select all

[if]
	range=3
	[missile_frame]
		offset=3.0
		blah blah blah
	[/missile_frame]
	[/if]
	[else]
	range=2
	[missile_frame]
		offset=2.0
		blah blah blah
	[missile_frame]
[/else]
It would be cool right? :)
User avatar
Spannerbag
Posts: 759
Joined: December 18th, 2016, 6:14 pm
Location: Yes

Re: Animate Unit and Ranges

Post by Spannerbag »

If you haven't already done so, look at Real Ranged Attacks by ZombeKnight, I think you'll be impressed. ;)

Cheers!
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.18, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
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