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GLA SCUD Storm structure has no animation that reveals whether or not it is ready #235
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In some mods, the SCUD missiles are raised once the building is ready, kind of like how the Nuke Silo works. I'd personally say this is a "big change" that not everyone will like. Would stay away from this. You could argue that not revealing which super weapon is ready fits the "sneakiness" of the GLA faction. |
I am not clear about the push back potential of changing the visuals of this. Here is a comparison of Superweapons: USA Particle CannonPros:
Cons:
China NukePros:
Cons:
GLA SCUD StormPros:
Cons:
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A con of the Scud Storm is, that it takes 120 seconds to construct, while the Nuclear Missile Silo and the Particle Cannon take only 60 seconds. This is because the build times for the superweapons are identical, but GLA has to play without power. |
I agree with this tbh, even though i won't like the new look or we might find opposition from a lot of players, i do think it's the right call, also it's useful for the gla player himself to know which one launches next if for example one of them is under attack and he wants to launch fast |
Main question is when the animation starts, at 0:00 or before that? |
Animation can be designed at our own discretion. It can trigger with exact same timing as USA and China Superweapon animation. |
Possibly 10 sec before launch just like other superweapons |
I don't think it's a change that is needed. The Super Weapon is fine the way it is. |
Why is it fine that only GLA’s SW stays hidden? |
Just felt that it's not broken, it's just a design that the GLA have been given. Hence no need to change. Yes looking at it from a SW only point of view, it makes sense that all are the same. Scud Storm currently gets away many times as the opponent doesn't know which one to attack, so this could change. Re-thinking about it a bit more, I think a very small timer could be used, 5s or less. There is also a very small window to consider, in which a Sabo could be waiting between 2 SWs, and would now know which one to reset. |
To me this reads like this issue is potentially going for a survey question, because we may be unable to make a uniform decision. Could someone please prepare a small image that shows all super weapons in their ready state for illustration purposes, that we could use in the survey itself to help the reader understand? |
How long is it for the other SWs? It should be the same |
I would like the ready animation 10s before. |
Should be 7-11 seconds, there just isn't a singular counter argument for not having the animation at all. |
Let's add it! |
SW's are close to being balanced now, this would be the last change to make it perfect :) |
I think there are 2 ways to visualize ready Scud Storm:
I think I would prefer option 2, because it would require no timing or visual changes towards the missile launch sequence. |
Option 2 |
2 |
For option 2 to work the animation for the model will need to be changed so there is a state where the model goes from having no missiles to going underground to get missiles. The first option can be fixed with the NuclearMissileBuildingUpdate and some extra conditionstates. |
ScudStormUpdate.txt inplace
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We can probably create new animation(s) by borrowing animation frames of the existing ones. |
Currently, I use beacons to label enemy superweapons in the order they're built. As an 'extended' suggestion, if there's some clever way to show how far along their timer there are, this would save me doing this... and maybe benefit other people. Is it skill that I use beacons to keep track of this? |
You could set the OpenDoorTime to be almost the same as the SWs actual countdown and the animation will play very slowly until the superweapon is ready. My gut feeling says that this should not be the case and players should manage this themselves. But I can't provide an actual good reason other than it is a skill for advanced players |
I rather use bookmarks myself, because that leaves beacons free to use when needed, plus you can Mark up to 10. My team can't see it no, but I can beacon afterwards anyway if they need to know. |
Well, the easy way is to just reuse what's already there:
Here the door open time is 12s, with some added sounds: Generals.2025-01-21.18-26-18-12-1.mp4 |
This looks nice. Can you create a Pull for it? |
I agree, it looks great |
Do |
I wish I didn't have to spend yesterday changing & testing all states up to the point I had to drop Boss & GCs as is because I got tired of it... Besides, I'm sure there are some differences with my project. I'll fork the project for future, but for now, I'm going to share the code so you or anyone else can duplicate & reuse the logic:
Steps:
Door open time animation is about 10s long, so I stretched it slowed it down a little bit by stretching to 12s. Lastly, couple bugs that I've noticed:
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Yes, they stay up all the time, until last 12s when reload starts. That's the downside of this approach to reuse what's there. |
GLA SCUD Storm structure has no animation that reveals whether or not it is ready.
Meanwhile China Nuke Missile and USA Particle Cannon Superweapons do have animations that show they are ready to fire.
This is an inconsistency that gives GLA a major edge over the other factions in a Superweapon fight.
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