beyond-all-reason / beyond-all-reason/RecoilEngine
Play unit script animation during wind up
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
Add the possibility of playing an animation during its pre-attack delay (“wind up”) as there is no built-in support for it. We talked about adding a CEG tag to the weapon during pre-attack (as a warm-up alert), but having an animation event/callback in the script environment would also be very important.
Reference: Note the nuke cannon here has a setup animation, before even being able to start aiming:
https://youtu.be/o-3IsmwvU8o?t=20
Related to: https://github.com/beyond-all-reason/spring/pull/1581
Contributor guide
Research direction
Start by reviewing related pull request 1581 and the engine's weapon pre-attack or wind-up handling. Define how a script-visible animation event or callback should work during the delay, and consider the proposed CEG warm-up tag; done when the chosen mechanism supports the requested pre-attack animation behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 30/100