-
-
Notifications
You must be signed in to change notification settings - Fork 97
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
New Infotypes and new display method #1287
base: develop
Are you sure you want to change the base?
New Infotypes and new display method #1287
Conversation
I get the idea of having visuals of misc info on the techno. I would like to elaborate the plan/vision on "custom healthbar" here. We may want to choose between a bar or a digital display, or even to keep both. |
That's really good! |
Are you on our Discord channel? I am sure we can collaborate on that and help you :) |
I really want to join, but due to some special reasons, even if I use my VPN, I still cannot connect to Discord's server ;-( |
No it's just a framework we need to establish and I think it would be better if you can help working on that rather than patching this one.
|
Oh yes, I see what you mean. But I'm sorry I can't be of any help. As I mentioned before, I currently don't have so much time to finish a completely new function, so I just built these on what already have. |
Nightly build for this pull request:
This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build. |
Those AutoDeath and SW ones definitely seem useful. Have you considered a way to define whether the SW display is for SuperWeapon/SuperWeapon2 or perhaps even an entry from the list of SuperWeapons? It would also be neat for SWs to have an option to display the actual timer rather than remaining time in % or seconds, if possible as an option. |
Co-Authored-By: Netsu_Negi <[email protected]>
…e on uncrushable unit (Phobos-developers#1529) - Fix an issue where a unit will leave an impassable invisible barrier in its original position when it is teleported by ChronoSphere onto an uncrushable unit and self destruct. Thx to @NetsuNegi .
- fixing ammo block inside tank bunkers; - partially fixing ammo adding/substracting inside tank bunkers still problems with converters --------- Co-authored-by: Coronia <[email protected]>
…developers#1524) <!-- Please add [Minor] to the title or the description if this change should not be mentioned in documentation, what's new and no credit needs to be given. --> --------- Co-authored-by: 绯红热茶 <[email protected]>
Any updates on this? |
ValueAsTimer seems to work quite nicely. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Couple of questions and one small thing that could be changed.
Some of the code is also very long / verbose but unsure if there's much that can do about that, maybe split into smaller functions if can find a logical way to do so.
void TechnoExt::ExtData::InitializeDisplayInfo() | ||
{ | ||
const auto pThis = this->OwnerObject(); | ||
const auto pPrimary = pThis->GetWeapon(0)->WeaponType; | ||
pThis->RearmTimer.Start(0); | ||
|
||
if (pPrimary && pThis->GetTechnoType()->LandTargeting != LandTargetingType::Land_Not_OK) | ||
pThis->RearmTimer.TimeLeft = pPrimary->ROF; | ||
else if (const auto pSecondary = pThis->GetWeapon(1)->WeaponType) | ||
pThis->RearmTimer.TimeLeft = pSecondary->ROF; | ||
} | ||
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
What is this for? Why are you explicitly setting RearmTimer
on techno creation?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Before the techno fires for the first time, RearmTimer
is not set, which will not display anything.
New InfoType: ROF timer, Reload timer, Spawn timer, Gattling timer, Produce cash timer, Passenger kill timer, Auto death timer, SW timer, IronCurtain timer, Temporal remainder.
Shape.PercentageFrame
set to true, it will only draw one frame that corresponds to total frames by percentage.VisibleInSpecialState
controls whether this display type will show when the owner is in ironcurtain or is attacked by a temporal weapon.ValueAsTimer
controls whether the value will be displayed in the form of a timer (i.e. 5:00, 25:00 or 1:00:00).In
rulesmd.ini
: