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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000165||Scorched3D||Client||public||2012-05-08 01:00||2012-09-18 19:28|
|Target Version||Fixed in Version|
|Summary||0000165: Null Action Tag|
|Description||-<nullaction>true</nullaction> (cancels ENTIRE action (sounds included) if engine does not find a target to aim at using weaponaimed under/over. EX) Stops gun sounds when no targets present to fire bullets at. |
Forces the engine to look for groupnames that are available to it, fixes goofy occurrences of sounds appearing when no action is simulated.
|Tags||No tags attached.|
|Can't you just put the sound as the action/child of the aimed under/over instead of the parent.|
This issue will actually be resolved if you update the projectiles so that some can spawn underground and not collide with shields, the landscape or on tanks. The primary issue im having here is:
When a Gunship's target accessory (projectile) collides too early (tank or ground or shield) it will still play the firing noise with no bullets visible. Not only that it jips the player out of a usable weapon. :(
This was just one early idea I had to stop such wierd occurences. Im not sure if I needed it for anything else.
Close this issue, I just realized you added the features!!! YAY!! I CANT WAIT :D
So much capability now muahahahhha.
ITs time to add the ac 130 gunship to awe now it has a target point :D
|2012-05-08 01:00||Kangabunny||New Issue|
|2012-06-05 23:21||gcamp||Note Added: 0000213|
|2012-09-18 19:13||Kangabunny||Note Added: 0000226|
|2012-09-18 19:28||Kangabunny||Note Added: 0000229|
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