Alternative voxels for damaged states
Issue #bug:295 is a (suspended) mashup of voxel requests, half of which are silly. However, the suggestion of alternative voxels for damaged units is a good one.
Buildings already have a different image when damaged, as do cyborgs. It would increase the general "credibility" and atmosphere of the game if tanks, ships and aircraft did, too - particularly since they already smoke when damaged, and it does look kind of curious that a visually perfectly fine tank would suddenly start smoking, yet have no dent from the barrage of shells it just endured.
Usage-wise, it should be as simple as
DamagedVoxel=
Where SOMETANK would simply replace the unit's current image data, turret and all.
If it makes no difference in effort, it would probably be wise to implement this as DamagedImage=
##### ADDITIONAL INFORMATION #####
Implementation-
An implementation could/should be as simple as adding a hook to the end of that and triggering a reload of the object's image data, replacing it with the one specified in the INI.
Given that both NoSpawnAlt=yes and WaterVoxel already do such state-dependent voxel changes, this shouldn't be too hard.
If the check provides enough data, we could think about doing DamagedImage=
Should there be two states, the yellow state should be used if no red state is defined.
Blueprint information
Related branches
Related bugs
Bug #895003: allow shp vehicle units to use a "Sequence" like infantry units do | New |
Bug #895725: Alternative voxels for damaged states | Invalid |