Visual damage for Animations

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Something that I don't believe has been achieved in RA2/YR is proper seismic waves, and even more realistic nuke blasts. I believe this could be achieved through a feature that allowed animations to deal damage visually.

For example, take the RING1 animation (I believe that's what Yuri's Psychic wave is called), and apply this key to the animation. Typically, the animation would deal damage in a single blast, often used in conjunction on a warhead with CellSpread=4 or 5, sometimes more. Instead, the wave itself would deal the damage, meaning it would only deal damage if the pixels of the animation came in contact with an object (and the game would be able to read empty spaces in the animation, the empty spaces being pixels of the animation that use the first color of the animation palette, which is not visible ingame.

The closest to this that exists is the Sonic wave, which damages anything in the path of the wave. This would be similar, but with specific animations.

[Animation]
Damage.Visual= ;Whether or not the animation deals damage visually, rather than in a single blast from its attached warhead. Defaults to no.

[Warhead]
Animation.VisualDamage= ;Whether or not the warhead should apply its damage through the animations. This takes rule over CellSpread. Defaults to no.

This can work for the animation on its own, for an animation only on a specific warhead, and if listed on an animation, but not on its attached warhead, then you can get both an initial blast with CellSpread as well as visual damage effects.

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I consider this a bad idea for the following reason: Information flows backward, which usually does not happen. Game state determines what to draw, not vice versa. Also, interpreting animations pixel-wise like that is needlessly slow. A better system would be to have a "deferred" explosion that advances by a few leptons each frame. That wouldn't support irregular shapes, though. -AlexB

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