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This repository has been archived by the owner on Sep 2, 2019. It is now read-only.
@LinearBoundAutomaton proposed adding a parenting/attachment system to YARP2.
Standing questions:
Should we use units or special effects for attachments?
How will the user experience look? Commands, spells, etc.?
What are the performance implications for updating/moving these attachments? It is likely they will need to be moved every frame for a smooth experience.
What changes need to made in the Save/Load system to support this? (This is mostly my job)
@LinearBoundAutomaton, please provide a short summary of how you envision this.
The text was updated successfully, but these errors were encountered:
I think we should use the existing EffectProxy package and extend it to suit our needs.
Regarding UX, there's 2 approaches I can think of:
Purely command-based syntax:
attach <id> to attach a model with the specified id to the root of the unit.
atch list list all attachments on the unit, with their IDs, from 0 to ...
atch 0 x/y/z move an attachment
atch 0 p/y/r rotate an attachment (pitch/yaw/roll)
atch 0 scale scale an attachment
Unit-based system
You spawn a regular unit/building like you would normally, and give it a special ability, e.g. aa parent. You position the unit however you'd like next to the parent unit, and then cast that ability on the parent, turning the unit into a special effect and calculating all the relative offsets, at which point the unit is removed.
@LinearBoundAutomaton proposed adding a parenting/attachment system to YARP2.
Standing questions:
@LinearBoundAutomaton, please provide a short summary of how you envision this.
The text was updated successfully, but these errors were encountered: