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Unlock malaria-infected civs #1344

Merged
merged 14 commits into from
Jan 20, 2021
Merged

Unlock malaria-infected civs #1344

merged 14 commits into from
Jan 20, 2021

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Kexanone
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Preface:

The Old Man update introduced malaria-infected civilians, however these classes are currently not visible in Eden and Zeus. The way they work is that they change the wound textures of the base civilian classes, which means that the infection is only visible when the unit is injured.

When merged this pull request will:

  • Unlock malaria-infected civilian classes.
  • Set the proper identities for malaria-infected civilian (fixes the faces).
  • Add damage to malaria-infected civilian to make the infection visible.

jonpas
jonpas previously requested changes May 27, 2020
addons/characters/CfgVehicles.hpp Outdated Show resolved Hide resolved
@PabstMirror
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Is there anyway to make these non-playable? (can not be slotted by a player)

@commy2
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commy2 commented May 28, 2020

Is there anyway to make these non-playable? (can not be slotted by a player)

I don't think so. Well, you could always script the editor the remove the attribute when the selection contains at least one of these, but that would be rather clumsy.

@commy2 commy2 added this to the 3.15.2 milestone May 28, 2020
@commy2 commy2 added the Feature label May 28, 2020
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@commy2
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commy2 commented May 29, 2020

This is how I imagined it.

@commy2
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commy2 commented May 29, 2020

C_man_p_beggar_F_afro_sick has a LOD issue. In first person, the sick material is used, but not in third person (this includes looking at other entities regardless of camera mode).

pics

https://i.imgur.com/EKjP2Xs.png
https://i.imgur.com/JSf7nuZ.png

Seems to be a non-matching material in both lods compared to what is listed in class Damage. Not going to fix this BI bug though. Unit is excluded.

@commy2
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commy2 commented May 29, 2020

And this is how you do it without the scripts (apart from the setDamage part).

Game apparently has faces for different races:

QGVAR(Head_NATO_sick)
QGVAR(Head_African_sick)
QGVAR(Head_Asian_sick)
QGVAR(Head_Greek_sick)
QGVAR(Head_TK_sick)
QGVAR(Head_Tanoan_sick)
QGVAR(Head_Euro_sick)

But all classes are African. What do about that?

What's the rationale behind 0.475 vs 0.45? 0.45 seems to be enough to trigger head damage material.

@Kexanone
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C_man_p_beggar_F_afro_sick has a LOD issue.

Yeah, I noticed that something was off with that class, that's why I excluded it.

And this is how you do it without the scripts (apart from the setDamage part).

Agreed, much nicer solution when one knows how to configure characters properly.

Game apparently has faces for different races:

Yeah, I noticed that, but I'm not sure they are functional.

What's the rationale behind 0.475 vs 0.45? 0.45 seems to be enough to trigger head damage material.

I thought so too, but when I tested it on dedicated yesterday, the results were inconsistent with 0.45. With 0.50 they start limping.

@commy2
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commy2 commented May 29, 2020

Yeah, I noticed that, but I'm not sure they are functional.

I will try. If they are, they could still be used with setFace, which should then also change the skin color of the body.

I thought so too, but when I tested it on dedicated yesterday, the results were inconsistent with 0.45

May have been a rounding thing? Can't really imagine that though.

@commy2
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commy2 commented May 30, 2020

The other faces all work in that they don't show bloddy scratches as a wounded person would. Only some of them show the skin disease though. I'd say we make the existing classes public, and give the other faces identity tokens and that's it. So this PR is done.

@Kexanone
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Works nicely on dedicated.

@Kexanone
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May have been a rounding thing? Can't really imagine that though.

My earlier comment was wrong. It is actually consistent. 0.45 doesn't work for JIPs, but 0.46 seems to be fine.

@PabstMirror PabstMirror merged commit 931735e into CBATeam:master Jan 20, 2021
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4 participants