Question: what does "Ranged Attack Animation" actually do?!

Kryten

Smeee heeeeed
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In the readme.txt file for the new Horse Archer unit that I have posted in the Units forum, I have advised people to toggle on the "Ranged Attack Animation" option in the unit abilities. But I have just realized that I have no idea what this actually does. Switching this option on or off seems to have no effect on any of the animations or sound effects. Does anybody out there know what it does, if anything?
 
I wondered that myself. My guess is that it tells the computer to keep the unit stationary while it attacks (i.e. shoots). Units with melee weapons will move partially into the space they are attacking...I think units with 'ranged attack animation' just stand there and shoot. But, that's just my guess.
 
I wish that were true Ed O'War, but my horse archer still shuffles forward before begining it's attack sequence.

BTW, the "defend" line in the Configuration Settings also seems to have no effect. I wanted the horse archer to shoot backwards at the gallop when defending from an enemy attack. But no matter what FLIC I designate to be shown when "defending", it always shows the attack FLIC.
 
Hmmm...then I have no idea what the 'Ranged Attack Animation' ability does.

I've never used the 'defend' line for units (I presume you mean in the .ini file). Maybe it's something they were going to use, then changed their minds but never removed it.
 
Originally posted by Kryten
I wish that were true Ed O'War, but my horse archer still shuffles forward before begining it's attack sequence.

BTW, the "defend" line in the Configuration Settings also seems to have no effect. I wanted the horse archer to shoot backwards at the gallop when defending from an enemy attack. But no matter what FLIC I designate to be shown when "defending", it always shows the attack FLIC.

The flc always work in sequence. ;)

So, in order for the defend animation to work, you must not have any attack aninmation ? Just a thought, and I also believe the defend animation works when you are attacked only?
 
l did try to have two 'combat' .flcs, but the "defend" .flc seems to be ignored. It would be nice to have, say, the Rifleman standing when he attacks, but dropping down on one knee when he defends (it's quite possible that I could be doing something wrong of course....). Anyway, I still don't know what the "Ranged Attack Animation" ability does.
 
Originally posted by Kryten
l did try to have two 'combat' .flcs, but the "defend" .flc seems to be ignored. It would be nice to have, say, the Rifleman standing when he attacks, but dropping down on one knee when he defends (it's quite possible that I could be doing something wrong of course....). Anyway, I still don't know what the "Ranged Attack Animation" ability does.

From my observation, Range Attack Animation seems to work only when both unit have that checked. Take for example tank and calvary, I believe both unit stay put and shoot at each other when either one attack the other. However, when a calvary attack another unit with no range attack animation, it will still move forward. Take the example of calvary attack a swordman, the calvary will move forward when attacking the swordman. Otherwise the swordman will appear to be swinging at thin air. ;)

I guess there is still some restriction in term of combat resolution and animation. Technically a calvary unit will shoot from a distant at the swordman. But since the swordman can still inflict damages on the calvary, the calvary will have to move forward to avoid the other unit swing at thin air (while still causing damages :D ). One way to solve this is to give those units with range attack bombardment abilities to stimulate the attack from a distant. BUT, the problem here is the unit being bombarded cannot shoot back. So, again it is not logical if a calvary unit shoot at the other calvary unit and the calvary unit that is being attacked cannot shoot back. :p
 
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