Request: Waterfall Animation

Pounder

Phaethon was here
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Would be replaced as a unit in the mountains with a resource. (example: requirement for hydro electric power)

I made some falls in the past, but a animated version would be great.

wfPREVV.jpg
 
Would this only work as a preplaced unit on the appropriate spots?
 
Pounder... How do you plan to prevent the Waterfall "Units" from being destroyed? If another Unit attacks them, it would seem a bit strange.

You could have another Unit animated with the Waterfall to only pop out when attacked. This unit would have high Hit Points so it would not die easily. The animation would show the Waterfall flowing in all animations, including behind the Defending unit when attacked. The added Defending Unit would be seen when the Falls were attacked. When the Defending Unit dies, the Falls would "Dry Up" and Vanish, leaving the Mountain terrain as it normally looks in the game without a Waterfall.

This type of "Unit" was named a "City Unit" long ago when Cities were pre-placed on the map and animated with a Defending Unit that Popped Out when it was attacked just as this appears in Normal Cities. The animation showed the Defending unit die first then the City deteriorating until gone, revealing the underlying terrain and usually a Special Resource that was pre-placed on the same tile before the "City Unit" . The Death animation was long (30 Frames) to have the Defending unit die first then the City deteriorate in order to make these "Cities" appear as all other Cities...worked very well. These "City Units" were mainly wanted to offer more CIVs on large Maps. Naturally, these CIV were Not playable but added more to Conquer as well as provide the ability to add Hidden Resources that would be revealed when the "City Unit" was destroyed.

I made many of them years ago including all four Eras that showed the different Buildings and Units for a Guy who was working on a Scenario but he did not complete it due to going away for school.

The most difficult area was adding the Defending Unit because they cannot have any shadows where the shadows would overlap the Cities due to the shadows would wipe out the Cities in those areas and only the translucent shadows would be seen. I removed shadows only where they overlapped the Cities and kept them where they hit the Ground and this worked well.

...Waterfalls could have some sort of "Monster" as the defending unit for example in order that the defending unit appear as not belonging to any CIV.

Many possibilities with this type of unit, including a Statue Fountain that appears as a Land Mark, Various Buildings, Structures, etc... They would be attacked in War and destroyed, all of which can be animated to look Great in the game.

One more Point... as a Unit the "City Units" such as the Waterfall, will have a Health Bar that will show.

Simple Example of a "City Unit":
City_Unit.gif
 
Pounder... How do you plan to prevent the Waterfall "Units" from being destroyed? If another Unit attacks them, it would seem a bit strange.

You could have another Unit animated with the Waterfall to only pop out when attacked. This unit would have high Hit Points so it would not die easily. The animation would show the Waterfall flowing in all animations, including behind the Defending unit when attacked. The added Defending Unit would be seen when the Falls were attacked. When the Defending Unit dies, the Falls would "Dry Up" and Vanish, leaving the Mountain terrain as it normally looks in the game without a Waterfall.

This type of "Unit" was named a "City Unit" long ago when Cities were pre-placed on the map and animated with a Defending Unit that Popped Out when it was attacked just as this appears in Normal Cities. The animation showed the Defending unit die first then the City deteriorating until gone, revealing the underlying terrain and usually a Special Resource that was pre-placed on the same tile before the "City Unit" . The Death animation was long (30 Frames) to have the Defending unit die first then the City deteriorate in order to make these "Cities" appear as all other Cities...worked very well. These "City Units" were mainly wanted to offer more CIVs on large Maps. Naturally, these CIV were Not playable but added more to Conquer as well as provide the ability to add Hidden Resources that would be revealed when the "City Unit" was destroyed.

I made many of them years ago including all four Eras that showed the different Buildings and Units for a Guy who was working on a Scenario but he did not complete it due to going away for school.

The most difficult area was adding the Defending Unit because they cannot have any shadows where the shadows would overlap the Cities due to the shadows would wipe out the Cities in those areas and only the translucent shadows would be seen. I removed shadows only where they overlapped the Cities and kept them where they hit the Ground and this worked well.

...Waterfalls could have some sort of "Monster" as the defending unit for example in order that the defending unit appear as not belonging to any CIV.

Many possibilities with this type of unit, including a Statue Fountain that appears as a Land Mark, Various Buildings, Structures, etc... They would be attacked in War and destroyed, all of which can be animated to look Great in the game.

One more Point... as a Unit the "City Units" such as the Waterfall, will have a Health Bar that will show.

Simple Example of a "City Unit":
City_Unit.gif

Your right, as always, maybe I should have requested a hydro electric dam.
 
Well a hydro electric dam could be animated to Blow Up for the Death for example :)
I had played around with some sort or plausible placement for City Units that are Built. The Only thing I can see is to use the Paradrop setting without a parachute so the Large City Units would seem to appear as if Built during a Turn. These are set as Immobile anyway so this could work ok.
Another thing that could be implemented is to have the City Units produced by an improvement or Wonder in order to control how many of them can be "made". As ALWAYS...many issues to Get around with the Limitation of using the CIV Game Engine with the Hard Coded factors...but a little creative thought can at least provide some way to add a novel Unit :)
 
I'm following this thread with a lot of interest. I see possible applications in the B.V. mod I'm developing. Rare resources, hidden in special spots, guarded by rakshasas. Sort of like goody huts, but owned by a civ.

I also wonder if there's room in Hikaro's FF mod for "The Nyads at Toko-Ri". :p
 
Blue Monkey... Yes, many Good Ways to use this type of Special Unit.

Normally, they would be Pre-placed on the map but as I said, they could be Auto Produced or perhaps even built if they have a "delivery system" such as Paradrop.

One factor concerning them is that they have to be manually made in a Graphics Editing Program one frame at a time. This is Not as difficult as this may seem because if there is an added Defending Unit added, those Units can be any unit and they are already made. It is just a matter of making "templates" to aid in making the Combined animations. IF the Unit is a Fraxis Game Unit, the Shadows are Only on the Ground and all one need do to remove them is load a special Palette that only has the Unit colors without the Shadows and maintain index is used.
The Areas where the Shadows hit the Ground are also not too difficult to maintain by making the entire "City Unit" One Color and using Copy and Paste...paste this Over the animated Defending Unit frames then changing this color to the same Background color in the frames. You then use this to copy and paste to the Final Storyboard after initially pasting the animated Defending Unit Without shadows to the "City Unit".

IF the City Unit itself is also animated, the same procedure would be used but one frame at a time because all frames would be different, unlike a stationary City that does not change. Special simple palettes and templates are made that greatly speed the procedures for accomplishing the animations manually.

The Death animations are accomplished by first using the Added Defending Unit Death that is added to each frame of the City Unit background then the City Unit Death itself is accomplished by removing a number of pixels from the frame just after the Defending Unit has died and continuing to copy and past the previous frame onto the next frame and removing more pixels until it is gone. This Death is all One Long Death for both the defending Unit and the City Unit. Naturally this animation can be made as fantastic as one wants to invest in time and work :)

Generally a Default, Attack (used as Defense) and Death animations are all that are required. Ones imagination would be the Only limitation for such units...that and the willingness to make them :) All work and look Great in game and I personally like being able to set a Hidden Resource under these units that is revealed and usable only when the Unit is destroyed. EFZI2 uses this for the Sewer Guards (Giant Rats) that guard the Manholes. The difference is that the Sewer Guards are invisible unless Attacking or in the Death animation and the Manholes are just Pre-placed manholes rather than being part of the Sewer Guard animations. Very Simple to do this because there is nothing to animate that is not already done. The Default and Fidget animations are simply Blank Frames so nothing shows but the pre-placed Manhole Resources that are on the map. This was easier than adding the Manholes to the Sewer Guard animations, although that is done as needed for Units that require something other than a Resource background or something already placed on the map. The Sewer Guards must be killed to have access to the Manholes in order to build Sewer Accesses that function as "Airports" in the Editor to allow units to "Use the Sewers" to go to any other Building with a Sewer Access.

The Easiest way to use a "City Unit" is to pre-place a Resource or structure on the map then add the Attack and Death for a Defending Unit that is pre-placed and is immobile. Other unit animations can use Blank Frames if invisible is desired or that can be used as they are. The Thing I like about this is the shadows will show correctly over the Resources or structures that are on the map. IF the Structure itself is also wanted as either animated or desired to be destroyed, then that Structure is combined with the Defending Unit animation and a Cool Longer Death animation is made that can reveal Hidden Resources after the City Unit is Destroyed.

The ONLY thing I do not like about such units is that they have to have the Health Bar but this is mandatory for Game Units.

If I can answer any questions not addressed or have failed to convey myself clearly... just ask :)
 
Blue Monkey... Just a quick note...IF you Pre-place the Hidden Resource on your map ( be sure to set that it will not move or disappear) then Pre-Place the Defending Unit as immobile with the "goodhuts" as the background part of the Defending Unit over the resource, the Default would use only the Goody Huts, the Fidget would show as you like, the Attack would show the Defending Unit combined with the Goodhuts defending and the death would also show the combined Defending Unit as it dies then the Goodhuts would show as being destroyed, revealing the Hidden Resource.
You can use sounds without animations where wanted or needed such as the Fidget.

Edit Curious...do you have an animated Unit for the rakshasas you plan to use?
 
Weasel Op... That is Correct. IF Hidden Nationality is used the Health Bar will not show. This would be used with No Attack or Defense as best for the Waterfall "Unit", there would be no need to have a Defending Unit...just the animated Waterfall. The AI still knows and "hovers" over such units as if they can get to them but it is a Good work around :) I set the Balloons in EFZI2 this way and they use this well.
 
Thanks for all the guides. I was thinking of a "ruined temple" unit that, when it is captured/killed reveals a resource with graphics just like the temple + some mystical light or gem or something.
Curious...do you have an animated Unit for the rakshasas you plan to use?
No, not yet - the rakshasa is the "demon" unit I have requested in 2 or 3 of the lotteries.

But enough threadjacking - sorry Pounder.
 
Thanks for all the guides. I was thinking of a "ruined temple" unit that, when it is captured/killed reveals a resource with graphics just like the temple + some mystical light or gem or something.
Blue Monkey... IF you want to use a Temple that will be seen Before and after the Defending Unit is Killed and the Gem is revealed within the Temple, you can make a pre-placed Temple for the Map and add a structure that covers the Gem and looks part of the Temple for the Defending Unit animations. This Structure would be the Default Flc for the Defending Unit and placed in the frame where it will be on the Temple that is on the map.

The Structure, a Slap of Stone for example, would be part of all animations for the Defending Unit until the defending unit is killed...then the Defending Unit has its Death Flc and the Structure is animated to Open or Crumble away to the same Position or look as the Temple. The Structure that is animated vanishes to reveal the Gem that would be the Hidden Resource.

The thing I am saying is that in this case, the entire Temple would not have to be destroyed or vanish...just some structure that is animated to look part of it and that covers the Gem. The Neat thing about this is that the structure would be the Default and Fidget Flc alone as well as be part of the Attack and Death Flcs for the Defending Unit. The Defending Unit would die First, then the Structure could be animated to either slide Open or Crumble to reveal the Gem. IF you wanted the Structure to Slide open, the Temple would need to be made with this Structure Open as part of its Normal Look. IF it Crumbles away, the Temple would be made with this Opening where you place the Gem Resource exactly.

The Tricky part would be to make the Structure match the look and position of the same structure on the Temple from first covering it with a closed or covered position, then animated to the final Open or Crumbled away position so when the Death animation ends and the animated structure is gone, the Structure already on the Temple would appear to stay the same in the final animated open position...in other words, the transition would not be seen, only the Defending Unit would die and the Structure would be animated to go to the Final Position or Crumble away.

Because Resources use small frames, we are limited as to their Position on the game Tile. For this reason it will be best to first place and test the Gem Resource so it appears on the Tile area where wanted. The Gems size and location will be important so you will probably want to make the Temple at the same time, keeping the Gem location in mind. You then make the Structure to match the Temple, cover the Gem and be part of the Defending Unit animation Flcs.

Rather than a Typical "Unit" you could, for example, use Boulders such as aaglo made as the Defending Unit.
Example:
Default- Slab Of Stone Covering the Gem Resource Position and looks part of the Temple.
Fidget- None, unless something Novel is thought of and wanted...other wise you could simply use the Still structure for the animation and add Sound.
Attack- Boulders appear to Roll Out of an opening of the Temple over the intruder :lol:
Death- Slab Of Stone Crumbles or slides Open to look the same as the Temple in its normal look...and the Gem being placed in this position will be revealed. Good Effects and yet not too dificult.

As for the Pre-placed Temple... this Building would probably have to be made where it was part of the Terrain so it would not change as it would if it was a CIV Owned Building. The method used to maintain the Temple on the Map is a Problem to deal with :)

Do you have any rakshasa Demon images that show what you are looking for?
 
Blue Monkey... IF you want to use a Temple that will be seen Before and after the Defending Unit is Killed and the Gem is revealed within the Temple, you can make a pre-placed Temple for the Map and ...

As for the Pre-placed Temple... this Building would probably have to be made where it was part of the Terrain so it would not change as it would if it was a CIV Owned Building. The method used to maintain the Temple on the Map is a Problem to deal with :)
Wow! That is a completely different thought path from my idea of an immobile capturable / enslavable unit with the "gem" as the fidget (hidden by the original defending unit) (or maybe an "airfield" with the "gem" as the immobile/enslavable) & an invisible (blank pcx) resource.

Do you have any rakshasa Demon images that show what you are looking for?
Here and here.
 
Use your Imagination and despite the "limitations" of the Hard Coded game Engine Factorts... Try new things. I am not sure what is more pleasurable, seeing the New difficult "Thing" work in the game or what the New Thing does for the game. Both are good.
Depending on how much it is wanted, it just might be worth doing :)
 
hey real quick. On the Waterfall idea, couldn't it be an immobile Artillery that anyone could build but require a resource that isn't located on the map? Then when someone captures it the waterfall will remain in the same place just under someone else's control. Am I right or are there other problems with that plan?
 
hey real quick. On the Waterfall idea, couldn't it be an immobile Artillery that anyone could build but require a resource that isn't located on the map? Then when someone captures it the waterfall will remain in the same place just under someone else's control. Am I right or are there other problems with that plan?

Would the AI ever disband this unit?
 
Would the AI ever disband this unit?
Well if you uncheck the "requires support" option the there wouldn't be any reason for the AI to disband it... of course the AI does do weird things sometimes:crazyeye:
 
ZO-ZO... You can Uncheck Disband under standard orders to prevent Disbanding a Unit :)

Jewmpaloompa... As a Unit, it would have to belong to one of the CIVs and the act of capturing it would cause War.
I believe the point of the Animated Waterfall was just to animate it for Map Effect but if it was a Unit, it could cause Wars. One of the Problems with "City Units" is that because they are Units, they need to be pre-placed where no one will Demand that they be moved out of their Territory...especially due to being Immobile and a Structure. It would look strange to move a Waterfall at all and when it was moved to a non Mountain Terrain, it would really be strange :lol:
 
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