1 |
[quote]workarounds and their cost[/quote]
|
1 |
[quote]workarounds and their cost[/quote]
|
2 |
Workaround 1: listen to FeatureDestroyed, draw a collapsing tree. If the animation is done through rendering functions, it might be complicated to do; you could also spawn a fake unit to do this which on the other hand might be somewhat inelegant (technically being an (unfriendly) unit might cause problems with existing nuggetry).
|
2 |
Workaround 1: listen to FeatureDestroyed, draw a collapsing tree. If the animation is done through rendering functions, it might be complicated to do; you could also spawn a fake unit to do this which on the other hand might be somewhat inelegant (technically being an (unfriendly) unit might cause problems with existing nuggetry).
|
3 |
Workaround
2:
have
them
be
Gaia
units
instead
of
features.
This
amplifies
the
downsides
from
the
previous
point
but
the
transition
is
seamless
and
there
is
less
complication.
|
3 |
|
|
|
4 |
Workaround 2: have them be Gaia units instead of features. This amplifies the downsides from the previous point but the transition is seamless and there is less complication. Probably bad for trees, but might work decently for large, singular features with gameplay implications (like path-blocking rocks or such).
|