GC death sound delayed, starts after animation finishes

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GC death sound delayed, starts after animation finishes  Topic is solved

Postby zeknife » 26 Jul 2013, 21:41

I believe this bug has existed since the original Supreme Commander, and it has annoyed me to no end ever since.

If you ctrl+k or otherwise kill a galactic colossus, you'll notice it has a unique death sound effect, much like the monkeylord and other experimental units.
However, you'll also hopefully find that the sound effect starts playing only after the unit falls over and turns into wreckage, instead of being synchronized with the animation.

This is easily fixed, though!
I looked into fixing this myself, so I found what the problem was. I'm not too familiar with Lua so pardon me if I use any incorrect terminology
In UAL0401_Script.lua, in the DeathThread function, you'll find a bunch of lines correlating to the death animation, including the offending line:

Code: Select all
self:PlayUnitSound('Destroyed')

This is at the end of the function, after all the animation-related stuff, instead of at the top (As it would be in any other units script, the monkeylord for example)
If this line is moved to the start of the function, the sound effect will be synchronized with the animation and all will be well.

Surely I can't be the first to notice this!
zeknife
 
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