URL:
<http://gna.org/bugs/?11140>
Summary: Bug with units animations after [message]
Project: Battle for Wesnoth
Submitted by: vendanna
Submitted on: Sunday 02/24/08 at 09:57
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
Item Group: Graphics
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.3.18
Operating System: Windows ME
_______________________________________________________
Details:
There seems to be a bug with the game displaying animations after text.
Here is an example event.
[event]
name=die
[filter]
description=Puppeter
[/filter]
[message]
speaker=Puppeter
message= _ "Crap! I'm done for!"
[/message]
[message]
speaker=narrator
message= _ "Upon the defeat of the evil puppeter, its creations fell harmless
to the ground, broken their link with its master."
[/message]
[kill]
description=Mannequin
animate=yes
[/kill]
[kill]
description=Mystic-Puppet
animate=yes
[/kill]
[message]
speaker=Ryan
message= _ "Mess with the best, die like the rest!"
[/message]
[endlevel]
result=victory
bonus=no
[/endlevel]
[/event]
With this event, the scenario ends upon the defeat of the main opponent (in
this case an evil puppeter) and its creations die with him playing the death
animation as well.
The bug appears with the [message] preceded from any animation that must be
played after it, the more time you spen reading the box of text is less time
the next animation will play (even it could end without being played).
What I think it happens, is that the animation is playing on the background
as if there weren't any pause between the text box and the next thing, since
if you click immediately after the text box appears, you will be able to see
the entire animation without problems.
So basically in order to fix that, the game should wait for the player input
before continue with the event. So it doesn't skip any animations that
precedes the text.
_______________________________________________________
Reply to this item at:
<http://gna.org/bugs/?11140>
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