Backwards-facing units

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Helmet
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Backwards-facing units

Post by Helmet »

I would like an option to turn-off the backwards-facing sprites, so all units will face forward when idle.

Sometimes it's not easy to tell the units apart when they're facing backwards.

Plus every single unit looks 100% cooler facing forwards. 8)
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Yomar
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Re: Backwards-facing units

Post by Yomar »

If I remember well in some older versions of Wesnoth, all units were facing forward.
Beheld the origins of BFW.
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Toranks
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Re: Backwards-facing units

Post by Toranks »

StandardUnitFilter formula supports facing ($this_unit.facing). You can create an moveto event (triggers at the end of any move) with conditionals and filters that changes all units facing n to s, ne to se, and nw to sw
shevegen
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Re: Backwards-facing units

Post by shevegen »

It would be interesting if he could have automatic sprite animations. Like some units turn sleepy-face when idling for too long. :D
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egallager
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Re: Backwards-facing units

Post by egallager »

shevegen wrote: February 21st, 2023, 6:06 pm It would be interesting if he could have automatic sprite animations. Like some units turn sleepy-face when idling for too long. :D
Idle animations actually already exist, they'd just have to be added for more units
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beetlenaut
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Re: Backwards-facing units

Post by beetlenaut »

egallager wrote: February 22nd, 2023, 12:35 am It would be interesting if he could have automatic sprite animations. Like some units turn sleepy-face when idling for too long.
You must have them turned off in preferences. We could use more, but there are enough to see them fairly frequently--including the one that has an inactive goblin look sleepy when it has been idle for a while.
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