View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0001888 | The Dark Mod | AI | public | 03.08.2009 23:10 | 26.03.2010 07:36 |
Reporter | Springheel | Assigned To | Ishtvan | ||
Priority | high | Severity | normal | Reproducibility | have not tried |
Status | closed | Resolution | fixed | ||
Target Version | TDM 1.01 | Fixed in Version | TDM 1.01 | ||
Summary | 0001888: KO info read from attached head | ||||
Description | The headgear issue, as far as I can see, HAS to be read from the head entity. The head entity already defines whether the head has a helmet (either attached or as part of the model). I think we need to be able to enter the KO information to the head entity (where mappers will not have to worry about it). The head KO information would also have to override the settings inherited from the civilian vs combattant def file if they contradict each other. I assume code support is needed to read that information from the head, however. How realistic is that before release? | ||||
Tags | No tags attached. | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
03.08.2009 23:10 | Springheel | New Issue | |
04.08.2009 03:31 | Springheel | Status | new => assigned |
04.08.2009 03:31 | Springheel | Assigned To | => Ishtvan |
06.01.2010 10:08 | Ishtvan | Status | assigned => resolved |
06.01.2010 10:08 | Ishtvan | Resolution | open => fixed |
29.01.2010 09:51 | greebo | Target Version | => TDM 1.01 |
29.01.2010 09:53 | greebo | Fixed in Version | => TDM 1.01 |
26.03.2010 07:36 | greebo | Status | resolved => closed |