Superweapon animations hardcoded? - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Inject the Battlefield (https://forums.renegadeprojects.com/forumdisplay.php?fid=60) +--- Forum: Old RockPatch Discussions (https://forums.renegadeprojects.com/forumdisplay.php?fid=59) +--- Thread: Superweapon animations hardcoded? (/showthread.php?tid=284) |
Superweapon animations hardcoded? - AlliedG - 26.05.2006 You can't seem to add new ones be them clones of existing one or brand new ones without errors. For instance I made a newnuke clone so I use a new shp for it and copy the namisl code and got it working ingame. (good example at Dethro's Tiberian Graveyard site Chaos Silo shp) Now when I build the structure the superweapon 1 and 2 anims continously loop until the charge time reached then it stays in charged state after missile is launched the cycle repeats, the only current "fix" is to set ChargedAnim time at max recharge time of the superweapon ... [YAMISL] Cameo=YMISLICON Remapable=yes Foundation=3x3 Normalized=yes Buildup=YAMISLMK Height=8 DemandLoadBuildup=true FreeBuildup=true NewTheater=yes PrimaryFirePixelOffset=0,44 SuperAnim=YAMISL_E SuperAnimXAdjust=-40 SuperAnimYSort=543 SuperAnimTwo=YAMISL_F SuperAnimXAdjust=-40 SuperAnimTwoYSort=543 SuperAnimThree=YAMISL_G SuperAnimXAdjust=-40 SuperAnimThreeYSort=543 SuperAnimFour=YAMISL_H SuperAnimXAdjust=-40 SuperAnimFourYSort=543 SuperAnimDamaged=YAMISL_ED SuperAnimTwoDamaged=YAMISL_FD SuperAnimThreeDamaged=YAMISL_GD SuperAnimFourDamaged=YAMISL_HD CanBeHidden=False OccupyHeight=5 RemoveOccupy1=-3,-2 RemoveOccupy2=-3,-1 RemoveOccupy3=-2,0 RemoveOccupy4=-1,1 RemoveOccupy5=-2,-3 RemoveOccupy6=0,-2 RemoveOccupy7=-1,2 RemoveOccupy=-1,-3 [YAMISL_E] Normalized=yes LoopStart=0 LoopEnd=1 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes [YAMISL_ED] Image=YAMISL_E Normalized=yes Start=1 LoopStart=1 LoopEnd=2 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes [YAMISL_F] Normalized=yes Start=0 End=19 Rate=200 Layer=ground NewTheater=yes Shadow=yes StartSound=NuclearSiloReady [YAMISL_FD] Image=YAMISL_F Normalized=yes Start=20 End=39 Rate=200 Layer=ground NewTheater=yes Shadow=yes StartSound=NuclearSiloReady [YAMISL_G] Normalized=yes LoopStart=0 LoopEnd=1 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes [YAMISL_GD] Image=YAMISL Normalized=yes Start=1 LoopStart=1 LoopEnd=2 LoopCount=-1 Rate=200 Layer=ground NewTheater=yes Shadow=yes [YAMISL_H] Normalized=yes Start=0 End=9 Rate=200 Layer=ground NewTheater=yes Shadow=yes [YAMISL_HD] Image=YAMISL_H Normalized=yes Start=10 End=18 Rate=200 Layer=ground NewTheater=yes Shadow=yes This is the art code and I got a NewNuke as its superweapon type and the rulesmd code is a exact copy of the NAMISL, the animations have been added to [Animations] and they display correctly. Everyone works expect for superweapon 1 and 2 animations contiously playing  instead of only activating ONCE when reaching charge time i..e silo opening missile revealed state ... RE: Superweapon animations hardcoded? - TheMan - 27.05.2006 i had these problem to, i think theres a limit it should be fixed to some rock patch version RE: Superweapon animations hardcoded? - TheMan - 12.07.2006 Quote:v1.07 ....it dont work....or? what you say pd? are we talking about the same thing? |