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About SHP-based VehicleTypes
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sun Sep 03, 2017 10:45 pm    Post subject:  About SHP-based VehicleTypes
Subject description: Help! Please Help! I'm dying
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How do frames organized?
So it can only have WalkFrames and FiringFrames? How does it know which frame to start? How does it deal with turret? Does it support multi-turret? Does idle frames have to be the same as walk frames?

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Sep 04, 2017 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

SHP order is organized:
Walk

Turret (32 Frames) - If you have a Turret for the Unit (If no Turret it skips to Stand Frames.

Stand

Attack

WalkFrames,StandingFrames & FiringFrames defines how many frames its seperated

You can only have 1 Turret.

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Last edited by Atomic_Noodles on Mon Sep 04, 2017 6:33 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 04, 2017 6:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Turret (32 Frames)

fixed

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Tue Sep 05, 2017 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

So turret facing is hardcoded and doesn't respect ares custom facing? And it can't be animated right?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 05, 2017 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

correct.

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PussyPus
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Joined: 14 Jul 2015
Location: Egypt

PostPosted: Tue Sep 05, 2017 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

So should the next version of ares expand SHP based vehicles in game?

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Wed Sep 06, 2017 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

PussyPus wrote:
So should the next version of ares expand SHP based vehicles in game?

Add tilting frames and rocking(parasited) frames Smile
There is only one tilting angle in game, right?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 06, 2017 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Already discussed here

cxtian39 wrote:
There is only one tilting angle in game, right?

there is none. It's only the unit on flat ground.

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PussyPus
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Joined: 14 Jul 2015
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PostPosted: Wed Sep 06, 2017 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, and also expand weapon logics, i requested those many times:
- Tunnel logic (finally happened) makes any unit enter a tunnel building (comes from c&c generals)
- Zero Point Energy Field Manipulator logic (hope it happen) used for weapons, a weapon that lift vehicles and then throw it out by pressing the deploy key while lifting it (comes from half life 2)
- Multi-Cluster warhead logic (i don't know if it exist or not, it's when a warhead happen, for example when a shell impacts on ground it sub-divides into 9 shells, then the 9 shells when impacting on ground, 1 of the 9 shells subdivides into 9)
- aircraft deploy logic (use anything or even deploy into a building while flying after landing to the ground, same applies to water if the building is water-only)

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4StarGeneral
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Joined: 14 Sep 2006
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PostPosted: Wed Sep 06, 2017 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you are replying to the wrong topic.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sat Sep 09, 2017 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
Old shp vehicles can use only 8 facings. But with Ares or exe hack it can reach 32, which means better flexibility in turning.

How to make this effect? I have tried it but doesn't quite do that (see attachment). Sometimes it tilts when it stops moving even although I don't have tilting frames for StandingFrames.
Code:
[CENT]
Voxel=no
Remapable=yes
WalkFrames=1
StandingFrames=1
Facings=32



cent.shp
 Description:

Download
 Filename:  cent.shp
 Filesize:  272.38 KB
 Downloaded:  25 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 09, 2017 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kenosis heavy cruiser is just using a few walkframes. And instead of walking, it wobbles a bit left and right.

No clue how your SHP is supposed to work. There are no turning frames if it's that what you tried there.
Make 4 frames facing north with wobble left and right, then rotate by 11.25° and do another 4 frames with wobble left right and so on for all 32 facings.
Then just set WalkFrames=4. (4 is example)

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sat Sep 09, 2017 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I noticed that land unit can only stop at 8 facings so other facings are turning-only but this is not true for jumpjet

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Sep 16, 2017 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

???

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