Posted: Fri Feb 16, 2018 9:16 pm Post subject:
More Anim Issues
I am having two problems with this code.
1. I am getting slices cut off the bottom of GAARM
and
2. GAARM_B is overlayed by GAARM SHP
I used to know how to do this stuff, but for my life have forgotten.
Any help to this ancient noob issue is much appreciated
Code:
[GAARM_A]
Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate.
LoopStart=0
LoopEnd=19
LoopCount=1
Rate=50
Layer=top
NewTheater=yes
Report=IFVRepair
Shadow=no
;Nation Canada Active Anim Damaged
[GAARM_AD]
Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate.
LoopStart=19
LoopEnd=39
LoopCount=1
Rate=200
Layer=top
NewTheater=yes
;Report=TeslaCoilPowerUp
Shadow=no
;Nation Canada Idle Anim
[GAARM_B]
Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate.
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=top
NewTheater=yes
;Report=TeslaCoilPowerUp
Shadow=yes
;DoubleThick=true
;Nation Canada
[GAARM]
Normalized=yes
Remapable=yes
Cameo=POWRICON
Foundation=1x1
;Flat=yes
Buildup=NATSLAMK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=50,0,300
SecondaryFireFLH=50,0,300
;NewTheater=yes
ActiveAnim=GAARM_B
;ActiveAnimDamaged=GAARM_AD
ActiveAnim=ZAdjust=-30
ActiveAnimPowered=no ; SJM: This means anim goes away when underpowered
ActiveAnimPoweredLight=no ; SJM: This means anim goes away when underpowered
SpecialAnim=GAARM_A
;SpecialAnimDamaged=GAARM_AD
SpecialAnimZAdjust=-30
SpecialAnimPowered=no ; SJM: This means anim goes away when underpowered
SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered
IsAnimDelayedFire=yes ; SJM: Firing anim (SpecialAnim) delays firing of weapon
DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too
CanBeHidden=true
OccupyHeight=8
DamageFireOffset0=0,14
Last edited by AnimalMan on Mon Feb 19, 2018 4:18 pm; edited 1 time in total QUICK_EDIT
My special anim damaged (GAARM_AD) is overlayed by GAARM_A in game. Or it is playing some of GAARM_A and some of GAARM_AD at the same time. I am sure I have input frames correctly, 20 frames of damaged animation from 19-39 or 20-40 in shp builder.
Code:
;Nation Canada
[GAARM]
Normalized=yes
Remapable=yes
Cameo=gaarmicon
Foundation=1x1
;Flat=yes
Buildup=NATSLAMK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=50,0,300
SecondaryFireFLH=50,0,300
;NewTheater=yes
ActiveAnim=GAARM_B
ActiveAnimDamaged=GAARM_BD
ActiveAnimZAdjust=-30
ActiveAnimPowered=no ; SJM: This means anim goes away when underpowered
ActiveAnimPoweredLight=no ; SJM: This means anim goes away when underpowered
SpecialAnim=GAARM_A
SpecialAnimDamaged=GAARM_AD
SpecialAnimZAdjust=-30
SpecialAnimPowered=yes ; SJM: This means anim goes away when underpowered
SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered
IsAnimDelayedFire=yes ; SJM: Firing anim (SpecialAnim) delays firing of weapon
DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too
CanBeHidden=true
OccupyHeight=8
DamageFireOffset0=0,14
;Nation Canada Special Anim
[GAARM_A]
Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate.
LoopStart=0
LoopEnd=19
LoopCount=1
Rate=100
Layer=top
NewTheater=yes
Report=IFVRepair
Shadow=yes
;Nation Canada Special Anim Damaged
[GAARM_AD]
Image=GAARM_A
Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate.
LoopStart=19
LoopEnd=39
LoopCount=1
;End=20
Rate=100
Layer=top
NewTheater=yes
Report=IFVRepair
Shadow=yes
;DetailLevel=2
;DoubleThick=true
Anyone know what I am doing wrong?
In this SHP the damaged animation starts on 21 - and ends on 40.
seems everything i do to it is incorrect, and causes some of the undamaged anim to play. QUICK_EDIT
[GAARM_AD]
Image=GAARM_A
Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate.
LoopStart=20
LoopEnd=39
LoopCount=-1
;End=20
Rate=100
Layer=top
NewTheater=yes
Report=IFVRepair
Shadow=yes
;DetailLevel=2
;DoubleThick=true
DemandLoad=true
On loopcount -1 it likes to display correctly, But I need it on loopcount 1.
The first play through always plays some of the undamged anim on loop.
Perhaps I should take the frames into a new shp of pure damaged frames. QUICK_EDIT
As suspected Isolating the frames into their own _AD SHP and removing Image= fixed the issue. and now the GAARM uses its AD animation in the same way it uses its A animation QUICK_EDIT
as E1 Elite mentioned, the key Start is missing.
Loop# as the name says, are the keys for the looping part only.
Start and End tell the game from where to actually start and end playing the anim.
If not specified Start=0 and End=#frames
here the correct code
Code:
[GAARM_A]
Start=0
End=20 ;this frame is not shown anymore (so the last visible frame is 19)
Rate=100
Layer=top
NewTheater=yes
Report=IFVRepair
Shadow=yes
removed
LoopStart=0
LoopEnd=19
LoopCount=1
because with this and without Start/End, it would play from 0-19 1 time and then still continue playing till the end of the SHP, which is frame 39. Because the End key was not set.
Code:
[GAARM_AD]
Image=GAARM_A
Start=20
End=40 ;this frame is not shown anymore (last visible frame is 39)
Rate=100
Layer=top
NewTheater=yes
Report=IFVRepair
Shadow=yes
The looping keys removed because you want it to play only 1 time anyway.
DemandLoad=true removed, because i'm pretty sure you don't have the SHPs placed in iso*.mix.
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