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Flame Projectile Question
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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Tue Jul 31, 2018 8:32 am    Post subject:  Flame Projectile Question Reply with quote  Mark this post and the followings unread

Can Animation like this be made to a projectile. I know there is a way with FireStreamSys (but it doesn't behave like this one). Also i couldn't use custom palette on the "[fireStreamsys]"

I also tried to make it like "Anim=Flame" (in [Weapon] section) but then it plays the animation in all 8 facings at once.

If i use it as normal projectile the whole animation will travel from Point A to point B



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jul 31, 2018 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Split it into 8 separate anims & add them to the weapon anim like this; Anim=FLAME-N,FLAME-NE,FLAME-E,FLAME-SE,FLAME-S,FLAME-SW,FLAME-W,FLAME-NW

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 31, 2018 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

or to skip the splitting into separate anims, code art.ini like this
[FLAME-N]
Image=FLAME
Start=0 ;just an example, find the correct index yourself
End=8

[FLAME-NW]
Image=FLAME
Start=8
End=16

\Edit
don't forget to add all these anims to the [Animations] section in rules.ini

Last edited by Lin Kuei Ominae on Tue Jul 31, 2018 9:27 am; edited 3 times in total

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Jul 31, 2018 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
or to skip the splitting into separate anims, code art.ini like this
[FLAME-N]
Image=FLAME
Start=0 ;just an example, find the correct index yourself
End=8

[FLAME-NW]
Image=FLAME
Start=8
End=16


I don't know if that works in TS but it doesn't in RA2/YR. Just something to be aware of.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 31, 2018 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

huh? why shouldn't it work?
It's the most basic art.ini coding that works ever since TS.
What doesn't work here?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jul 31, 2018 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Because it doesn't work and I made a suggestion to LKO's ImageShaper
And there is a visual glitch that Anim of Weapon doesn't turn when the unit turns so such an anim should be as short&tiny as possible.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Jul 31, 2018 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

My apologies, I had distinct memory of it not working properly, at least when set up with 32 different facings (Ares feature) but it appears that this is not actually the case and I likely just messed up something. You can ignore what I stated in my first post as it appears that it does not hold true.

EDIT: I tried it out with the animation that gave me trouble back in the day and turns out my comment wasn't entirely unfounded since it plays more frames than it should for all but the first one in Anim list (seemingly ignoring End but it doesn't actually go to the last frame of SHP), don't know if that's due to more than 8 directions, large amount of frames in single SHP or something else.

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Last edited by Starkku on Tue Jul 31, 2018 10:12 am; edited 1 time in total

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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Tue Jul 31, 2018 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Split it into 8 separate anims & add them to the weapon anim like this; Anim=FLAME-N,FLAME-NE,FLAME-E,FLAME-SE,FLAME-S,FLAME-SW,FLAME-W,FLAME-NW


So i separated em like that, and added it to the weapon. Now i see only the 1st "FLAME-N" animation in all directions .

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jul 31, 2018 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Double check all you code, you've missed something some where. Are all the anims listed under [Animations], do they all have entries in the art(md).ini with the correct code, etc, etc...

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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Tue Jul 31, 2018 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

All lines are there inside Artmd. In Rules i've put everything in [animations]. As i said i can see the animation, so i guess its not problem related to artmd. It just doesn't rotate. This is my weapon code:
[MechFlame]
Damage=25
ROF=30
Range=7
Projectile=InvisibleLow
Speed=100
Burst=2
Warhead=SAFlame
Report=PyroShoot
Anim=FLAME-N,FLAME-NW,FLAME-W,FLAME-SW,FLAME-S,FLAME-SE,FLAME-E,FLAME-NE

(In the art section i've just put "custompalette=xx" under every FLAME)

I also tried that thing where u add
Image=Flame
Start=0
End=17
             ...But didn't work as well..

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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Tue Jul 31, 2018 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, i was dumb. I've written one letter wrong and it all went to hell because of it. Now it worked. Thanks all for the quick replies and suggestions.

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