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XT-300 Goliath
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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Wed Aug 01, 2018 8:06 am    Post subject:  XT-300 Goliath Reply with quote  Mark this post and the followings unread

From game: CS Nexon: zombies

Too bad this Mech usually has 3 different attack animations so i had to choose only one :<

And sorry for the bad remapping (the hardest thing for me).



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 01, 2018 8:12 am    Post subject: Reply with quote  Mark this post and the followings unread

god_l1k31 wrote:
Too bad this Mech usually has 3 different attack animations so i had to choose only one :<

you can always include multiple into the SHP and let the user decide which one he wants to use via the FiringFrames and StartFiringFrame keys.

example how i gave the DTA Queen Ant 4 different anims and let Bittah decide which one he wants to use
Code:
[QANT]
Voxel=no
Remapable=yes
PrimaryFireFLH=200,0,48
Facings=32
StartStandFrame=0
StandingFrames=1
StartWalkFrame=32
WalkFrames=8
StartFiringFrame=288   ;electric bolt attack
FiringFrames=8
FiringSyncFrame1=6

;StartFiringFrame=544   ;bite attack
;FiringFrames=5
;FiringSyncFrame1=3

;StartFiringFrame=704   ;egg laying
;FiringFrames=9
;FiringSyncFrame1=8   ;the moment the egg is placed and where a weapon with a non-moving projectile that looks like an egg is fired

;StartFiringFrame=992   ;wing flapping
;FiringFrames=10

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X-Mech Calendar (28 Mechs for GDI and Nod)
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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Wed Aug 01, 2018 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

True true, but i thought with these 2 big miniguns, who would choose other firing animation. For example even if i decided to put rocket firing animation (from the top of the unit), the miniguns would just sit there for nothing (like just lookin badass and fancy). Anyway i know more animations are always better than no animations, but i'm too lazy ...

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