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32 Facings SHp projectile Question
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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Thu Aug 02, 2018 1:51 pm    Post subject:  32 Facings SHp projectile Question Reply with quote  Mark this post and the followings unread

So i have this 32 facings shp projectile. For each facing it has only 4 frames. So 4x32=128 frames overall. This is my art coding

[MyProjectile]
Rotates=yes
Voxel=no
CustomPalette=anim.pal ;(just in case)

And in the rules section the proj code:

[StupidProjectile]
AA=no
AG=yes
AS=yes
AN=yes
Image=MyProjectile
ROT=5
Acceleration=2
Arm=0
Proximity=yes
High=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
AnimLength=4 ;(from ARES)

I'm not sure what goes wrong but the game crashes upon fire. I changed the code in the rulesmd.ini in anyway the game still crashes. When i remove "rotates=yes" from artmd.ini the animation is visible (but only 1 frame for facing). I also added the anim in [animations]. What could be the problem?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 02, 2018 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ares Doc wrote:
[Projectile]?AnimLength= (integer - frames)

   The number of frames the animation for each facing has. Playback speed is one frame every AnimRate frames. The animation is not guaranteed to play from the first frame on. Defaults to 1.

   Note:    AnimRate cannot be 0, or a division by zero will crash the game once a projectile of this type is fired.

a wild guess would be that a missing AnimRate key defaults to 0.
Since you have no AnimRate, you get div/0

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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Thu Aug 16, 2018 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your wild guess was right. That was the case. Thanks (and sorry for the late reply i had to change my video card :>   )

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