but I'll be glad if anyone can help me to code him to the game. everything seem fine only real problem is his move animation didn't work with current code he still slide along the ground like TD tank with no animation. [Make me wonder do this engine already support to make mecha unit if not my sprite should be helpful]
and another problem i have is about unit "local offset". Ok i know what is this code but i just not sure which Number is FLH since it not mention in Tutorial.
doesn't seem much different from what i code only different is Titan move direction on shp is reverse [since he is TS unit] and have 8 facting while my Mech have 32 facing. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 24, 2015 4:35 pm Post subject:
You do use tabs there right? YAML is picky about indentation. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I'm probably wrong with that then. Although you could look at the debug log to be sure.
You should probably post the mech's code, not just the sequence. The way it's acting, I'm thinking there's an issue with the rendering trait. QUICK_EDIT
I decide to post only Sequence code since all problem i have is move animation not working while other function seem work normally. here is my rule code.
Ah, ok. I suspect your problem is that you're using the trait RenderUnit. Try using RenderInfantry which renders animations. That's what the Titan uses and hence why it has a stand entry instead of an idle one. You could also specify the stand animation if you don't like changing idle but it seems easier this way. So change idle to stand and RenderUnit to RenderInfantry like this:
OK now I fixed his remap color [Thank to Apollo] this's perfect version of him. feel free to use it in your mod but since i design it for TD it can be limit for your mod.
Well I'm glad you got it worked out. For future reference, the OpenRA IRC is a great place to get quick help with something. There are usually a few of the devs there to help out. QUICK_EDIT
sorry for double post just wanna tell my problem is solve. [it cause from wrong size of shp it self which i have no idea why however it work now] QUICK_EDIT
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