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 Forum index » Modding Central » Tiberian Sun Editing Forum
DoorAnim Rate
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 17, 2016 8:49 pm    Post subject:   DoorAnim Rate Reply with quote

I tried to synchronize an animation on a warfactory's DoorAnim with one on the ProductionAnim.
I gave both the same number of 60 frames in the animation.

Both start at the same frame ingame when a unit is build, yet even with Rate=900 (which is fastest) on the ProductionAnim, the DoorAnim is about 19 frames faster.

Does anyone know at which Rate the DoorAnim of a warfactory plays?
Is there any way to slow the DoorAnim down or give it a different Rate?
Since DoorAnim= uses the SHP directly without checking any art.ini section, i don't see how this could be done.

Or is there any other way to make sure the ProductionAnim plays at the same speed as the DoorAnim?
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Oct 17, 2016 10:04 pm    Post subject: Reply with quote

You can change the DeployTime= value of the gate in Rules.ini to adjust the rate of the animation.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 18, 2016 6:22 am    Post subject: Reply with quote

Wow, excellent.
I just tested the key and it really works. Expected it to be another of WWs non-working keys.

Thanks.

Now i only have to figure out which DeployTime value relates to which Rate value.
DeployTime seems to be an absolute value, into which it squeezes all the frames of the DoorAnim, regardless how many there are.
Should be simple math to calculate DeployTime from a given Rate value and number of frames.


While we are at it, you don't happen to know a way to delay the spawning of the new build unit?
I would like to have the unit spawned after several frames and not immediately when construction is complete and the DoorAnim starts.
e.g. the unit should not be spawned inside the warfactory until the DoorAnim has reached the last frame.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Oct 18, 2016 3:28 pm    Post subject: Reply with quote

I don't think there's a way to delay when a war factory spawns a new unit: I'd have done it for Nod's airfield in DTA if I knew how. Instead the unit is covered up by the production anim until I want it to be visible.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 18, 2016 7:55 pm    Post subject: Reply with quote

yeah, i intend to use the DoorAnim to cover it.
But since the anim is rather long, it could be dangerous for the new unit to stand there completely passive and vulnerable until the anim finishes.
I guess there's no way around it then.
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4StarGeneral
Commander


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Wed Oct 19, 2016 8:20 pm    Post subject: Reply with quote

To answer your DeployTime problem, 60 frames should be 0.0044 (if it even takes more than 3 decimal points) to match up with Rate=900 (15 fps). That's 4 seconds for the entire animation to take place.
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"Don't beg for things; Do it yourself or you'll never get anything."
Lin Kuei Ominae wrote:
wrong forum. this is not minecraft.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 19, 2016 9:48 pm    Post subject: Reply with quote

DeployTime is measured in minutes
4 seconds = 0.067 minutes
So it would be DeployTime=0.067 Wink
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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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4StarGeneral
Commander


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Thu Oct 20, 2016 12:03 am    Post subject: Reply with quote

That's what I get for second guessing myself, I don't know why I started using milliseconds now that I look at it fresh.
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Lin Kuei Ominae wrote:
wrong forum. this is not minecraft.


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