Posted: Tue Oct 24, 2017 6:54 pm Post subject:
Sequence Solution for TS Flaoter [Done]
Hey,
does someone have a functioning sequence for the Tiberium Sun floater?
The floater only has 2 animation loops wich are 16 frames long: idle/move (0-15) and fire (16-31).
It works as a vehicle but i wanted it to use it as an infantry unit.
I edited this with the sequence creator but it only creates glitchy movements nothing works fine - even though each individual framechain looks perfect within the sequence editor:
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Oct 25, 2017 10:32 pm Post subject:
Everything but FireUp should have 0,16,0 as sequence. FireUp should have 16,16,0. Problem solved. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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 usually write seq by hand
The 1st number is starting frame, the 2nd number is length, and the 3rd number determines where each facing starts.
For example x,y,z
1st facing start at frame x, 2nd starts at x+z, 3rd starts at x+2z.... and they are all y-frame long.
Hope this helps _________________
It functions well. One final question: do you know a secure way for the floater to play his idle animation in a constant loop rather then stand still, play the 16 frames and stand still again, like all other infantry units do - does idlerate help?
Sadly, when the AI uses them they are frozen while moving - similar to some engineers while searching for a building to be captured. The AI Scripts for the floaters are simple attack missions unsimilar to the engineer missions - ideas? Last edited by Ich-Henker on Fri Oct 27, 2017 1:34 pm; edited 1 time in total QUICK_EDIT
That seems like a very lackluster solution and would create lots of cluddered ai strings for each opposing army - what is the reason for their akward movement-animation-poblems? QUICK_EDIT
The word freezes reminded me of a TS case where an infantry had multiple
capabilities and the game froze the unit on its firing frame when the AI was
given an attack script.
Did it work? Your case could be different. QUICK_EDIT
I'll check but using that ai-script-workaround is no option for me (or maybe). I will check it very soon, i tried with givin those floater-attack-scripts a regroup action first (they were lacking it before).
That helped! QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum