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animatable voxels?
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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Thu Sep 07, 2006 8:07 pm    Post subject:  animatable voxels? Reply with quote  Mark this post and the followings unread

is it posable to make a voxel have a attack charging animation?

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Sep 07, 2006 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you mean like Prism Tank's turret anim?

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Nighthawk
Vehicle Drone


Joined: 12 Feb 2006
Location: Northern Ireland

PostPosted: Thu Sep 07, 2006 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

As far as I know that involves creating voxel sections, then having the correct coding in the INI files to get the game to use those sections.

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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Thu Sep 07, 2006 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

i mean a charge up animation, like the teslacoil or the prism tower

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Sep 07, 2006 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no way to get a unit to show an anim of it changing up before it fires, you can only showing it charge after it fires.

The three ways you can animate it after its fired is with either the prism tank's logic which uses a hack of the IFV logic to cycle through several vxl files to animate the turret after firing (see SREF in the rules ini & in the local mix)

The other way is to use a multi-sectioned vxl & animate the turret with the hva, which I could write several pages about TBH.

The last way is to make your unit a shp & code it to use certain frames when firing, which unless you’re a master Gfx editor might be a bit hard #Tongue

I’d say go with the prism tank’s logic, its quick, easy & you’ll get the best looking results with it.

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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Thu Sep 07, 2006 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks for the help but i wanted a charging anime. *sigh* i guess it wont work out like that

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Sep 07, 2006 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well there is one way but it would only work on say a MAD tank etc.

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Dracaveli12
Medic


Joined: 05 Jun 2006

PostPosted: Fri Sep 08, 2006 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

So what about after the warhead or projectile is launch can u bring in a animation then?

Edit: The reason being im working on a metal gear and i want anim to play after it launches its arsenal

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sat Sep 30, 2006 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

cant animations be don with a "gattling-hack"?
make it that way that only the last stage of the gattlig does demage?
add something like this:
wepcount=4
turcount=4
Teh idea:
wep1: dummy
wep2: dummy
wep3: dummy
wep4: demage_weapon

do remember to add shorter times betwine each weapon count
I have not tryed this, but I hope this wil work Very Happy good luck!

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