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Heres a question
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Aug 03, 2007 2:02 am    Post subject:  Heres a question Reply with quote  Mark this post and the followings unread

how do you give a vehichle .shp a death anim? I know they can have one because I remember the Cyborg Reaper had one, but I don't have fs installed anymore. Could someone tell me the tag?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Aug 03, 2007 2:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Art.ini Flags i do believe.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 03, 2007 8:20 am    Post subject: Reply with quote  Mark this post and the followings unread

first the shp must have the frames for the death-anim. They are in most cases placed at the end.
And afaik death anims work only for units without a turret.

then in art.ini you tell the game at which position/frame in the shp the death anim start.
StartDeathFrame= ;frame where the death anim starts
DeathFrames= ;number of frames of the death anim
DeathFrameRate= ;speed at which it's displayed (higher = slower; 1 fastest)

I assume from the way you asked your question, you don't know how to make SHPs or never made one. So i think it would be very hard for you to make a new death anim for an already existing unit. Because, if the Death-Frames aren't there, you have to make some.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Fri Aug 03, 2007 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have made and converted many .shps before, but in the art.ini they do no have that specidic tag listed. So i did not know what was the proper tag. My .shps do have a death anim, I just couldn't get them to play ingame because you need the tag. (and I work with RA2/YR, where not a single vehicle .shp has a death anim.)

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Fri Aug 03, 2007 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can also use the Death Weapon logic. it is useful if you want to have a 'corpse' animation play after the initial Death animation by using next= in the animation tags (think gas) under the Artmd.ini..it also allows you some creativity with the damage/warhead tags as well. Wink...for noxious kills.

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