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tank barrel animation?
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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Mon Jun 15, 2009 11:02 pm    Post subject:  tank barrel animation? Reply with quote  Mark this post and the followings unread

just wondering if its possible to add animation to a tank barrel to make it recoil like real tanks do. Can it be done?

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Mon Jun 15, 2009 11:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can make the barrel part of the turret that's what I do. I hate the fact that it shows through the turret most of the time, besides IMO it looks better.

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Mon Jun 15, 2009 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

go look at the grand cannons code, i believe it recoils

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Tue Jun 16, 2009 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes. You need a number of turrets for that. Only voxels and not shps. Most units that have animated turrets has IsChargeTurret. Try to follow SREF's code.

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Tue Jun 16, 2009 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lexa wrote:
Yes. You need a number of turrets for that. Only voxels and not shps. Most units that have animated turrets has IsChargeTurret. Try to follow SREF's code.


Yes. To elaborate, basically just make a bunch of turrets and with each one move the barrel closer or farther from the turret. So the first turret will have the barrel at one position, the next turrets' barrel is moved closer to it, and vice versa

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Jun 16, 2009 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

NO
NO
NO
Quote:
Yes. You need a number of turrets for that. Only voxels and not shps. Most units that have animated turrets has IsChargeTurret. Try to follow SREF's code.

FAIL.

Code:
Turret=yes
TurretAnim=GTGCANTUR
TurretAnimIsVoxel=true
TurretAnimX=3
TurretAnimY=28
TurretAnimZAdjust=-60
TurretRecoil=yes
TurretTravel=2
TurretCompressFrames=3
TurretHoldFrames=6
TurretRecoverFrames=9
BarrelTravel=8
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40

Go way, learn rules, use brain, come back.

Tags are on stock Grand cannon, there are altered but you get the idea, right?

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Jun 16, 2009 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

look at gattling Tank Wink

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Jun 16, 2009 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

His Jakassness, me, has just informed myself that the code up there is only for buildings, and is to illustrate the point that the grand cannon does not use turretchanger logic.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Jun 16, 2009 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Albrecht: Edit your post then.

@OP: Use Charged Turret logic and move your cannon in and out. That should work.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Jun 16, 2009 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Animated HVAs? No?

Okay then.

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Wed Jun 17, 2009 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
NO
NO
NO
Quote:
Yes. You need a number of turrets for that. Only voxels and not shps. Most units that have animated turrets has IsChargeTurret. Try to follow SREF's code.

FAIL.


Ok sorry. I thought He meant about a unit's tank barrel animation.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Jun 17, 2009 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

My bad. For Prism style turrets you make several and use ischargeturret, limits you to one method.
Or you can use animated Hvas as suggested by the furfag #Tongue and for defences use grand cannon recoil logic.

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Thu Jun 18, 2009 1:32 am    Post subject: Reply with quote  Mark this post and the followings unread

So if someone has a Pokemon/Digimon thing in there avatar it makes them a "Furfag"?

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Thu Jun 18, 2009 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

on the internet, fag is a suffix describing what kind of person you are
such as:
christfag = christian
drawfag = someone who draws
newfag = someone new to something
and so on

I suppose that makes us as a community, modfags
in a technical aspect, everyone is a fag

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Thu Jun 18, 2009 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

It sounds more like an insult than anything else though.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Jun 18, 2009 3:45 am    Post subject: Reply with quote  Mark this post and the followings unread

how in the hell did my post go from tank barrel animation to everyones a fag, wtf are you serious people

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Thu Jun 18, 2009 3:46 am    Post subject: Reply with quote  Mark this post and the followings unread

It's okay.

We took back the word "fag".
It no longer has the power to hurt.

Now, back on topic~!

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Jun 18, 2009 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Roadwarrior wrote:
So if someone has a Pokemon/Digimon thing in there avatar it makes them a "Furfag"?

I'm a hell of a lot more furry than just Rain as my avatar. #Tongue

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Jun 18, 2009 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alrighty, so anyway, which is the correct way to do this, make multiple turrets, or multiple barrels, or both? But if I do that, wont it continuously keep recoiling, "like the propellers keep spinning" without firing the weapon?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Jun 18, 2009 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

no. Make multiple turrets (e.g. 4)
Copy [sref] turretchanger code
????
Profit!

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Jun 18, 2009 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok thanks LT I'll give it a try

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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Sun Jun 21, 2009 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

here is a litte gude i post at my grand cannon tank vxl...

you got to make one turrent for each frame you want to have.
if you want 7 charge frames.

frame 0 (when charged) === XXXtur.vxl
----------- fire ------------
frame 1 === XXXtur7.vxl
frame 2 === XXXtur6.vxl
frame 3 === XXXtur5.vxl
frame 4 === XXXtur4.vxl
frame 5 === XXXtur3.vxl
frame 6 === XXXtur2.vxl
frame 7 === XXXtur1.vxl

and every XXXtur.vxl needs a XXXtur.hva

BTW. XXX is the name of your turrent ^^

i dont know why the turrent numbers goes reverse.
and the tags got to be:

(in rules)

Turret=yes
TurretCount=8 (7 frames + 1 if charge is complete)
WeaponCount=1
Weapon1=(weapon)
EliteWeapon1=(weaponE)
IsChargeTurret=true

(in art)

its now Weapon1FLH= instead of PrimaryFireFLH=

thats it all

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Jun 21, 2009 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

yes. what he said. That is all. You cannot have a secondary weaoon.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sun Jun 21, 2009 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

just lovely, thanks guys.............

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