Posted: Sun Dec 06, 2009 4:12 pm Post subject:
.shp vehicles w/ animations?
My mod's going to be mostly .shp's, so if I make my heli's this way how would I go about making the rotors turn? Do I just add an active anim to the art code like I would a building? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
; Rules
[SHAD]
Image=ORCAB
UIName=Name:ORCAB
Name=Orca Bomber
Primary=Orcabomb
NoShadow=no
HoverAttack=yes
Prerequisite=GAWEAP,RADAR,TECH
WalkRate=8 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered
IdleRate=8 ; power of two helps performance (mod). "How much slower should I animate when stopped? 1/x"
Strength=400
; Naval=yes
Category=AirPower
Armor=light
IsTilter=yes
TooBigToFitUnderBridge=true
Turret=yes
Speed=15
CrateGoodie=no
GuardRange=10
Crusher=no;yes
TechLevel=10
Sight=8
AllowedToStartInMultiplayer=no
Owner=British,Americans,Germans
Cost=2000
PixelSelectionBracketDelta=-15
Soylent=1000
Points=25
ROT=100;gs super fast turn, ie turn on spot
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
BalloonHover=yes ; ie never land
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
SpeedType=Hover
MovementZone=Fly
MoveToShroud=yes
ThreatPosed=20 ; This value MUST be 0 for all building addons
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=4
OpportunityFire=no
MovingFire=no
; ElitePrimary=OrcabombE
JumpjetSpeed=16 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=12 ;
JumpjetCrash=15 ; Climb, but down
JumpJetAccel=22
JumpJetTurnRate=100;gs superfast turn on spot, from 2
JumpjetHeight=750
; JumpjetWobbles=.1 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!"
JumpjetDeviation=15
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=no ; JJ plummets down like aircraft
TiltCrashJumpjet=yes; can handle tilting while falling without freaking out
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage. This gives control
SelfHealing=yes
Thanks HM, So I'm assuming the standrate and walkrate are the rotor anims? is that correct? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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