Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 3:29 pm
All times are UTC + 0
.shp vehicles w/ animations?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [3 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Dec 06, 2009 4:12 pm    Post subject:  .shp vehicles w/ animations? Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message Visit poster's website Skype Account
Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sun Dec 06, 2009 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

This code of my orca bomber
Quote:


Art.ini
[ORCAB]
Cameo=ORCABICON
PrimaryFireFLH=25,0,0
Rotates=yes
Shadow=yes
Voxel=no
UseTurretShadow=yes
Facings=8
StartStandFrame=0
StandFrames=14
StartWalkFrame=0
WalkFrames=14

; 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



the green is key :p

Back to top
View user's profile Send private message Visit poster's website Skype Account
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Dec 06, 2009 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message Visit poster's website Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [3 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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


Powered by phpBB © phpBB Group

[ Time: 0.1631s ][ Queries: 11 (0.0079s) ][ Debug on ]