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Anim projectiles?
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jan 06, 2010 3:28 am    Post subject:  Anim projectiles? Reply with quote  Mark this post and the followings unread

I dont know if anyones ever tried this, and I probably should test it before asking. But it involves animation which can be tidious and hard work. So before getting into it, does anyone know if you can use like Projectile=Invisible with an anim that looks like the projectile so that way you can make it look like it's dropping bombs from both wings? Know what I mean? Like how the plane in my sig is doing it.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Jan 06, 2010 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

How? Please expand as I have been trying to make a barrel bomb to work for days.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Wed Jan 06, 2010 5:25 am    Post subject: Re: Anim projectiles? Reply with quote  Mark this post and the followings unread

Cranium wrote:
I dont know if anyones ever tried this, and I probably should test it before asking. But it involves animation which can be tidious and hard work. So before getting into it, does anyone know if you can use like Projectile=Invisible with an anim that looks like the projectile so that way you can make it look like it's dropping bombs from both wings? Know what I mean? Like how the plane in my sig is doing it.


Fighter=yes on AircraftTypes (and the Aircraft locomotor) makes aircraft launch all weapons simultaneously.

Meaning the same effect as BurstDelayX for all values of X are set to 0. (Which is as close to synchronized shots as you can get on the TS engine)

Now, this only works on weapons with a Projectile that has ROT>=2

That more or less gives the same effect as what your plane is doing in the sig.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jan 06, 2010 5:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Use AnimLow, AnimHigh & AnimRate for animated projectiles.

By "barrel bomb" I presume you mean the bomb.shp in the mix? try using these in the art(md).ini:

AnimLow=0
AnimHigh=14
AnimRate=1

As for "dropping bombs from both wings" why would you need a complex anim for that? a simple weapon with Burst=2 would suffice.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jan 06, 2010 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
As for "dropping bombs from both wings" why would you need a complex anim for that? a simple weapon with Burst=2 would suffice.


I dont know, I was just thinking <----"Dangerous Process" Laughing

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Thu Jan 07, 2010 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

AnimLow? AnimHigh? AnimRate? For projectiles? I'm sure I have never knew those flags, but I'll add them for sure.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Jan 07, 2010 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Just because you didn't know about them doesn't mean they don't exist. It's used more in Tiberian Sun...

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Jan 07, 2010 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

If you can make animated projectiles would that mean you could theoretically bring back the old kirov bomb? (The one that turns to the ground in flight)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jan 07, 2010 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes & no, you can't make a multi-directional animated projectile, it will look the same no mater what direction its fired from.

You could however edit the zbomb.hva so the vxl rotates towards the ground in flight.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Jan 07, 2010 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting, though I probably won't mess with it, I'm not experienced enough.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jan 08, 2010 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread

So what if the projectile is made into an animated .shp? It should work shouldnt? I guess I'm gonna have to go on a mission. #Tongue

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