Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Wed Jan 13, 2010 6:02 am Post subject:
Thunder Strike Anim not showing for my weapon :/
Subject description: was hoping you guys could tell me what i did wrong... again... :/
BOLT.shp looks fine in shp editor, with ra2 Anim pallet and everything... I also have Anim added to Anim types and stuff ._. So I tried everything, the weapons warhead works fine, its the anim. I tried many different tags in art but didnt work so i dont know what it is... :( Was hoping someone would know what the problem is .-. thanks for any help. QUICK_EDIT
Posted: Wed Jan 13, 2010 9:05 am Post subject:
bolt
shouldn't the Projectile=InvisibleLow be bolt? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
@wardeathfun:
Do you've placed the SHP in an ecache*.mix file?
Does the bolt anim stand in the [Animations] list? _________________ SHP Artist of Twisted Insurrection: Nod buildings
In fact the [Animation] list is only used by triggers in maps. Without registering there the anim can also work quite well.
Now try another anim. Replace BOLT with EXPLOLRG. If you can see this anim but can't see BOLT, please check if the file BOLT.SHP is in your ecachemd**.mix. I've ever met a friend with a similar problem. He put a VXL in his mod but it couldn't be shown. In fact he packed the file "gps" not "gps.vxl". I think you may suffer from the same thing. _________________ Fusion Reactor upgrade is complete.
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Wed Jan 13, 2010 12:25 pm Post subject:
to answer Lin:
No, I just have it in my RA2 folder like all my SHP files. It should not matter in my expierence though (though does it matter? or could i just put everything in ecache later?)
I also may of not made it clear enough in first post, but I did add it to the anim types list. I triple checked xD Copied and pasted file name and everything.
@LH_mouse:
My mind is blown away right now, I never had this problem before. No anim is showing at all... ._.; Piff piff or whatever doesnt show, then i decided to try explorg like you said (yes all captial like you did) and it did not show at all. I was so confused of how thats possible and i looked at the WARHEAD name and its exactly the same as i put, and I know the warhead works because the vs does change the game... :/
What would cause a warhead to not show anims? ._. this is the first time I had this problem...
In fact the [Animation] list is only used by triggers in maps. Without registering there the anim can also work quite well.
I don't know if they changed this in RA2, but in TS you got the savegame bug if a used anim wasn't in the list.
In addition aren't building animations shown if they are not in the list.
wardeathfun wrote:
to answer Lin:
No, I just have it in my RA2 folder like all my SHP files. It should not matter in my expierence though (though does it matter? or could i just put everything in ecache later?)
well i only know from my experience with TS that SHPs are only read from ecacheXX.mix files. But this might be different for RA2.
About the warhead not playing your anim, i only know from TS that if the weapon has Damage=0, it doesn't shows the anim on the warhead. But since you have damage this can't be the reason. _________________ SHP Artist of Twisted Insurrection: Nod buildings
as DCoder said, you dont need to add a animation to [Animations] if they exsit in rules(md).ini
Building animation who dont exist in rules need to be added to [Animations]
Explosions who exist on warhead AnimList= tag exist and do not need to be added to [Animations] _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
I don't know if they changed this in RA2, but in TS you got the savegame bug if a used anim wasn't in the list.
In addition aren't building animations shown if they are not in the list.
Thanks, what a silly person I am... Without a registering entries a building anim will never work. However animations in other places, e.g. warhead AnimList=, weapon Anim=, debris ExpireAnim= and so on, registration is not hard code required. But keeping a good custom is never a bad thing. QUICK_EDIT
What's the [Warhead] section for then? I'm almost certain "almost" that I had a couple warheads that wouldnt work correctly unless I added them to the [Warhead] list. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Thu Jan 14, 2010 2:20 am Post subject:
lol i never add warheads to warhead types. It don't do anything on my expirence. I added this one to warheads too for the hell of it but it did not do anything so I removed it again. (also building animations usually dont show for me unless I do add them to animations)
edit*
I dont know wtf it was, tried BOLT on another units WARHEAd and it worked. So i just copied and pasted [AP] and renamed it and changed crap. I dont get wtf made it not show but it shows now -.- QUICK_EDIT
Same as other lists, it can be used by triggers in maps. All items in a list are arranged in relative order and without repeated entries. That is to say, you saw YACNST as 301 in FinalAlert 2, but actually it should be 300 because NAPSYA appeared twice. The [Warheads] List(note, it is [Warheads] not [Warhead]) is used by an action that make an explosion @ a specific waypoint. I don't think this is something useful since it always does full damage(10000 points @ centre, this amout seems to be the vaule MaxDamage in [CombatDamage], I'm not sure.). QUICK_EDIT
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