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Thunder Strike Anim not showing for my weapon :/
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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: 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... :/
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Art:

[BOLT]
Layer=ground
Rate=400

Rules:
[AMWC]
UIName=Name:AMWC
Name=Weather Controler truck
Category=AFV
TargetLaser=no
Primary=THUNDERWEP
Strength=600
Explodes=yes
Prerequisite=GAWEAP;,GATECH
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=10
Sight=10
Speed=4
Owner=British,French,Germans,Americans,Alliance,AHQC,STRMGEN,ROBGEN,Canada,Japan,Russians,CPrimeC,NukeGen,BGELITE,NKorea,China,Ukraine,Africans,Arabs
RequiredHouses=STRMGEN
Cost=3;000
Soylent=3000
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=yes
IsSelectableCombatant=yes
Explosion=TWLT100I,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=THUNDERWEPE
OpportunityFire=yes

[THUNDERWEP]
Damage=100
ROF=250
Range=16
Projectile=InvisibleLow
Speed=100
Warhead=THETHUNDA
Report=WeatherStrike

[THUNDERWEPE]
Damage=100
ROF=160
Range=16
Projectile=InvisibleLow
Speed=100
Warhead=THETHUNDA
Report=WeatherStrike

[THETHUNDA]
CellSpread=1.8
PercentAtMax=1
Wood=yes
Verses=100%,100%,100%,80%,70%,60%,50%,40%,30%,100%,100%
InfDeath=5
Rocker=yes
ProneDamage=50%
AnimList=BOLT

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.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Jan 13, 2010 9:05 am    Post subject: bolt Reply with quote  Mark this post and the followings unread

shouldn't the Projectile=InvisibleLow be bolt?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 13, 2010 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

^^nonsense
It's an anim, no projectile art.

@wardeathfun:
Do you've placed the SHP in an ecache*.mix file?
Does the bolt anim stand in the [Animations] list?

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Jan 13, 2010 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Jan 13, 2010 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...


Thanks for the help you three Smile

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jan 13, 2010 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, did you add your warhead to the [Warhead] list?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 13, 2010 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
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.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Wed Jan 13, 2010 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

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]

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Jan 13, 2010 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just like warheads don't need to be listed. It's just good practice to make sure all warheads and animations are accounted for.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Jan 13, 2010 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
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.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jan 13, 2010 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
Quote:
Just like warheads don't need to be listed


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.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Jan 14, 2010 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

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 -.-

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Thu Jan 14, 2010 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
What's the [Warhead] section for then?


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.).

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