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Making a specific firing turret/Barrel anim?
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Feb 27, 2011 10:16 pm    Post subject:  Making a specific firing turret/Barrel anim? Reply with quote  Mark this post and the followings unread

I'm contructing a building to specifically fire out meteors, and was wondering if it's possible to make a recoil type anim kinda like the gtgcan uses except verticle, like in pic. Keep in mind this is for a SW that uses MultiMissle. I've cut out the anims and have them all coded in, using the gtgcan tags for turret and barrel, though mine are .shp anims compared to gtgcan which uses vxl.

Oh, forgot to mention, what I have tried so far hasnt worked. My codes are as follows.

Code:
[METLAUNCHER]
UIName=NOSTR:METLAUNCHER
Name=Meteor Launch Facility
BuildCat=Combat
SuperWeapon=MeteorStormSpecial
Prerequisite=RFCNST,RFPOWR,RFWEAP,RFTECH   
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=RevengeForce
AIBasePlanningSide=0
Cost=500
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
Powered=yes
Turret=yes
TurretAnim=GAMETANIM_B
TurretAnimIsVoxel=false
TurretRecoil=yes
TurretTravel=10
BarrelTravel=8
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40
BarrelAnimIsVoxel=false
VoxelBarrelFile=GAMETANIM_B

[GAMETANIM_B]
Image=GAMETANIM_B
Start=0
LoopStart=0
LoopEnd=13
LoopCount=1
Rate=100
Layer=ground
NewTheater=yes
Shadow=yes

[METLAUNCHER]
Cameo=MSSLICON
Remapable=yes
Buildup=METLAUNCHER
Height=8
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
CanBeHidden=False
OccupyHeight=4
PrimaryFirePixelOffset=0,-144 ; aim for center of pad to align with anim
ActiveAnim=METANIM_A
ActiveAnimYSort=-112
ActiveAnimZAdjust=-112
SuperAnim=METANIM_C
;SuperAnimYSort=543
SuperAnimZAdjust=-122
SuperAnimTwo=METANIM_E
;SuperAnimTwoYSort=543
SuperAnimTwoZAdjust=-122
SuperAnimThree=METANIM_D
;SuperAnimThreeYSort=543
SuperAnimThreeZAdjust=-114
SuperAnimFour=METANIM_F
;SuperAnimFourYSort=543
SuperAnimFourZAdjust=-115
RemoveOccupy1=1,-1
RemoveOccupy2=0,-2
RemoveOccupy3=-1,-2
RemoveOccupy4=-2,-2
RemoveOccupy5=-2,-1
RemoveOccupy6=-2,0
RemoveOccupy7=-1,1
Foundation = Custom
Foundation.X = 4
Foundation.Y = 5
Foundation.0 = 0,0
Foundation.1 = 1,0
Foundation.2 = 2,0
Foundation.3 = 3,0
Foundation.4 = 0,1
Foundation.5 = 1,1
Foundation.6 = 2,1
Foundation.7 = 3,1
Foundation.8 = 0,2
Foundation.9 = 1,2
Foundation.10 = 2,2
Foundation.11 = 3,2
Foundation.12 = 0,3
Foundation.13 = 1,3
Foundation.14 = 2,3
Foundation.15 = 3,3
Foundation.16 = 0,4
Foundation.17 = 1,4
Foundation.18 = 2,4
Foundation.19 = 3,4
FoundationOutline.Length = 22
FoundationOutline.0 = -1,-1
FoundationOutline.1 = 0,-1
FoundationOutline.2 = 1,-1
FoundationOutline.3 = 2,-1
FoundationOutline.4 = 3,-1
FoundationOutline.5 = 4,-1
FoundationOutline.6 = -1,0
FoundationOutline.7 = 4,0
FoundationOutline.8 = -1,1
FoundationOutline.9 = 4,1
FoundationOutline.10 = -1,2
FoundationOutline.11 = 4,2
FoundationOutline.12 = -1,3
FoundationOutline.13 = 4,3
FoundationOutline.14 = -1,4
FoundationOutline.15 = 4,4
FoundationOutline.16 = -1,5
FoundationOutline.17 = 0,5
FoundationOutline.18 = 1,5
FoundationOutline.19 = 2,5
FoundationOutline.20 = 3,5
FoundationOutline.21 = 4,5

;Active Anim
[METANIM_A]
Normalized=yes
LoopStart=0
LoopEnd=12
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=no

;startup, transition to charged ;SuperAnim1
[METANIM_E]
Image=METANIM_D
Normalized=yes
LoopStart=8
LoopEnd=8
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=no

;looping, charged  ;SuperAnim2
[METANIM_C]
Normalized=yes
Start=0
End=9
Rate=200
Layer=ground
NewTheater=no
Shadow=no
StartSound=NuclearSiloReady

;shutdown, transition back to idle ;SuperAnim3
[METANIM_F]
Image=METANIM_C
Normalized=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=no


;startup, transition to charged ;SuperAnim4
[METANIM_D]
Normalized=yes
Start=0
End=9
Rate=200
Layer=ground
NewTheater=no
Shadow=no





metanim_b.gif
 Description:
 Filesize:  82.89 KB
 Viewed:  1491 Time(s)

metanim_b.gif



metanim_d.gif
 Description:
 Filesize:  40.43 KB
 Viewed:  1491 Time(s)

metanim_d.gif



Animation1.gif
 Description:
 Filesize:  38.08 KB
 Viewed:  1491 Time(s)

Animation1.gif



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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sun Feb 27, 2011 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

To use a superweapon that use turret, you will need to EMPulse sw type, which dont exist in Ares(yet?).
But I dont understand why you want to use that. SuperAnimFour= will be played when the SW is launched, so put metanim_b.gif there.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Feb 28, 2011 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, it dosent seem like something like this is possible for a SW building in Vanilla YR. However I did manage to find a way to get'er done using some Ares tags. Very Happy

Thanks for the reply Arvin, but adding it to SuperAnimFour= didnt work. It was worth a shot though Razz

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