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SHP Vehicles
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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Mar 20, 2011 1:09 pm    Post subject:  SHP Vehicles
Subject description: Turrets and other stuff.
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For example - We've got voxel vehicle with turret, when we want to move it forward or backward - we are using TurretOffset parametr.
But if we got SHP vehicle with turret - how to move turret forward or backward?
In SHP file turret rotates around center axis, that's why moving it in SHP file is not the way.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 20, 2011 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can only tell for sure from TS, where the TurretOffset doesn't works on SHP units, that you can only move the body/chassis in each frame forward backward along the front-rear-line, while keeping the turret in the center (just like in DTA the MSAM). (maybe in RA2 turretoffset works for SHP units too, but i haven't tested it)
On long units this might look strange when turning on a cell, with the long body rotating in a quite strange way.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Mar 20, 2011 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll try and post here what will happen

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Mar 20, 2011 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

And if I wanna make shp helicopter, i must make separate animation for rotors (like in ra1) or what?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Mar 20, 2011 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO's response is correct, TurretOffset and/or any other offset tags will not work. As the turret iself is in the same file as the unit, theres no way to give it an offset tag. These were designed to be centered, both unit and turret, and presumably a 1x1 unit. Basically without being able to rerender your stuff your screwed. You can try to move the unit body itself, but i thnk your results will be ugly.

Edit- Seperate Rotor animations dont work, you'll have to render your rotor animation within the walk frames.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 20, 2011 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

andrewmarley wrote:
And if I wanna make shp helicopter, i must make separate animation for rotors (like in ra1) or what?

As an aircrafttype impossible, because these don't support SHPs (only VXL). (again i only know this for sure for TS but i'm quite certain it's the same for RA2 too)

As a vehicletype it should be possible. Though i don't know if RA2 supports a vehicletype with a landable air logic (i only remember the balloonhover used on the kirov, deployable helicopter whose name i forgot and the rocketeer)
Though the deployable helicopter logic could be surely used with an unarmed deployed helicopter.

However that be, you have two different ways to achieve a rotor on the SHP.
1. use the turret and give the unit TurretSpins=yes
2. use the different walking,standing frames to give it a rotating rotor while moving and a fixed rotor when standing.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Mar 20, 2011 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about NPatch?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Mar 20, 2011 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
As an aircrafttype impossible, because these don't support SHPs

IIRC, wasn't HolyMaster using SHPs for his aircraft in ROS?
Balloonhover or some such.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Mar 20, 2011 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aircraft Types cannot be .shp Period!
Basically, you'll have to make it a Jumpjet vehicle type. Dont use BallonHover= unless you dont want it to land. and give it HoverAttack=yes. This way your heli can land and pickup infantry, yet still attack without landing.
As I mentioned earlier, you'll have to give your walk frames a moving rotor as i dont think TurretSpins= works for .shp units.
SiegeChopper logic, which i think is the one LKO was saying he couldnt remember, isnt really a good choice cause it dont allow passengers.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Mar 20, 2011 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I'll try

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Mar 25, 2011 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

if you try to make shp for aircraft unit you have only 1 choice is "Balloon Hover" but it'll make your unit away fly like Starcraft however you will have some annoy problem that can't fix [and don't hope for any extent patch because none of them interesting to fix it since only few modder need it]

1. your unit will not create shadow on ground when it fly [solve by add blank turret graphic for your bolloon unit and give him turret=yes] howtever it curse your aircraft do ugly omni fire when it attack the enemy.

with Ares you can make your bolloon unit have the shadow with out adding blank turret for it but i think it doesn't do different since you need to add Omnifire=yes [that make unit omni fire like ugly] for your unit to make the unit dont have attack facing problem when attack the enemy.

2. you can build your bolloon unit only on factory.

3. the best solution i found to make bolloon unit that work with out ugly omni fire problem is make your unit as infantry unit and code it like rocketeer only problem you will get is your unit will have infantry health bar and you need to build this unit on Barracks.

4. don't hope to make it can transport any unit.

if your mod still make unit graphic base on voxel i suggest you to keep using vxl because shp have more limit on code. i don't think anyone want to see F-16 away floating on the air. :p

and for my mod every aircraft is VTOL , Helicopter and Space Ship

i still hope [with out any sign] some one come to fix that ugly omi fire problem since it's the most important problem in my mod. T_T

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