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Adding new infantry death animations
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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Sun Aug 15, 2004 9:24 pm    Post subject:  Adding new infantry death animations Reply with quote  Mark this post and the followings unread

OK, so I have this new animation I want to use for tiberium-based infantry death. What exactly do I do to add it?

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon Aug 16, 2004 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

You cant add on extra warhead death anims, but you can replace them, or use "Explosions=" However I dont think its possible for infantrytypes to have "Explosions=" Im not 100% sure, but I remember reading it somewhere hmm. I know the jumpjet does use a explosion anim, so do cyborgs, but I think those are special case.

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mavrick
AA Infantry


Joined: 19 Aug 2002
Location: United Kingdom

PostPosted: Mon Aug 16, 2004 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

cause they do, think about it, what happens when 30 disc throwers get hiit by an artillery, one blows, n' it's a chain reaction...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Aug 16, 2004 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

but mavrick, that explosion logic fetches the anim from the unit's primary weapon warhead Smile

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mavrick
AA Infantry


Joined: 19 Aug 2002
Location: United Kingdom

PostPosted: Mon Aug 16, 2004 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

so, use it's secondry weapon warhead, a range of 0...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Aug 17, 2004 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I meant to say that the fact that disc throwers explode does not mean that the explode= tag work on normal infantry Wink

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mavrick
AA Infantry


Joined: 19 Aug 2002
Location: United Kingdom

PostPosted: Tue Aug 17, 2004 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

i see.. my bad

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Den Leiw
Vehicle Driver


Joined: 02 Mar 2004
Location: In tHe sHaDoW oF tHe VaLLeY oF DEATH

PostPosted: Tue Aug 17, 2004 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

so GeckoYamori's idea won't work?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Aug 18, 2004 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

you mean Akult's? It'll only work if the infantry is a cyborg or killed in mid-air..

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sat Aug 21, 2004 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Another method maybe, replacing the death sequences, look at the tiberian fiend as it uses its own flaming death? I havent looked into it much, but it might hold some promise.

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Sat Aug 21, 2004 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

The DvD wrote:
but mavrick, that explosion logic fetches the anim from the unit's primary weapon warhead Smile


This got me thinking... What about a death weapon that causes no damage but is tied to the animation desired? Then again, I guess that wouldn't work because two animations would probably play simultaneously-both the desired new death animation and one of the original death animations.

EDIT: Oops. I completely forgot this was for TS. I was thinking RA2 at the time. Are there death weapons in TS? I forget.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Aug 21, 2004 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

no >__<

isn't infdeath=3 like kinda unused?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sat Aug 21, 2004 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

akult wrote:
Another method maybe, replacing the death sequences, look at the tiberian fiend as it uses its own flaming death? I havent looked into it much, but it might hold some promise.


That is in every infantry's image!

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Aug 21, 2004 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I consdered that you could add death animations directly to the SHP itself.
Die1=134,15,0
Die2=149,15,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1

That's the standard sequence for most infantry in the game, now Die1 and 2 are both used (normal death and animation) but the remaining three aren't (probably because of external animations, though).
3 is an alternate explosion animation (and where is that used?), 4 is concussion (electro death?) and 5 is for flame deaths (obviously there's flameguy.shp tied in with this). So the third animation is seemingly never used, perhaps that could be used as a new death animation?
If I'm wrong, someone please correct me, by the way.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sat Aug 21, 2004 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

The rules.ini's own help comments say this:

0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro

0 just erases the object and shows nothing.
1 is uses for infantry dying from bullets
2 uses the infantry explosion that is set at the top of rules.ini
3 is an anim in which the inf is torn apart (dunno why it says flying death?)
4 uses FLAMEGUY
5 uses ELECTRO

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