Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri May 08, 2026 10:07 pm
All times are UTC + 0
Wrecks as in AR2 to work in TS
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Jan 10, 2005 10:41 pm    Post subject:  Wrecks as in AR2 to work in TS Reply with quote  Mark this post and the followings unread

The goal is simple - to make units wrecks lay on the ground after the unit is destroyed. AR2 is a YR mod where if was done via AnimToInfantry stuff (genetic mutator).

In TS I if it could be made via overlays and ToOverlay= tag. Originally this tag belongs to buildings like walls and pavement, but what if attach it to an animation? (explosion of a certain vehicle) Did anybody try?

_________________
in 2009 to Florence. Viva Italia!

Back to top
View user's profile Send private message Send e-mail
The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Jan 10, 2005 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not ToOverlay, but ToTile Wink

Secondly, this should be quite easy using a voxel debris with a new ExpireAnim that is basically a 1 frame looping anim. The facings would be problematic though.. how did they do that in AR2?

Back to top
View user's profile Send private message Visit poster's website Skype Account
Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Jan 10, 2005 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

There were just 2-3 random facings. ToTile= is rules tag, ToOverlay= ia art tag...

_________________
in 2009 to Florence. Viva Italia!

Back to top
View user's profile Send private message Send e-mail
The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Jan 10, 2005 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah.. I see.. I guess it must look quite odd. Personally i wouldn't want to add it except for units that have huge pieces of flying debris.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Jah
Commander


Joined: 23 Nov 2002

PostPosted: Tue Jan 11, 2005 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

i also is there a way to make it not as a looping anim (impassable)?

_________________
in 2009 to Florence. Viva Italia!

Back to top
View user's profile Send private message Send e-mail
The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Jan 11, 2005 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I have no idea if the ToOverlay works in TS, and if it doesn't... then the answer is no, impassable things are either TEMs or game objects(buildings, etc)

Back to top
View user's profile Send private message Visit poster's website Skype Account
Jah
Commander


Joined: 23 Nov 2002

PostPosted: Tue Jan 11, 2005 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:

[GASAND]
Cameo=SBAGICON
Foundation=1x1
ToOverlay=GASAND
DamageLevels=2
NewTheater=yes

[GAWALL]
Cameo=WALLICON
Foundation=1x1
ToOverlay=GAWALL
DamageLevels=3
NewTheater=yes

[NAWALL]
Cameo=NWALICON
Foundation=1x1
ToOverlay=NAWALL
DamageLevels=3
NewTheater=yes


ToOverlay works with buildings... I should try to do it with anims...

_________________
in 2009 to Florence. Viva Italia!

Back to top
View user's profile Send private message Send e-mail
The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Jan 11, 2005 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol I forgot about those...anyway let us know how it works out.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1726s ][ Queries: 11 (0.0096s) ][ Debug on ]