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How make object forth animation
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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Tue Oct 29, 2019 8:35 am    Post subject:  How make object forth animation Reply with quote  Mark this post and the followings unread

Need make unit forth animation , it possible ?

I remember there was a theme with the spawn building , maybe who will point to her ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 29, 2019 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I can't follow you.
Do you mean "forth" as in forwards, like WalkFrames?
Your second sentence makes no sense to me.
What has a "theme" (style, design, music theme) have to do with a building (which can't be spawned but only build). It makes even less sense to me since you were talking about a unit in the sentence before.


Just throwing in a key word that sounds similar
ActiveAnimFour
but that's for buildings, not units.

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Tue Oct 29, 2019 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Need animation creates unit .
Death unit "Explosion=animation" , animation create new unit .

Theme=topic this forum , spawn buildings weapons

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Tue Oct 29, 2019 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think he trying to say that:

1.He needs Explosion animation.
2.He rememeber that ppmforums had a topic with unit spawning animation, like UnitDeliver from factories i think.

Dude use a google translator at least.

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Tue Oct 29, 2019 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

This google translator ...

Explosion animation delivery unit , need this

Unit>destroy>explosion animation>spawn new unit



Not factoryes , unit weapons spawn building

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Oct 29, 2019 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

,,How make object from animation" maybe. So you want animation to spawn some unit?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 29, 2019 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can only spawn infantry from an animation, it's not possible with units.

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Tue Oct 29, 2019 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
,,How make object from animation" maybe. So you want animation to spawn some unit?

Yes

Mig Eater wrote:
You can only spawn infantry from an animation, it's not possible with units.

Buildings ?

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Tue Oct 29, 2019 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

KALAPS S8 wrote:
This google translator ...

Explosion animation delivery unit , need this

Unit>destroy>explosion animation>spawn new unit



Not factoryes , unit weapons spawn building


He wants that his unit has an explosion animation(which we know comes with units death) that will spawn new unit.

I think u'd better to seek cyborg commando c&c4 topic with code example. afaik there is one.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Oct 30, 2019 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

KALAPS S8 wrote:
Buildings ?

Buildings can be made to spawn other buildings once destroyed with Ares's rubble logic. But you can't spawn a building from an animation.

I presume you are trying to make unit husks/wrecks that can then be captured & reused?

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Wed Oct 30, 2019 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

suffle19 wrote:
He wants that his unit has an explosion animation(which we know comes with units death) that will spawn new unit.

I think u'd better to seek cyborg commando c&c4 topic with code example. afaik there is one.

I can not find topic .(About which I spoke too)


Mig Eater wrote:

Buildings can be made to spawn other buildings once destroyed with Ares's rubble logic. But you can't spawn a building from an animation.

I presume you are trying to make unit husks/wrecks that can then be captured & reused?

Explose animate > fake building(free unit) .

Maybe to realize damaged/destroyed version unit . Destroyed like a hindrance and bomb place .

Not know , maybe via SW possible ?

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Wed Oct 30, 2019 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

KALAPS S8 wrote:
suffle19 wrote:
He wants that his unit has an explosion animation(which we know comes with units death) that will spawn new unit.

I think u'd better to seek cyborg commando c&c4 topic with code example. afaik there is one.

I can not find topic .(About which I spoke too)


Mig Eater wrote:

Buildings can be made to spawn other buildings once destroyed with Ares's rubble logic. But you can't spawn a building from an animation.

I presume you are trying to make unit husks/wrecks that can then be captured & reused?

Explose animate > fake building(free unit) .

Maybe to realize damaged/destroyed version unit . Destroyed like a hindrance and bomb place .

Not know , maybe via SW possible ?


here https://ppmforums.com/viewtopic.php?t=33086

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Wed Oct 30, 2019 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks , but it's not this .
Is for infantry , not work for vehicle .

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Wed Oct 30, 2019 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

KALAPS S8 wrote:
Thanks , but it's not this .
Is for infantry , not work for vehicle .


So you wanna that your tank dies and then spawns another one tank?

U'd better to check ares documentation "Super Weapons" description and come up with something from there.
With some "dummy" things it is possible i think... Cuz i saw gif here where Naval Carrier spawn hornet which fires unit spawner which deploys into psychic dominator which goes selfdestuction by its own weapon...
crazy shit Very Happy. So i think it is possible.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Nov 01, 2019 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tried making one using this method, but can't get the SW to fire (as per usual recently), otherwise I would think it should work.

Spoiler (click here to read it):
[code]*** Artmd.ini ***
[SELFKILL]
Layer=ground
Damage=1
Warhead=SelfDamageWH
Shadow=no

[MAKESREF]
Image=MININUKE
Layer=ground
Rate=220
MakeInfantry=4
MakeInfantryOwner=victim

*** Rulesmd.ini ***
[ArmorTypes]
selfdmg=0%

[Warheads]
+=SelfDamageWH

[InfantryTypes]
+=NULLINF

[SuperWeaponTypes]
+=UnitToUnitSW

[NULLINF]
UIName=NOSTR:thisisfine.jpg
Name=Fake Infantry
Category=Soldier
Prerequisite=NATECH,GATECH
CrushSound=InfantrySquish
Strength=1000
Armor=selfdmg
TechLevel=-1
Pip=red
Sight=0
Speed=1
Owner=YuriCountry
Cost=0
Soylent=0
Points=1
AttachEffect.Animation=SELFKILL
AttachEffect.Duration=-1
DesignatorRange=1
PixelSelectionBracketDelta=-32768
Fearless=yes
Crushable=no
OmniCrushResistant=yes
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=1
ImmuneToPsionics=yes
AllowedToStartInMultiplayer=no
Trainable=no
Size=1

[UnitToUnitSW]
Type=UnitDelivery
Deliver.Types=SREF
SW.AITargeting=self
SW.AutoFire=yes
SW.FireIntoShroud=yes
IsPowered=false
RechargeTime=.01
SW.ShowCameo=no
SW.Deferment=0
SW.Designators=NULLINF

[SelfDamageWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.selfdmg=100%
InfDeath=1

[MTNK]
Explosion=MAKESREF

[GACNST]
SuperWeapons=UnitToUnitSW[code]

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Nov 01, 2019 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

SW.AITargeting=self is probably the problem as it makes it target the building that the SW is attached to.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Nov 01, 2019 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried everything I can think of, changing AITargeting to Nuke or GeneticMutator, changing FireIntoShroud, giving it CivilianEnemy, etc. nothing fixes it.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Nov 13, 2019 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you try NoTarget with Designators?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Nov 13, 2019 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

It just shows the cameo recharging over and over.

[UnitToUnitSW]
Type=UnitDelivery
Deliver.Types=SREF
SW.AITargeting=NoTarget
;SW.RequiresTarget=infantry,land,water,empty
SW.AutoFire=yes
SW.FireIntoShroud=no
IsPowered=false
RechargeTime=.01
SW.ShowCameo=yes
SW.Deferment=0
SW.Designators=NULLINF

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Nov 13, 2019 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

So there is no way to let a superweapon fires at its designators automatically.

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