Posted: Fri Mar 27, 2020 9:41 am Post subject:
Proper coding of 32 facing muzzle anims.
I dont exactly know how game defines direction of muzzle but I assuming thats by special keys like _N _NE _S etc.
Problem is I dont know keys for 16-32 facing anims only for 8. Can some one give me that info?
Or if I wrong, can some one explain how it works?
You must define a list of exactly 8, 16, or 32 animations. The order is how the game chooses which animation to play for which facing. The list must start from North, continuing to East, then South, then West, in that order, with all of the incremental facings in between.
Take a machine gun Anim= like the M60 for example. With the vanilla 8 facings it looks like this:
With 16 facings, you would have to make 8 additonal facings and add them to this list manually. If you wanted to follow the naming convention (which is arbitrary, you can name them whatever you want), name the new animations something like:
Code:
MGUN-NNE <-- "North of Northeast"
MGUN-ENE <-- "East of Northeast"
MGUN-ESE <-- "East of Southeast"
MGUN-SSE <-- "South of Southeast"
MGUN-SSW <-- "South of Southwest"
MGUN-WSW <-- "West of Southwest"
MGUN-WNW <-- "West of Northwest"
MGUN-NNW <-- "North of Northwest"
Then, insert your 8 facings into the appropriate position in the list:
And that's basically it. Hope that helps! _________________ Formerly WoRmINaToR. I've created a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
You must define a list of exactly 8, 16, or 32 animations. The order is how the game chooses which animation to play for which facing. The list must start from North, continuing to East, then South, then West, in that order, with all of the incremental facings in between.
Take a machine gun Anim= like the M60 for example. With the vanilla 8 facings it looks like this:
With 16 facings, you would have to make 8 additonal facings and add them to this list manually. If you wanted to follow the naming convention (which is arbitrary, you can name them whatever you want), name the new animations something like:
Code:
MGUN-NNE <-- "North of Northeast"
MGUN-ENE <-- "East of Northeast"
MGUN-ESE <-- "East of Southeast"
MGUN-SSE <-- "South of Southeast"
MGUN-SSW <-- "South of Southwest"
MGUN-WSW <-- "West of Southwest"
MGUN-WNW <-- "West of Northwest"
MGUN-NNW <-- "North of Northwest"
Then, insert your 8 facings into the appropriate position in the list:
With these names, same order at weapon Anim=
but still it goes wrong... I made like so cuz I cant undestand what can I write 8 times for each direction
Also there's name mistake E1 must be N8 and so on QUICK_EDIT
That list has only 30 anims. The Anim= list must be exactly 32 anims to render 32 facings properly. _________________ Formerly WoRmINaToR. I've created a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Ok, next problem...
When after unit fired and started to move anim goes with it's gun. Cuz it have 52 frames while firing takes ~5-10.
Is projectile anim uses same facing logic as muzzle from N to W?
Can I transfrom my muzzle to projectile anim?(and i need to gather separated shp to one for it?)
Sorry for many questions, I just can't gather my thoughts to get a concept of task.
Projectiles can have 32 facings as well. However, projectile trailers cannot. As I assume your weapon already fires a projectile that travels, and all you want is the remaining smoke from the discharge of the weapon, I'm afraid there's no workaround that I am aware of. _________________ Formerly WoRmINaToR. I've created a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Projectiles can have 32 facings as well. However, projectile trailers cannot. As I assume your weapon already fires a projectile that travels, and all you want is the remaining smoke from the discharge of the weapon, I'm afraid there's no workaround that I am aware of.
This is untested, theoretical code. But I just used a similar method with excellent results to create a lightning strike weapon. It just might work here as well. _________________ Formerly WoRmINaToR. I've created a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
This is untested, theoretical code. But I just used a similar method with excellent results to create a lightning strike weapon. It just might work here as well.
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