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Making AttachEffect working in a specific position.
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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu Feb 25, 2021 9:37 am    Post subject:  Making AttachEffect working in a specific position. Reply with quote  Mark this post and the followings unread

The tiled=yes working entirely different from standard animation and on attacheffect. As you see I made them to be controllable. but I can't get them passthrough buildings or any stuff but if make it fly, the animation will go higher too.

Animation doesn't stick to the ground. Layer=ground and tiled doesn't do much work with this.



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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Feb 25, 2021 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

why not make a kirov?

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu Feb 25, 2021 10:36 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
why not make a kirov?


I did but animation will not hit the ground but rather use Kirov position as a ground. If I use Zadjust the explosion still occurs on the middile of the vehicle not the ground.

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Culverin!
Medic


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Thu Feb 25, 2021 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

So even setting the Kirov's JumpjetHeight= to very low value didn't help?

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu Feb 25, 2021 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Culverin! wrote:
So even setting the Kirov's JumpjetHeight= to very low value didn't help?


I did that too but when I am order kirov to go over the building, when kirov is climbing up. The animation will climb up too. If it could just stay the same. that would totally awesome.

Now I am just realised that instead of attacheffect maybe vehicle with unit inside that doing the deployfire should do the trick, the same way Chaos drone is doing and their gas also moving along the vehicle. If I set the correct FLH that should do the trick.

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maestro21
Soldier


Joined: 25 Feb 2008
Location: Philippines

PostPosted: Thu Feb 25, 2021 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pity, that you could not get you want perfectly, but very nice try to make a controlable ParticleCannon effect like in Generals and ZH.. I like the animation.


AlexB said before this can be the end of the road...I say this,because Ares could bring new useful utilities by itself.I don't know about future.
But I hope Ares will go on with 4.0 and so on as good as it gets..  Rolling Eyes

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Feb 26, 2021 6:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Take a look at my code, it's available in the current public version 2.2.5e.


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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Fri Feb 26, 2021 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you provide me the link or any keyword I should search for... Please

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Feb 26, 2021 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mr.Hymn wrote:
I did that too but when I am order kirov to go over the building, when kirov is climbing up. The animation will climb up too. If it could just stay the same. that would totally awesome.


In case you change your mind: give the thing a high JumpjetClimb at least and maybe a high JumpjetCrash.
If it behaves like you say it does, it'll appear as if the beam is working its way through the building.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Feb 26, 2021 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mr.Hymn wrote:
Can you provide me the link or any keyword I should search for... Please


It's his mod in his signature #Tongue

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Fri Feb 26, 2021 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Take a look at my code, it's available in the current public version 2.2.5e.



Ahh I found one thing, Has to be aircraft to make it work, jumpjet doesn't work this way. Thank you very much.

BTW do you mind if I borrow your stuff? Of course I won't claim as mine and just use for my personal modding for fun.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Feb 27, 2021 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

From my understanding, even kirov climbs up, it's bomb's explosion won't climb.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Feb 27, 2021 7:54 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
From my understanding, even kirov climbs up, it's bomb's explosion won't climb.


As I know and tested Kirov when climb up the explosion will climb up along with the laser anim but when using aircraft and set FlightLvel=1 it doesn't climb up. The plane itself blends inside the building and moving as a static level which could not move up or down.

In fact the laser would move up along with the plane if they do climb but they don't so the explosion and laser is around 1 lepton height from the ground which don't make the difference.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Feb 27, 2021 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Mr.Hymn wrote:
XxpeddyxX wrote:
Take a look at my code, it's available in the current public version 2.2.5e.



Ahh I found one thing, Has to be aircraft to make it work, jumpjet doesn't work this way. Thank you very much.

BTW do you mind if I borrow your stuff? Of course I won't claim as mine and just use for my personal modding for fun.
Sure no probs Smile

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