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Adding an explosion animation to a unit ?
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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Thu Feb 24, 2022 8:42 am    Post subject:  Adding an explosion animation to a unit ? Reply with quote  Mark this post and the followings unread

I downloaded a really cool explosion animation that I wanted to attach to the demlition truck when it blows up but nothing happens.

It is a SHP file so I put it in my custom expandmd50.mix
The files are EXPLONAPAL & NEXPLOSCO1

I added it to the warhead
[DetonatorWH]
CellSpread=11
PercentAtMax=1 ;was .25
Verses=100%,100%,100%,100%,50%,50%,80%,150%,10%,100%,100%
InfDeath=4
InfDeath=7
Sparky=no
Fire=yes
Tiberium=yes
AnimList=EXPLONAPAL

And added it to the unit's code
DeathWeapon=DetonationDevice
Explosion=EXPLONAPAL

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twistedconversion
Rocket Infantry


Joined: 23 Feb 2019
Location: Egypt

PostPosted: Thu Feb 24, 2022 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you add the explosion animation's code in Artmd.ini?

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maestro21
Soldier


Joined: 25 Feb 2008
Location: Philippines

PostPosted: Thu Feb 24, 2022 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you put the two codes (EXPLONAPAL and NEXPLOSCO1) at the end of the [Animations] list in the rules md.ini file ?

Also artmd.ini file need those in order to explain them,even no Loop,Layer or no  Translucent= etc...

In rulesmd.ini :

[Animations]
Whatever  number or try   "+=" with Ares =EXPLONAPAL
Next number or try "+=" with Ares= NEXPLOSCO1


In artmd.ini

[EXPLONAPAL]  
Start=???
Layer=???
LoopCount=???


etc...

[NEXPLOSCO1]

Same as above...


When I create an extra animation;   I, myself  usually forget to add them at the end of Animations list. So, maybe that happened to you   Very Happy

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Fri Feb 25, 2022 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Feb 25, 2022 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Look at the code used by other anims as an example & if you dont know what a tag does look it up on ModEnc.

Start= what frame of the shp to start playing the anim.
Layer= The layer in which the anim is rendered.
LoopCount= How many times to play the anim in a loop before removing it.

BTW That explosion anim needs Ares to work as it uses a custom pal file.

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