Posted: Sat Sep 17, 2022 10:17 pm Post subject:
Attaching Smoke Animation & Working Sound ?
I have this plant that I want to attach the smoke animation from Yuri's refinery to the top of the stacks, but I can't get it to show.
Also, I created a factory ambience loop similar to the working oil derrick sound, but it won't play when an engineer enters it, I do though hear a low clicking sound as though It's trying to play it.
The sound is 22.000 khz 16bit mono, and it's in the audio.BAG file.
[GENOILR]
UIName=Name:GENOILR
Name=Tech Chemical Plant
Image=GENOILR
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=steel
Explodes=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
DeathWeapon=VirusRadieyeBomb
MaxDebris=68
RefinerySmokeFrames=30
RefinerySmokeParticleSystem=NewFireSmokeSys
DamageParticleSystems=BigGreySmokeSys,TestSmokeSys
Capturable=yes
CaptureEvaEvent= EVA_OilRefineryCaptured ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
ProduceCashStartup=5000 ; credits when captured from the Neutral house
ProduceCashAmount=10 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts
WorkingSound=ChemPlantLoop
LeaveRubble=yes
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)
IsTemple=yes
ToProtect=yes
The sound is too long, and too large for the sound buffer. You need to limit your sounds to small chunks and add them to a random list for the game to play.
Thanks G-E
I split the loop into 10 sections, and it plays perfectly.
Now for attaching the smoke to the smoke stacks, where did I go wrong ?
ARTMD
[GENOILR]
Image=GENOILR
Foundation=4x3
NewTheater=yes
DemandLoad=true
ActiveAnim=GENOILR_A
ActiveAnimZAdjust=-50
ActiveAnimYSort=362
ActiveAnimPowered=yes
Height=6
MuzzleFlash0=22,-40
MuzzleFlash1=5,-43
MuzzleFlash2=42,32
MuzzleFlash3=29,2
MuzzleFlash4=-12,-40
MuzzleFlash5=-14,-48
MuzzleFlash6=30,-44
MuzzleFlash7=-10,-38
MuzzleFlash8=32,-10
MuzzleFlash9=46,22
DamageFireOffset0=17,-30
CanHideThings=True
CanBeHidden=False
OccupyHeight=4
RemoveOccupy1=-2,0
RemoveOccupy2=-2,-1
RemoveOccupy3=-2,1
PrimaryFireFLH=0,0,90
I added these to the chemical plant's rules
RefinerySmokeOffsetOne=-92, -208, 312
RefinerySmokeOffsetTwo=-92, 208, 312
RefinerySmokeFrames=30
RefinerySmokeParticleSystem=NewFireSmokeSys QUICK_EDIT
Now are you planning to make the smoke an animation, or are you trying to use a particle? And why?
It's easy enough to make an animation lineup with the building, since the canvas centers in the identical point. As long as your canvas is equally larger above and below, you can offset the smoke without art.ini tweaking. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
RefinerySmoke only works on buildings with Refinery=yes & activates when a unit with Harvester=yes docks with the building.
The best option is to make a new shp smoke animation & simply attach it to the building.
If you want to use a particle system you'll need to add an invisible dummy ActiveAnim to the building, use ActiveAnimX & ActiveAnimY to make the center of the anim align with the chimney & then attach a particle system to the dummy anim. _________________
G-E I plan on using a particle system that I already created for Yuri's miner since I don't know anything about making animations.
Mig Eater I don't know what an invisible dummy ActiveAnim is, and how would I attach it to the building and would that be done in the rules or artmd.ini ? QUICK_EDIT
To spawn a particle system you need to attach it to an animation (fire anim spawns smoke particles etc), in this case though you dont want/need the actual animation just the particles. So you have to make an invisible/blank/empty/dummy/insert relevant adjective here, animation that has ini code but no actual graphics.
You'll need to write the code for the animation in the art ini & also add it to the [Animations] list in the rules ini. Attach the particles to the animation with SpawnsParticle= & then add the animation to the building as an ActiveAnim. _________________
You'll need to write the code for the animation in the art ini & also add it to the [Animations] list in the rules ini. Attach the particles to the animation with SpawnsParticle= & then add the animation to the building as an ActiveAnim.
The new code is called NewFireSmokeSys which I made for yuris slave miner and it works but dont understand what you mean by attach it to the animation since I don't know how to create animations but I make new particle using code.
I guess you meant ActiveAnimTwo=NewFireSmokeSys & SpawnsParticle=NewFireSmokeSys but when an engineer enters the building nothing happens.
You need to crate a new sectin in ARTMD.INI for a dummy animation, say:
[SMOKEDUMMY] ;add this tin [Animations] list too
Image=INVISO
SpawnsParticle=NewFireSmokeSys
Then, add
ActiveAnimTwo=SMOKEDUMMY
Also, for ActiveAnimTwo, you need to use these instead to set the location:
ActiveAnimTwoX
ActiveAnimTwoY
ActiveAnimTwoYSort
ActiveAnimTwoZAdjust QUICK_EDIT
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