Posted: Sun Jul 09, 2006 4:33 pm Post subject:
Anderwin question tread
Subject description: Where are NAWEAP_1 and _2 and _A? IS not in the anim list in rules or in art. ini :O
What is GAFSDF ?
I just find the GADROP anim in the ART and i dont find the GADROP Where is it the art??
What is NAWAST?
I dont got the Game here so i cant find out thing so i hope there can say it and i dont got the rules.ini file
Hope some1 can help me _________________ Can you hide from me ? Last edited by Anderwin on Mon Jul 10, 2006 9:48 pm; edited 2 times in total QUICK_EDIT
And the GADROP art.ini entry was removed from the game, because Westwood removed it.
The Rules.ini entry for it has been commented out, but yes, the art entries for the animations are still there.
So it was a very untidy removal.
Its not that had to recode it, just look at other structures and the GADROP just follows on from them, really.
I think height is 1 or 2, foundation is 3x3, and the buildup is GADROPMK. The animation you've found, you'll have to align it yourself, though. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
Under NAWEAP in ART.ini is stay NAWEAP_1 and _2 and _A but is nowhere in the ART i try search about it and is come up nothing.
Is it my ART some are fu*k upp or what? _________________ Can you hide from me ? Last edited by Anderwin on Mon Jul 10, 2006 6:04 pm; edited 1 time in total QUICK_EDIT
I do believe that animation for the NAPULS, represents the used SHP turret.
WW made both a shp turret, and a voxel turret, and in the end went for the voxel one.
You can reimplement the shp turret, as TSR did so, but I'm not sure if you need to do so reorganising of the shp frames.
And yeah, DonutArnold is right with 2, its the animations used for various things with the firestorm wall.
FSIDLE=The Blue flash used on corner/end wall section.
FSAIR=Flash to use when a high missile or aircraft impact the wall.
FSGRND=Flash to use with standard low weaponry and units caught on the wall when it activates.
But with 3.. thats a good point. I never noticed they were missing. They're not in the art.ini, nor are they listed in the rules.ini animation list. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
Thanks alot both of there this help alot whit the secret thing i do ..
wOOt a master dident know they was missing . Whatever in rules is just under the building list 21=NAWEAP nothing about NAWEAPMK or NAWEAP_A and like thats.
Btw Muldrake and Donut them are not in the rules.ini or some1 anothers know where them are ???? ( is it okey i add u too msn muldrake? ) _________________ Can you hide from me ? QUICK_EDIT
This is very odd, I started to check Animation List in rules.ini after your reply and I found this:
Code:
85=NARADR_AD
90=GAWEAP_1 ;everything is ok here, game doesn't need buildup anim. IMO
91=GAWEAP_2
92=GAWEAP_A
93=GAWEAP_B
94=GAWEAP_C
95=GAWEAP_D
96=GAPILE_A
97=GAPILE_B
98=NAPULS_A
99=GACTWR_A
100=GACTWR_B
101=GACTWR_C
102=GACTWR_D
103=GAPILE_C
104=GAWEAP_1 ; BUT HERE!! Two times these, why?
105=GAWEAP_2
106=GAWEAP_A
107=GAWEAP_B
;108=GACOMM_A
I think WW is screwed up with the animations and these "second GAWEAP" should be NAWEAP. If I change them, does it cause IE or something else? QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Jul 11, 2006 1:36 am Post subject:
Not when it opens, ti blinks normally. Well...its supposed to. Like the GDI Weapons Factory's lights. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
The game has some intelligence, it finds the animations referenced this way without being explicitly declared, but it is unreliable and should be corrected. I tried to check and fix all the art code for such bugs, but never finished it. QUICK_EDIT
Not when it opens, ti blinks normally. Well...its supposed to. Like the GDI Weapons Factory's lights.
Is not blink when is open or look on the pic under. And is dont blink ingame. WW did the code wrong and ztype it up so then i think them just leave it like anothers thing =S.
Carno read .
ActiveAnim=GACNST_A This ActiveAnim do it continue and dont stop.
ProductionAnim=GACNST_D U see the arm when u build shomting this Anim going too set in becouse this is the moving arm ^^
Prod= Just show that Anim when is building shomting.
Active= Play and play and keep playing like the light on the GDI War Factroy
I hope u did understand my bad english ^^.
Sry for double post
^^
nothing.PNG
Description:
no blinks
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33.19 KB
Viewed:
10780 Time(s)
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This is the dam anim some should be ingame. *But after WW did not get it on the right place and even make it in wrong pallet i think them just drop it. O.o The another anim is out of the place too so ingame is inside the building.
I keep posting ^^ so people get know if them dont know
ctdam_b.gif
Description:
dam file
Filesize:
25.42 KB
Viewed:
10755 Time(s)
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The gif is from the shp and thats the dam anim some dont are ingame.be
Try it ingame and is be pink. Them make it in wrong Pallete. is look like cameo or unit.pal pallete _________________ Can you hide from me ? QUICK_EDIT
Threat Rating Node was supposed to count the amount of ThreadPosed of up coming enemy forces, for example, a Tick Tank has, and make defences strong enough to oppose this threat. For example, tick tank has ThreadPosed= probably 45 (lazy to check rules.ini ). The Threat Rating Node would increase the strenght and firepower of the defences you had build enough to stop the tank when it detects it. Impossible in modern TS. _________________
Yeah thats right ^^. I did think wrong. I mean i have see alot of mods have it but why them have it if it cant do shomting? _________________ Can you hide from me ? QUICK_EDIT
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