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Anderwin question tread
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Anderwin
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Joined: 16 May 2005

PostPosted: 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
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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 Very Happy

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Last edited by Anderwin on Mon Jul 10, 2006 9:48 pm; edited 2 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Jul 09, 2006 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

GAFSDF, in my memory, is the Firestorm Generator/Wall

There's no art section for GADROP...I think

Nod Waste Facility

correct me if I'm wrong...

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Anderwin
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Joined: 16 May 2005

PostPosted: Sun Jul 09, 2006 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okey i think thats too GAFIRE are Firstorm Generator.

GADROP So why them put in animasion art code then`?

Ah why i dont thinnk on it damn i dumb

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Mon Jul 10, 2006 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Yuri is right for all of them.

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.

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Anderwin
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Joined: 16 May 2005

PostPosted: Mon Jul 10, 2006 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okey.

So why them not delete the animation too ?

Mabye some1 know the code for me =).

Another Q =

Why them put NAPULS_A in the ART when is not under the NAPULS? So what the NAPULS_A do then?

Quote:

[NAPULS]
Cameo=EMPICON
Remapable=yes
Normalized=yes
Foundation=2x2
PrimaryFireFLH=0,0,80
TurretNotExportedOnGround=yes
PBarrelLength=110
Buildup=NAPULSMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes

[NAPULS_A]
LoopStart=0
NewTheater=yes
LoopEnd=64
LoopCount=-1
Rate=0
Surface=yes


Q2 =

Quote:

[FSIDLE]
Image=FSIDLE
LoopStart=0
LoopEnd=20
Rate=800
ShouldUseCellDrawer=false
Report=FIRSTRM1

[FSAIR]
Image=FSAIR
LoopStart=0
LoopEnd=20
Rate=800
Report=FIRSTRM1

[FSGRND]
Image=FSGRND
LoopStart=0
LoopEnd=20
Rate=800
Report=FIRSTRM1
YDrawOffset=-20


What building is this? or wtf is it =S

Q3=


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?

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Last edited by Anderwin on Mon Jul 10, 2006 6:04 pm; edited 1 time in total

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Jul 10, 2006 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. I think it's un-used animation for EMP cannon

2. Firestorm-wall animation...

3. They're in Rules.ini.

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Jul 10, 2006 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Anderwin
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PostPosted: Mon Jul 10, 2006 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks alot both of there this help alot whit the secret thing i do #Tongue..

wOOt a master dident know they was missing Surprised. 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? )

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Jul 10, 2006 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Anderwin
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PostPosted: Mon Jul 10, 2006 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Genuis thats did i not see damn i dumbass.

Can u try change it and post what happend pliz?

I dont think is make IE but i think the NAWEAP will not work. But why in the hell do the NAWEAP work 100% on the anim when is not got shomting rofl #Tongue.

Test it now pliz?

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Anderwin
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PostPosted: Mon Jul 10, 2006 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for double post Confused .

Btw this is the anim the NAWEAP shuold get when u build shomting like a Tick Tank.



ntweap_a.gif
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ntweap_a.gif



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Clarkson
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PostPosted: Tue Jul 11, 2006 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Not when it opens, ti blinks normally. Well...its supposed to. Like the GDI Weapons Factory's lights.

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jul 11, 2006 3:54 am    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
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?


http://modenc.renegadeprojects.com/How_Object_Arrays_Work explains how these lists work.

Anderwin wrote:
But why in the hell do the NAWEAP work 100% on the anim when is not got shomting rofl

Code:
[NAWEAP]
...
DeployingAnim=NAWEAP_2
DoorAnim=NAWEAP_B
DoorStages=10
DamagedDoor=yes
UnderDoorAnim=NAWEAP_1
NewTheater=yes
BibShape=NAWEAPBB
ProductionAnim=NAWEAP_A

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.

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DonutArnold
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PostPosted: Tue Jul 11, 2006 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, I see. Thanks DCoder...

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Anderwin
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PostPosted: Tue Jul 11, 2006 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
Not when it opens, ti blinks normally. Well...its supposed to. Like the GDI Weapons Factory's lights.


Do u see it blinks?

Dcoder so why u did not finish it?
interesting thing but is miss alot of thing in the anim list then =S? Confused

And why will WW miss alot of code?

The dam got anim but them just drop it becouse it ztype the palett abit Confused

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John Galt
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Joined: 01 Aug 2003
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PostPosted: Tue Jul 11, 2006 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Dcoder so why u did not finish it?

I got frustrated with Westwood's stupid coding style...

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Anderwin
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PostPosted: Tue Jul 11, 2006 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
Quote:
Dcoder so why u did not finish it?

I got frustrated with Westwood's stupid coding style...


Ah lool thats bad #Tongue... Yeah i relly frustrated too here when i read TS art and rules.ini files Mad . I know what u mean Wink .


[/quote]

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Anderwin
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PostPosted: Wed Jul 12, 2006 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
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 #Tongue.

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 Smile

I hope u did understand my bad english ^^.


Sry for double post

^^



nothing.PNG
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nothing.PNG



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Anderwin
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PostPosted: Sat Jul 15, 2006 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Wink



ctdam_b.gif
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ctdam_b.gif



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ORCACommander
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Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sat Jul 15, 2006 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

that is either attached to the dam or the waterfalls

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Anderwin
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PostPosted: Sun Jul 16, 2006 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

ctdam_b.gif = ctdam_b = ctdam_b.shp

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 Cool

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Anderwin
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PostPosted: Thu Aug 17, 2006 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Lets start this again ..

Threat Rating Node What this do?

I learn much from this tread and people learn i hope Embarassed.

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Crimsonum
Seth


Joined: 14 Jul 2005
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PostPosted: Thu Aug 17, 2006 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 #Tongue). 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.

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Anderwin
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PostPosted: Thu Aug 17, 2006 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

But u can build it if u got FS. Therefor :S.

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Tyler Adams
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Joined: 08 Oct 2004
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PostPosted: Thu Aug 17, 2006 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anderwin wrote:
But u can build it if u got FS. Therefor :S.


Nope.

Clone of it without the TRN logic removed and given the SW DropPods.

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Anderwin
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PostPosted: Thu Aug 17, 2006 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Tratos
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PostPosted: Fri Aug 18, 2006 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Anderwin
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PostPosted: Sat Aug 19, 2006 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Tratos =)

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Anderwin
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PostPosted: Mon Jan 07, 2008 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

What is the GAFIRE_A _B and _C?

And NAMNTK_A, WAKE1 and WAKE2?

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Renegangsta
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PostPosted: Mon Jan 07, 2008 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

The nuke silo also has an open animation which doesn't even work when you apply it

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Anderwin
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PostPosted: Mon Jan 07, 2008 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

What tag is it #Tongue?

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Renegangsta
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PostPosted: Mon Jan 07, 2008 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

ntmisl_a yes, ntmisl_a
and supposed code
Quote:
; Missile silo launch anim
[NAMISL_A]
Image=NAMISL_A
Normalized=yes
LoopStart=0
LoopEnd=10
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes

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Last edited by Renegangsta on Mon Jan 07, 2008 7:07 pm; edited 1 time in total

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Anderwin
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PostPosted: Mon Jan 07, 2008 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah thanks :p

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