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Makeing a MAD Tanks piston raise and drop smoothly.
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*blackheartstar*
Vehicle Driver


Joined: 28 Feb 2007

PostPosted: Thu Mar 01, 2007 12:29 am    Post subject:  Makeing a MAD Tanks piston raise and drop smoothly. Reply with quote  Mark this post and the followings unread

Im useing a modified version of Holy_Masters Behemoth Tank.

First take a screen shot of you MAD tank faceing south-east. Copy and paste this three times as pcx taking care to center it or possably use the availible building placement grids if nessiceary and compress them into .shp. Now copy that .shp 3 times. Remove the shadows from one of these and name it MADanim2. Name the other two MADBuilding and MADBuildingmk. These will make up your build up animation your building and your second active animation.

You should have three simular to this: see figure 1?

Next go back to the origenal .pcx image and make about 13 or so copies of it wth the standared 0000 - 0012 numbering. Now go in and copy the very tip of the piston and trasparent paste it on to the tip of the next image for about 10 raising images and 3 dropping images. For the dropping I go back and take previouse stages of raising. Call this MADanim. You could add many more frames here depending on how high you want the piston to go.

It should look simular to this: see figure 2?

After all of that do the standard deploy into suicide building rules.ini work. Im not sure if it really helps but I put Turret=yes even though it does not have one.

Go to your art.ini

[MADBUILDING]
Foundation=1x1
Height=1
OccupyHeight=2
Buildup=MADBUILDINGMK
ActiveAnim=MADANIM
ActiveAnimZAdjust=-120
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
CanBeHidden=true
CanHideThings=false

[MADANIM]
Rate=400
LoopCount=1
Next=MADANIM2

[MADANIM2]
Rate=500
Damage=25000 ;;;This instant kills a Strength=300 with Armour=heavy unit adjest to fit your units strength. I based this part off of SMIFFGIGs How to make units explode on Deploy tut. hope he dont mind my reprint.

Now when you click your mad tank it will smoothly turn rase and drop its drum once and then instantly explode.

Note: If when you deploy the unit jumps (from unit to building) you need to either a) try recentering the .shps or b) adjest the .hva file I only sudjest this way if its a pixel or two jump.

Did I explain this well?



Figure 1.png
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Figure 1.png



Figure 2.png
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Figure 2.png




Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI #Art.INI 

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Mar 01, 2007 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

A very useful tutorial, good job.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Mar 01, 2007 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice, Very clear and very well done. Smile

Very good job.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Mar 01, 2007 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

You CAN make animations in SHP builder you know - that'll made it look better.
Thats nice Smile
Great!

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