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AnimList
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Oct 19, 2007 3:01 pm    Post subject:  AnimList Reply with quote  Mark this post and the followings unread

It appears that the animation of the warhead when it impacts does not vary, even if there was multiple animations listed in the AnimList under the warhead codes.

My theory is that the animlist is used for different weapons with the same warhead, but different amount of damage. Proofs:

- I recently gave a tick tank an elite weapon with higher damage than the regular weapon. Both weapons had the same warhead (AP), so the AnimList remained same. I noticed that when the tank got elite, the weapon it fired impacted on the target with a different animation.

Thoughts:

- The warhead's first animation in the AnimList is used for a weapon (with the specific warhead) with the lowest amount of damage. The last animation is used for the weapon with the highest amount of damage.

I. e. We have three weapons with warhead DUMMY. Weapon 1 has the lowest, Weapon 2 moderate, and Weapon 3 the highest amount of damage. The AnimList in DUMMY warhead has three animations. The first one is used for Weapon 1, the second one for Weapon 2, and the third one for Weapon 3.

Comments? I still have to find out what it does if the AnimList has, say, 6 animations, and there's only 2 weapons with the specific warhead.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 19, 2007 5:48 pm    Post subject: Re: AnimList Reply with quote  Mark this post and the followings unread

yes, the list is for various damage values used by weapons of this warhead.

How exactly it works, is unknown to me, because as you already mentioned, 2 weapons using a 5 explosion warhead don't use the expected explosions.

I assume that the game goes from the middle of the explosionslist, if more than 1 weapon uses the warhead. It then calculates the average damage of all weapons that use this warhead and gives each weapon it's appropriate explosion.

It can be seen quite well with FS. without only the Nod Arty had ARTYWH and thus always use the last explosion (explolrg). But with FS the jugger uses this too, and both now use the last but one explosion (explomed).

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Oct 30, 2007 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah the animlist is very fun to play with. It checks the damage of all weapons using the warhead and calculates what animation in the list it should use. the list goes from lowest damage first to largest damage at the end of the list.

Once or currently I have 2 units in my mod and both have different damages on thir weaponry and I wanted to have them use the same warhead so I did not have to do another warhead with the same stats but different animation so the end result after alot of testing ended up like this Laughing

Here are seven examples from my personal mod, I dont want to reveal everything so I cut out everything except the Animlist and warhead name:

[MammtHE]
AnimList=XGRYSML2,XGRYSML2,XGRYMED2,TWLT050

[CybSAP]
AnimList=S_CLSN22,S_CLSN22,S_CLSN30

;these three have different stats but the same animlist and is used by several! different weapons in my mod
[APTuskWH] and [MaverickAP] and [InfaAP]
AnimList=S_CLSN30,S_CLSN30,S_CLSN42

;This is the funniest one Laughing
[MLRSWH]
AnimList=S_CLSN30,S_CLSN30,S_CLSN30,S_CLSN42

I have had a even bigger animlist for a warhead with like seven of one animation and a realy big one at the end but that was in a obsolete version of my mod and got removed infavor for something better.

The easiest way to make a weapon use a specific animation at impact is to have a warhead that no other weapon shares and only put one animation on it but you also have to take in to consideration that the animation will not change in size when the damage increases from veterancy.

A mote difficult approach is to have multiple weaponry share a single warhead and different damages but you also need to manage the animlist in this case is you want the smallest damage do the smallest animation at impact and the biggest do the biggest animation at impact. In this case its also good to make a new Warhead and not use the existing ones in Tiberian Sun/FS or Redalert2/YR. You also have to take in to consideration that the animation will change in size when the damage increases from veterancy.

In the case of MLRSWH in my mod:
Dont remeber excatly why I did it like I did right now but think it was becaus I use the veterancy damage improvement of VeteranCombat=.5
I have 2 weapons using this warhead, one does 60 damage and one does 80 damage

here is also a note ive writen down long ago so I dont forget it:
The Veteran bonus is calculated like if VeteranCombat=0.5 then its the base damage (100%) and 0.5=50% more percent making the damage 150% at the veteran stage if FIREPOWER bonus is defined as a veteran ability. This applies to Tiberian SUN/Firestorm only and is "NOT" calculated the same way in Redalert2/YR

Just post here or PM me if you need help with it or futher explenation of how it works. Laughing

One last thing: Dont forget the FIREPOWER crate, it will also change the end result it the unit takes it Laughing

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