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ActiveAnim Help
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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Wed Jun 04, 2008 8:32 am    Post subject:  ActiveAnim Help Reply with quote  Mark this post and the followings unread

I make WarFact for scrin(See Picture Below). This is code.

Code:
[SAWMHL]
Remapable=yes
Cameo=WMHLICON
Foundation=4x3
Height=3
AnimActive=0,1,0
Buildup=SCRINSMK
DemandLoadBuildup=true
FreeBuildup=true
DeployingAnim=SAWMHL_2
DoorAnim=SAWMHL_B
DoorStages=10
DamagedDoor=yes
UnderDoorAnim=SAWMHL_1
NewTheater=yes
BibShape=SCRINBB
ActiveAnim=SAWMHL_A
ActiveAnimZAdjust=-119
PreProductionAnim=SAWMHL_A
PreProductionAnimZAdjust=-119
ProductionAnim=NONE           ;Make Dummy Blank Frame
ProductionAnimZAdjust=-119
ActiveAnimTwo=SAWMHL_C
ActiveAnimTwoZAdjust=-15


But that I want is I want [SAWMHL_A] not display while unit are deploying I want to [SAWMHL_B] Display like warp ball disappear while unit coming out. I try to use PerProduct and Product form Consyard but it not work.

Is it has any solution to do this?



untitled4.PNG
 Description:
Don't care SAWMHL_C I do it display for that pole display front SAWMHL_A.
 Filesize:  28.7 KB
 Viewed:  1792 Time(s)

untitled4.PNG



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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jun 04, 2008 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

resized starcraft huh?

you need to DoorAnim whas set DoorStages unlike in RA2

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Wed Jun 04, 2008 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
resized starcraft huh?

you need to DoorAnim whas set DoorStages unlike in RA2


Resize and C/P.

I have DoorAnime.

Code:
DoorAnim=SAWMHL_B


I want result like this(see below)

But problem is when unit deploying SAWMHL_A still active. I want it not active while unit is deploying.



sawmhl_a.gif
 Description:
Active while not deploy unit.
 Filesize:  40.01 KB
 Viewed:  1761 Time(s)

sawmhl_a.gif



sawmhl_b.gif
 Description:
This is that I want but when SAWMHL_B display SAWMHL_A still dislplay too.
 Filesize:  111.81 KB
 Viewed:  1762 Time(s)

sawmhl_b.gif



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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Wed Jun 04, 2008 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

As far as I know (yet), it is not possible. The door is just another layer to all the other ActiveAnims. It should only work if your door anim completely overlaps the ActiveAnim. But there is much transparency between the warp and those spikes and you can't overlap transparency with transparency. I hope you understand what I mean. I think there is no way to deactivate the ActiveAnim for the time the 'door' opens. But maybe I am wrong with it.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu Jun 05, 2008 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

ZoidZilla wrote:
As far as I know (yet), it is not possible. The door is just another layer to all the other ActiveAnims. It should only work if your door anim completely overlaps the ActiveAnim. But there is much transparency between the warp and those spikes and you can't overlap transparency with transparency. I hope you understand what I mean. I think there is no way to deactivate the ActiveAnim for the time the 'door' opens. But maybe I am wrong with it.


Yes I understand. So I try on PreProductAnim and ProductAnim but it don't work.

Maybe I will redesign this building again.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 05, 2008 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu Jun 05, 2008 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
take a look at the press anim of my MechFactory. Wink


I see your code. But I think I will strange if SAWMHL_A not shown until first unit is built. It cause this buildind has too much transparent. Maybe I will fix It has more object at behind.

BTW. You MaechFac very awesome it very fit for Cabal War Fact in my mod. Very Happy Very Happy Very Happy

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