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Standing frames for SHP vehicles?
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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Wed Aug 06, 2008 12:27 am    Post subject:  Standing frames for SHP vehicles? Reply with quote  Mark this post and the followings unread

Is there any way to make a shp vehicle have standing frames, I cant get it to work.
TS and YR have the same codes so if anyone knows how to make it in TS please tell.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Wed Aug 06, 2008 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

StandingFrames=
Facings=
WalkFrames=
FiringFrames=
StartStandFrame=
StartWalkFrame=
StartFiringFrame=

Hope that helps you

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Wed Aug 06, 2008 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

It still dont work, I think its hardcoded.
Its piss poor and pointless of westwood to do that. Did standing frames work in TS? Never played it

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 06, 2008 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

In TS standing frames work perfectly well. I even got it work to have turreted units with standing frames in TS. Just take a look at my Exciter which you can find here.
The art.ini code is in the zip.

So if this doesn't works in RA2 you know that they've changed something, since it works in TS.

note: there is a difference between standing frames for turreted and non-turreted SHP units.
for non-turreted it's unimportant how the frames are ordered in the shp.
But for turreted SHP units you have keep a certain order of the frames in the SHP
1. walking frames (without turret)
2. the 32 frames of the rotating turret
3. the standing frames (again without turret)
4. firing frames (but works only on the leg section) and all other frames like deathanim

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Aug 06, 2008 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use standing frames in my mod for YR, they work fine...

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NewGuy
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Joined: 24 Feb 2008

PostPosted: Wed Aug 06, 2008 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is codes:
Quote:
[ROBOT]
WalkFrames=16
FiringFrames=20
Voxel=no
Cameo=madogicon
AltCameo=madoguico
Remapable=yes
PrimaryFireFLH=-20,-120,400
SecondaryFireFLH=90,-180,250
StartStandFrame=0
StandingFrames=16

StartWalkFrame=0
StartFiringFrame=128


ROBOT.SHP
Quote:
Frame 0-127 = Walk frames
Frame 128-287 = Firing frames
Rest = Shadow


DaFool: Could you show me your codes and prehaps upload the shp so I can look at it?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Aug 06, 2008 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm on vacation right now and don't have access to my indivdual files, but here's something: http://www.ppmsite.com/forum/viewtopic.php?t=19384 Download the demo at the bottom, I have .shp files that stand in the mixes, and the rules and art inis are in the second mix iirc.

CHARIOT is probably a good example.

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NewGuy
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Joined: 24 Feb 2008

PostPosted: Thu Aug 07, 2008 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I explained my problem bad, I can get StandFrames to work perfect, but not standing frames.
Exempel, a unit dance while not moving.
CHARIOT did have a stand frame for each direction but not standing frames.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 07, 2008 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread

ah yes. that is whole different thing.

No this doesn't works in TS too. You can have only 1 frame for standing and no animation.
If you want an animation while standing you have to use one of the workarounds.
1. Turretspins=yes where the turret always loops an animation and takes the moving part of the unit
2. SmallVisceroid=yes or LargeVisceroid=yes though i don't know if they still work in RA2
3. i don't know what kind of keys RA2 has. Doesn't the squid had a standing anim?

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SHP Artist of Twisted Insurrection:  Nod buildings

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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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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Aug 07, 2008 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

The Squid in RA2 uses it's walk frames for the idle anim. IIRC add IdleRate= to the units rules to activate it.

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Thu Aug 07, 2008 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

IdleRate fixed everything Smile
Eat that TS

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