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[RA2/YR] Supermuzzle
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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Fri Aug 08, 2008 10:39 pm    Post subject:  [RA2/YR] Supermuzzle
Subject description: Gunfire/Explosion Animation
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I made this animation with 2 purposes.
*Non MG troopers Garrisoned Buildings.
*A new type of weapon for big voxels.

The 2nd idea is what i am showing in the image below. An example using the ChaoticGeneral's Triton. Sorry for the low quality of the GIF but it's best than nothing. For this weapon i gave it a cluster code like this to make very realistic Battery gunfire.



As for using it in garrisoned buildings, i don't know exactly if this could replace the UCFLASH occupantanim correctly. You will have to see it by yourself. I hope it works too.

Im providing a big high quality anim so you can resize it to your needs (the GIF below) and the resized one to fit the Triton.



If youre interested in making a weapon like the one i did use this codes.
Code:

;RulesMd.ini

Add
XX=SUPERMUZZLE to the Anim List

[Batteries]
Damage=20
ROF=30
Range=15
Projectile=VBattery
Speed=120
Report=GrandCannonAttack
Bright=yes
Warhead=AP
Anim=SUPERMUZZLE
OmniFire=yes
FireWhileMoving=yes
Burst=4


[VBattery]
Inviso=yes
Image=none
Cluster=10
SubjectToCliffs=yes
SubjectToWalls=yes

----------------------------------------------
;ArtMd.ini
[SUPERMUZZLE]
Layer=Air
Translucent=no
CanHideThings=True
CanBeHidden=False
Crater=yes
Report=RhinoTankAttack
Normalized=yes


Im currently looking for a tag wich allows the animation to be seen always regardless of the voxel facing.



supermuzzleanims.zip
 Description:
Both of them

Download
 Filename:  supermuzzleanims.zip
 Filesize:  40.55 KB
 Downloaded:  511 Time(s)


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Last edited by AprilWar on Fri Aug 29, 2008 12:49 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 08, 2008 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

they are quite well made, but the used explosion anims are too repetitive. Some different types of muzzle flashs would have been nice.
I also don't see a real purpose for them, since the garrisoned buildings in RA2 use afaik a single muzzle flash on specific positions which are defined in art.ini.

Another problem could be the transparency. With translucency=yes the first anim would be quite opaque and the last explosions almost transparent and not like each explosion starts opaque and fades out to full transparency.

Such an effect should be done imo with some art.ini debris workarounds, so each explosion is a separate one. This way they would be also more random.

But none the less, these are well made and i'm sure someone can find a purpose for them. Even if they are just used as some kind of flak fire.

P.S.: the first gif is quite useless. take the screenshots, cut out the important part and make the gif with those smaller pics in real size without resizing them.

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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Sat Aug 09, 2008 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

No. They work fine in Garrisoned buildings. I just had not time to test it.
Remember... OccupantAnim=SUPERMUZZLE



Garrisonned.PNG
 Description:
The Left one has only One soldier. The one in the right is full
 Filesize:  202.7 KB
 Viewed:  8340 Time(s)

Garrisonned.PNG



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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Aug 09, 2008 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty...muzzly.

The supermuzzle one looks like it has hundreds of GIs inside #Tongue

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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Sat Aug 09, 2008 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok. i found the tag.
Add this to the anim code in the art so it can never never be hidden amen.
YSortAdjust=1000

Hey! but dont you think a single GI can mount automatic defenses in every room/office? Very Happy

I know Conscripts wouldnt ¬¬

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 09, 2008 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

but there you see the problem which i meant with the specific firing positions. With the supermuzzle a lot of the muzzleflashs are outside of windows and even outside of the whole building in the middle of nowhere.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Aug 09, 2008 9:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Not a bad anim, only with translutency it would lag the hell out of your pc when there are 10 guys firing with this anim #Tongue

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Hello There
Grenadier


Joined: 30 May 2008

PostPosted: Sat Aug 09, 2008 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Not a bad anim, only with translutency it would lag the hell out of your pc when there are 10 guys firing with this anim #Tongue


Size=8-10? Might be solved then.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Aug 09, 2008 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

No, I mean when a garrisonable structure with 10 guys inside, which each of these guys has this anim, then it would lag when you look at it #Tongue It has nothing to do with size.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Aug 09, 2008 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

As Lin Kuei said could be cool as a flak anim, I might try it in D-day later.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sat Aug 09, 2008 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Not a bad anim, only with translutency it would lag the hell out of your pc when there are 10 guys firing with this anim #Tongue

You do know that changeing all the "Translucent=yes" to "Translucent=no" is the best way to reduce lag ingame? For me, it reduced the amount of lag by 60% And you know what, that game looks just the same!

Very nice anim you got there, very nice!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Aug 09, 2008 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, not really #Tongue I deleted it with the alternative Ivan Explosion. It does looks different, but it doesn't lag anymore when 5 Crazy Ivans detonate at the same time (is an attack of me #Tongue)...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Aug 28, 2008 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. using lots of cluster fire will lag the game along with transluency as mentioned.

2. "realisitic" battery fire would be inaccurate=yes possibly flakscatter tags as well.

3. Setting YSortAdjust= to such high numbers can mean the anim even shows through structures and other objects nearby

and finally

4. all those burst delay tags do not work on weapons in YR. You have to add it to the actual unit code. e.g. [MTNK]BurstDelay0=1 for example.

5. finally anyone can resize some animations from conquer.mix.

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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Fri Aug 29, 2008 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
4. all those burst delay tags do not work on weapons in YR. You have to add it to the actual unit code. e.g. [MTNK]BurstDelay0=1 for example.

5. finally anyone can resize some animations from conquer.mix.


Sad i didnt update the code topic like the one in revora: UPDATED And if anyone can why not to post it?

You dont have to use my code. I just provided some key tags.

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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Fri Aug 29, 2008 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

This is perfect for a flak animation.

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tobiasboon46
Shrapnel Sniper


Joined: 09 Sep 2005
Location: Argentina

PostPosted: Sat Aug 30, 2008 2:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Like putting together lots of PaK's and Bofors AA guns to fire...
This muzzle + Mig Eater + Normandy Air Raid=AWESOME!!!

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Err...the image above means no offence to the american people...It's a bit of what I feel about it's gov't >_>

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