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HVA Walkanimation Tutorial
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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Tue Jul 14, 2009 7:39 pm    Post subject:  HVA Walkanimation Tutorial Reply with quote  Mark this post and the followings unread

so i hope it helps someone Smile



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Key Words: #Tutorials #Animation #Media #HVA #TiberianSun #Firestorm #RedAlert2 #YurisRevenge #OpenRA #OSHVABuilder 

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Tue Jul 14, 2009 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe speed also has something to do with how fast the animation goes.
I didn't know to much about the Vxl offset until i read this, good tutorial.

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Mon Aug 10, 2009 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Can you show me the Rules.ini and Art.ini scrips?

I will made the MCV of Nod from C&C3 !!!

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Tue Aug 11, 2009 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Roadwarrior wrote:
I believe speed also has something to do with how fast the animation goes.
I didn't know to much about the Vxl offset until i read this, good tutorial.


like duh mate more frames the slower the mech walks dude.

but to the walking possiable you need "walkframes=##" (numbers where ## can be 1 - any other number Eg = 8 walking fames in one facing is walkframes = 8 )

Note : walkframes can only be used in Art.ini.

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