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.shp question
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Mar 08, 2010 5:45 am    Post subject:  .shp question Reply with quote  Mark this post and the followings unread

If I take and make a Heli into .shp instead of a voxel can it still have the turning rotors in flight?

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Mar 08, 2010 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I Haven't tested, hope so though. #Tongue

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Mon Mar 08, 2010 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Sound's like it'll work, but you might still have some of the issue's of the other methods.

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Player1
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Joined: 05 Jan 2010

PostPosted: Mon Mar 08, 2010 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty sure in the Tiberian sun engine, SHPs cannot be aircraft.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Mar 08, 2010 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

OK I have the rotors working as a shp, I even have them spinning while landed Razz "idle animation" But now the problem is it wont use the 8 facings. I made all 8 walking facings and 8 firing facings with 9 frames each. When it comes out of the warfac it has facing 1, and if I goto fly it somewhere it flys using facing 1 only, it wont turn Sad It looks kinda funny flying backwards Laughing But anyway I have it set up like the Dolphin in art.ini The Dolphin dosent use a sequence, just walking frames and firing frames. But the Dolphin turns and mine dont Mad Do I maybe have to make a sprite sheet like the voxels use?

[HUEY]
Voxel=no
Remappable=yes
Cameo=hueyicon
WalkingFrames=9 <----- 9 frames with 8 different facings
FiringFrames=9 <----- 9 frames with 8 different facings

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Mar 08, 2010 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

where are the keys
Facings=8
StartWalkFrame=
StartFiringFrame=
?

In addition is it WalkFrames= and not WalkingFrames!
And remapable is written with one p!

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Mar 08, 2010 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Facings=? But why dosent anything else thats a .shp and comes out of the warfac or navalyard have this.


[DLPH] ;allied dolphin
Cameo=DLPHICON
Voxel=no
Remapable=yes
WalkFrames=6
FiringFrames=6

[DRON] ; Terror Drone
Voxel=no
Remapable=yes
Cameo=DRONICON
PrimaryFireFLH=0,0,30
WalkFrames=6
FiringFrames=4

[SQD] ; Squid
Voxel=no
Remapable=yes
Cameo=SQDICON
WalkFrames=20
FiringFrames=16

Niether of these use those other tags LKO and Facings= isnt even located on anything or even in the Art.ini

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Mon Mar 08, 2010 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have tried to do some thing like this in the past and found it had to many problems. I have posted my code and SHP for reference as a possible helping guide line. Though I do not remember how well it worked... I think it had big problems with the weapon.

**Note** the code is pretty messy... I tried many things and gave up before I had a chance to clean up the code.

[CMNCH]
UIName=Name:CMNCH
Name=Helli
Category=AFV
Prerequisite=GAWEAP
Primary=105mm
Strength=100
JumpJet=yes
JumpjetSpeed=30
JumpjetClimb=20
JumpjetCrash=25
JumpJetAccel=10
JumpJetTurnRate=10
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes
Armor=heavy
TechLevel=4
Turret=no
IsTilter=no
CrateGoodie=no
Sight=4
Speed=6
Owner=British,French,Germans,Americans,Alliance
Cost=10
Soylent=10
Points=20
AllowedToStartInMultiplayer=yes
Crusher=no
Crewed=no
OmniFire=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=
DieSound=TerrorDroneDie
MoveSound=TerrorDroneMoveLoop
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
WalkRate=3
IdleRate=3
ConsideredAircraft=yes
MovementZone=Fly
BalloonHover=yes
SpeedType=Hover
HoverAttack=yes
ThreatPosed=25
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=.5
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Shadow=yes
Crashable=yes
Parasiteable=no
Trainable=no
Explodes=no
AccelerationFactor=5
DeaccelerationFactor=5
ZFudgeColumn=8
ZFudgeTunnel=13
Size=2
Accelerates=false
Bunkerable=no

[CMNCH]
Voxel=no
Remapable=yes
Cameo=
PrimaryFireFLH=0,0,30
WalkFrames=2
FiringFrames=2
Shadow=yes



CMNCH.shp
 Description:

Download
 Filename:  CMNCH.shp
 Filesize:  109.25 KB
 Downloaded:  97 Time(s)


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Mar 08, 2010 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for posting that up MadHQ, but I think I got er done already Razz The rotors actually spin alot better ingame, but this crappy gif I put together with screen shots sucks. But you get the picture. These are landed with the Idle Animation.

[Edit] Crap I forgot to credit LKO for this, even though nothing else in the game uses Facings= I put it on anyway and, Whamo, it worked. Thanks a whole bunch LKO Razz



FacingsIngame.gif
 Description:
 Filesize:  147.86 KB
 Viewed:  1982 Time(s)

FacingsIngame.gif



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Mar 08, 2010 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not that familiar with RA2/YR, but IIRC are DLPH,SQD and DRON hardcoded with some special behavior or have special rules.ini keys which makes it clear for them when the frames start and how many facings they have.

Facings is used in TS on nearly every SHP unit and default value is AFAIK 1, thus your unit wasn't working correct.

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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

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Mar 08, 2010 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea, the DLPH,SQD and DRON must be hardcoded as I didnt find anything in Rules or Art that specifically tells them how to move.

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Tue Mar 09, 2010 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Do the back rotor's move?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Mar 09, 2010 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

The back rotor dosent spin on this one here, I was just doing a test run to make sure I could get it to work. But yes both rotors can and will spin. Smile

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