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AnimList=
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jun 28, 2010 2:32 pm    Post subject:  AnimList= Reply with quote  Mark this post and the followings unread

Is it just me, or does this tag not work correctly?
It says- Anims to play when Warhead explodes, from lessor to greater damage. "No I'm not trying to have multiple anims play at once"
I think I read over at ModEnc that the game Randomly picks what anim to play depending on damage inflicted
But seems to only ever play whatever anim is listed last no matter the situation. Like if I have, AnimList=EXPLOMED,EXPLOLRG,TWLT070,APOCEXP
It will only and always play the APOCEXP anim. Now if I reverse the list and have
AnimList=APOCEXP,TWLT070,EXPLOLRG,EXPLOMED
it will only and always play the EXPLOMED anim.
Anyone have a little more insight to this?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jun 28, 2010 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its pretty much broken in RA2/YR to my knowledge i.e. it can only play 1 anim regardless of Damage= dealt.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Jun 28, 2010 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

rulesmd.ini wrote:
; AnimList = list of animations to play when warhead explodes [listed from lesser to greater damage

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Mon Jun 28, 2010 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jun 28, 2010 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, I've already read that . But dosent seem to make much difference of what or how many anims I have listed. It still only plays the very last anim in the list regargless of the amount damage inflicted or the situation.

AnimList= at ModEnc states that "This can accept an unlimited number of animations. The game will pick which one to show through the weapon's Damage. The Final anim is acquired by dividing Damage by 25 and rounding down to the nearest whole number" But this dosent happen. It always and only ever plays one anim thru the Warhead explosion. I dont know, maybe it only works on certain types of weapons.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Tue Jun 29, 2010 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I've never had problems with this flag...and it's rather straightforward to use, too.

In any case, D double-checked and tried to simplify the article. Maybe give it another read.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Jun 29, 2010 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Renegade, yes that is indeed much more understandable. If you speak to D before I get a chance tell him I said Thanks.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 29, 2010 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

If this works like TS, then the description is incomplete.
It does choose the anim according to the damage, but only if more than one weapon is using this warhead.
The game then uses the strongest and weakest weapons to create a scale into which it places the anims, with the strongest weapon playing the last anim and the weakest weapon the first anim.

Then every new weapon that is also using this warhead causes an update of the scale, where the weakest and the strongest weapons set the new standard for the first and last anim in the list.
If the new weapon is in between the already set min and max damagescale, it will use one of the anims in the middle of the list.

If you have only one weapon using this warhead then it will always pick the last anim, as the game has only this one weapon to create the upper limit of the scale.

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Tue Jun 29, 2010 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

It might appear that way based on initial observation, but that's not quite the whole story. It seems like it doesn't work because the damage doesn't take warhead verses into account. I have plenty of warheads that are used on one weapon that play different animations based on modified damage (IE through country statistics modifiers and AI difficulty settings).

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jun 30, 2010 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

you guys were a big help on this. I finally have it figured out. Big Thanks to everyone.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Jun 30, 2010 5:36 am    Post subject: Reply with quote  Mark this post and the followings unread

The damage increment needed to get the next animation in AnimList is 20, not 25.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Wed Jun 30, 2010 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

So since when have you been an integral part of the Windows operating system, overriding the game's code on every single computer it is running on?

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