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Question about SuperAnims
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Aug 16, 2010 2:42 am    Post subject:  Question about SuperAnims Reply with quote  Mark this post and the followings unread

What makes the SuperAnims work? I mean like how the NAMISL is. It has 4 seperate normal anims as does mine. Building Closed, Building opening anim, Building open, Building closing anim. But with the NAMISL when first built it displays just a closed building, then as the timer winds down it plays the opening anim "I think". But mine plays the open anim right away and I have it set up just like the NAMISL, and what makes the building close again? Confused

[RFMISL]
Cameo=MSSLICON
Image=RFMISL
Remapable=yes
Buildup=RFMISL
Height=6
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
;ActiveAnim=RFMISL_E
PrimaryFirePixelOffset=-10,-28 ; aim for center of pad to align with anim
SuperAnim=RFMISL_A
SuperAnimTwo=RFMISL_B
SuperAnimThree=RFMISL_C
SuperAnimFour=RFMISL_D
SuperAnimDamaged=RFMISL_AD
SuperAnimTwoDamaged=RFMISL_BD
SuperAnimThreeDamaged=RFMISL_CD
SuperAnimFourDamaged=RFMISL_DD
CanBeHidden=False
OccupyHeight=4
RemoveOccupy1=1,-1
RemoveOccupy2=0,-2
RemoveOccupy3=-1,-2
RemoveOccupy4=-2,-2
RemoveOccupy5=-2,-1
RemoveOccupy6=-2,0
RemoveOccupy7=-1,1
Foundation=3x5


;Idle ;SuperAnim1
[RFMISL_A]
Normalized=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=no

;startup, transition to charged ;SuperAnim2
[RFMISL_B]
Normalized=yes
Start=0
End=15
Rate=200
Layer=ground
NewTheater=no
Shadow=no
StartSound=NuclearSiloReady

;looping, charged ;SuperAnim3
[RFMISL_C]
Normalized=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=no

;shutdown, transition back to idle ;SuperAnim4
[RFMISL_D]
Normalized=yes
Start=0
End=15
Rate=200
Layer=ground
NewTheater=no
Shadow=no

Last edited by Cranium on Mon Aug 16, 2010 3:18 am; edited 1 time in total

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ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Mon Aug 16, 2010 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I think it has something to do with rules.ini... could you post the code for the building?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Aug 16, 2010 2:53 am    Post subject: Reply with quote  Mark this post and the followings unread

;RevengeForce MultiMissile
[RFMISL]
UIName=Name:RFMISL
Name=RF MultiMissile
BuildCat=Combat
SuperWeapon=ChaosMissile
Prerequisite=RFCNST,RFPOWR,RFTECH
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=RevengeForce
AIBasePlanningSide=0
Cost=500
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=10.5
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
Powered=yes

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Aug 16, 2010 3:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Never mind, I found the problem. Dont know how that zero got in there
ChargedAnimTime=10 .5
Could of sworn I entered 1.5 #Silly

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