Is there a way to spread them out as they fall? It looks like they are dropping in formation _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
This is just a delivery animation and while close, isn't quite how droppods worked. This will look odd if you drop them near where there will be an obstruction since the pods could land on the obstruction, but the units actually be spawned at some distance. The original drop pods dropped in a random formation based on where the units were actually going to spawn. Also, the number of pods to units is wrong, only 6 pods, but 8 or 9 actual infantry. Also, they don't fire a weapon at the landing zone to clear the way. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Oct 12, 2012 10:07 am Post subject:
Never tried, dunno. Probably yes, considering the Cyborg Reaper. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Do I understand this right, that these are 6 buildings which have a droppod anim as their buildup and a dummy activeanim to selfdestruct them?
Is there any chance you can make the buildings a bit more randomly placed? _________________ SHP Artist of Twisted Insurrection: Nod buildings
And pods could fall with a little delay after each other if possible
PS I ve not havn't checked you code yet, so it just a suggestion. Last edited by Gangster on Fri Oct 12, 2012 2:38 pm; edited 1 time in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Oct 12, 2012 2:35 pm Post subject:
Lin Kuei Ominae wrote:
Do I understand this right, that these are 6 buildings which have a droppod anim as their buildup and a dummy activeanim to selfdestruct them?
Is there any chance you can make the buildings a bit more randomly placed?
Wrong. These are Ares's UnitDelivery. With the Droppod anim as UnitDelivery anim and the droppods being vehicles with customized survivors. At least that's what I assume without looking into that code at all. QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Fri Oct 12, 2012 3:40 pm Post subject:
DROPPOD SECOND GENERATION
This is a new solution of it.Still I cannot get DeathFrames working.So a non-remap self-destruction animation is quite useful.
Sad that building types cannot set special survivors.If you don't need more infantry other than default survivors,make the droppod dummy a building ,like what LKO said.Also building explosions could use remap SHPs,which looks better.
Formation is solved by inserting invisible obstacles into the dropped dummies.
It is remap because it is actually a terror drone whose firing frames are droppods falling.
[PREDROP]'s loop count may be adjusted a little but don't change too much or this trick will be broken.
I'm assuming that those drop pods that remain on the ground for a while are just an animation that loops several times, right? If so, you should be able to just use Next= on the animation and then specify the destruction animation after it. _________________ QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sat Oct 13, 2012 2:55 am Post subject:
The building way seems to be unuseable.
First,building will play the explosion sound when suicide.
Second,you cannot control the survivor type.
Third,number of survivor is almost random,you may get no survivors at all from a droppod.See the pic you will find this problem.
OH DAMN!I know how to let them eject certain men.Thanks to EricAnimeFreak,the buildings can have another delivery to create men.
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sat Oct 13, 2012 4:33 am Post subject:
This one uses mutation.Pod unit launches debris,making place holders,and suicide to mutate them.
Droppod falling is the place holders' firing animation,didn't fix the shadows because I'm lazy.
You can also use droppod falling as the mutation animation,but they will seem be delivered at the same time.
I didn't get InfDeathAnim working,strange,so just used GENDEATH in the pack.
Is there any possible way to modify this to make it work with my current workaround. I have a dropod SW, but don't have the right animations.
My method also uses unit delivery , but it start with a preimpact animation of Droppod landing, then actual dropod building is spawned, "This building can be made destroyed by modder if desired: see second method." After about 180 frames, building ejects men via unit delivery weapon on spawned droppod building, then another 100 frames or so droppod self destructs.
Second Method:
Of course it could also be equipped with a Vulcan machine gun and then after x amount of frames spawn a group "of infantry via second SW" if the enemy player does not destroy the enemy droppod. You would need to make it self destruct when units are spawned though then, So an animation spawned with "infantry spawning Sw would do that just fine though." Otherwise it would just keep spawning men until enemy destroyed the droppod. "players would abuse this badly however so It really just needs to die after spawning the men." So if you use this method have an animation on Second Sw to destroy the dropod.
This work around make it closer to TS, and further makes it so dropping a pod in middle of base would be foolish as enemy could destroy it before your men ejected.
I posted this workaround on bugtracker about a year ago i think, and someone was gonna make me an animation but they ended up getting busy with life so now I'm really just lacking the droppod animation and droppod image, and was hoping I could use this somehow.
My method below if you want to try and fiddle with it:
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Well I got my way working with your second generation animations, thank you by the way.
I had to edit the animation a bit and rules. Only problem now is I think I might have slightly screwed up shadows and the animation isn't centered right, so for a second it looks like there are 2 overlapping droppods. If anyone could help me with this that would be awesome, also anyone can feel free to use my ini code for their own droppod. Here's a link for my pre-beta mod Sanzon Kaisen if you want to see it for yourself. The mod isn't really public or finished, other then my decision to leave it open for testing by ppm members so please don't post it around the interwebs, thank you.
My droppod belongs to the GDI side. My version's droppod is destroyable, is armed with a Vulcan gun, and after a time delay of around 16 game seconds explodes releasing 8 men. I'd post a video but I have never really done so before. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Enjoy Everyone! Last edited by EricAnimeFreak on Mon Oct 15, 2012 9:05 am; edited 3 times in total QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sat Oct 13, 2012 9:36 am Post subject:
2nd remake of the building pods.Different from survivors you have to set each pod's own delivery superweapon.Even you want 10 rhinos alike,you have to make 10 pods and 10 SW seperately.
Units dont seem to come out of the pod tho.
I got mine working good now. Had to edit shp's etc, but now i got it so i deliver 3 droppods, all from the same SW, Each droppod's falling to ground animation is it's buildup animation, so I can fire over overlay without graphical glitches. Each pod is destroyable and armed with a vulcan gun for defense, after 7 game seconds 1 of 3 of the drop pod explodes releasing 3 men, then another 7 seconds and another 1 is destroyed, etc. This way I only needed 2 Sw's with the ability to add additional buildings if i want other pod types. Pods can be used offensively this way or can be spawned for 9 men over 22 seconds. Also enemy can destroy the pods before men are released.
Thanks a lot for all the work you did on this one kenosis. I appreciate the shp.
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