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Adding new Animation for new Weapon
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kanehacker
Vehicle Driver


Joined: 19 Apr 2013
Location: batam

PostPosted: Thu Apr 25, 2013 3:07 pm    Post subject:  Adding new Animation for new Weapon
Subject description: Add new Animation
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Hello guys! Smile

I need your help, how to add new Animation (shp) to new weapon?
ex: I want to add sandball (chemball animation edited) into new weapon.,
I've add the shp to mix file, then make new projectile, new warhead.,
but when I'am playing, the animation won't launching but the target is damaged.,

how can I fix it?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 25, 2013 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

not enough information.

show code
or upload ini and say the name of the weapon and the animation.

right now it could be anything
-wrong projectile coding
-wrong art.ini coding
-wrong shp in mix

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kanehacker
Vehicle Driver


Joined: 19 Apr 2013
Location: batam

PostPosted: Wed May 01, 2013 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's the rules.ini :

Weapon Characteristic:

[SandBlast]
Damage=1
AmbientDamage=190
ROF=45
Range=15
Projectile=Invisible
Speed=1
Warhead=SandWH2
Bright=no
Report=FLAMTNK1
IsRailgun=true
UseFireParticles=yes
AttachedParticleSystem=SandStreamSys

Particle Systems:

; Sand To Visc Particle Systems
[SandToViscSys]
HoldsWhat=SandToViscPart
BehavesLike=Fire

[SandStreamSys]
HoldsWhat=SandStreamPart
Spawns=yes
SpawnFrames=4
BehavesLike=Fire
ParticleCap=1
Lifetime=200

Particles:

[SandToViscPart]
MaxDC=1 ;delay between damage
MaxEC=1 ;how long it is around
Damage=450
Warhead=SandWH1 ; Warhead that kills Infantry and spawns Visceroids.
StartFrame=0
EndStateAI=1
WindEffect=0
BehavesLike=Gas
StateAIAdvance=3
DeleteOnStateLimit=yes

[SandStreamPart]
Image=sanbls ; Was Fireall
Deacc=0.01
Velocity=30.0
BehavesLike=fire
MaxEC=700
MaxDC=5
Warhead=ChemWH2 ; Warhead that kills Infantry and no spawned Visceroids.
Damage=5
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=15
Translucent25State=10
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=14
Report=FLAMTNK1

Warhead Charcteristic:

[SandWH1]
Spread=0
Verses=1%,1%,1%,1%,1%
InfDeath=1
Particle=GasCloudSys ; This allows the warhead to make Visceroids

[SandWH2]
Spread=1
Verses=5%,5%,5%,5%,5%
InfDeath=1
Particle=Sand



sanbls.shp
 Description:

Download
 Filename:  sanbls.shp
 Filesize:  17.11 KB
 Downloaded:  39 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 01, 2013 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

SandToViscSys is not used, right?

SandStreamSys is listed in the ParticleSystems list?
SandStreamPart in the Particles list?

Not sure if ParticleCap=1 works well together with Lifetime=200.
Because with ParticleCap=1 you tell the game it should fire only a single particle, yet with Lifetime=200 you tell it to continuously spawn particles over the whole duration of 200 frames.


Quote:
[SandToViscPart]
Warhead=SandWH1 ; Warhead that kills Infantry and spawns Visceroids.

It's not the warhead causing the infantry mutation, but the special BehavesLike=Gas logic. If BehavesLike=Gas is present on the particle, it doesn't matter what warhead you use and it will always mutate infantry, if the infantry is killed by this particle.


Quote:
[SandStreamPart]
BehavesLike=fire

game is case sensitive and fire is not the same as Fire.
try BehavesLike=Fire

kanehacker wrote:
[SandStreamPart]
Image=sanbls ; Was Fireall

better use uppercase everytime.
Image=SANBLS
Even if the particles use directly the shp name and don't need an art.ini entry for SANBLS, it's simply better coding to keep IDs always uppercase.

Quote:
[SandWH2]
Spread=1
Verses=5%,5%,5%,5%,5%
InfDeath=1
Particle=Sand

Does this Particle "Sand" even exist?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu May 02, 2013 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO outlined the flaws and curiosities with this coding fairly well and using IsRailgun=true is totally unnecessary when you have UseFireParticles=yes, using IsRailgun does not fix anything to do with elevation etc here either that fire particles suffer from.

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kanehacker
Vehicle Driver


Joined: 19 Apr 2013
Location: batam

PostPosted: Thu May 02, 2013 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 02, 2013 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

as you may have noticed, I wasn't very fond of the linked "tutorial" due to mistakes and missing explanations. That's why it was also moved out of the tutorials forum.

It looks like now, that Allen didn't even provided correct code, as BehavesLike=fire is wrong in his example too. Sorry that you found such a bad example.

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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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