Posted: Thu Apr 25, 2013 3:07 pm Post subject:
Adding new Animation for new Weapon
Subject description: Add new Animation
Hello guys!
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? _________________ I want to learn more about Tiberian Sun hacking QUICK_EDIT
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 _________________ SHP Artist of Twisted Insurrection: Nod buildings
[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
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.
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. QUICK_EDIT
I just rename the chemball to sanbls, then recolor the shp, and change the rules.ini _________________ I want to learn more about Tiberian Sun hacking QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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