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Small debris tests
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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Tue May 14, 2013 12:28 am    Post subject:  Small debris tests Reply with quote  Mark this post and the followings unread

Just a few tests with voxel debris. That small thingy is supposed to be the pilot flying out of the vehicle, bit like with GLA technicals. Might look a bit better if you animated it. The other one is just the flame guy spawned along with the ordinary explosion.


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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue May 14, 2013 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Rofl.  Laughing I like the pilot flying out of the buggy.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 14, 2013 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

While you're at it, you can try to find out why/if/when voxel debris spawn blue tiberium vinifera.
I've noticed that in some rare cases, they spawn blue tiberium but haven't spend time to find out which keys do that exactly and under which circumstances.

Maybe using voxel debris for tiberium spawning solves some issues that we had with art.ini debris.

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Exley
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Joined: 09 May 2011
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PostPosted: Tue May 14, 2013 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

this is awesome

would be sweet if killed aircrafts could drop dead parachuter

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue May 14, 2013 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA2 has a debris anim for flying burnt people, IIRC dbrs10, IMO that would look perfect with that #Tongue.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Tue May 14, 2013 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

OMG LOL!!!! Fuckin DIEING OF LAUGHTER at the debris you put in with the guy flying out of the buggy. That's PERFECT!!! Then the flaming guy from the bike... omg. LOL. Perfect. Will the flameguy try to run into water when he's spawned that way?

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue May 14, 2013 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

That flameguy behaves exactly like the normal flameguy. So in other words... yes, it will run on water.

And that guy flying out of the buggy reminds me of the first Grand Theft Auto game... It only misses the blood pool instantly appearing around it when hitting the ground Razz

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed May 15, 2013 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Guess they "fixed" that flameguy bug in RA2. Since IIRC Flameguys fall over once they reach the edge of a shore tile.

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Wed May 15, 2013 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

make it more gory. Twisted Evil

Will you post tutorial on how to make these debris test?

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Volgin
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Joined: 07 Mar 2009

PostPosted: Wed May 15, 2013 1:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Should just be an expireanim for a debris piece which goes nowhere for the flameguy, and for the corpse pribably a debris with an invisible voxel and the body as the traileranim...?

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed May 15, 2013 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

For RA2 its just a simple task of adding this to whatever unit you want to have the driver exploding out...

Code:

DebrisAnims=DBRS10SM
MaxDebris=1
MinDebris=1


It doesn't always release the debris but thats pretty much just it.

Add in DieSound if you use a suitable descending scream...

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Astor
Cyborg Soldier


Joined: 01 Jan 2010
Location: Austria

PostPosted: Fri May 24, 2013 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe give the flying man debris a bloodtrail animation, it may look interesting #Tongue

EDIT: Is it possible to use shp debris (as defined it MetallicDebris) with voxel debris together? I had to use the PIECE debris as a workaround for more debris because of that, but I prefer the shp's more, but they won't get used if a voxel debris is also included Sad

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 24, 2013 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

yes
But art.ini debris work only if you create a special animation for them and use this for the Explosion anim of the unit

e.g.
rules.ini
[Animations]
xx=DEBRIEXP

[MYTANK]
Explosion=DEBRIEXP ;new anim which spawns art.ini debris
MaxDebris=2
DebrisTypes=PIECE ;use in addition some voxel debris
DebrisMaximums=2

art.ini
[DEBRIEXP]
Image=none
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-10.0
ExpireAnim=TWLT070 ;show a usual explosion anim
Spawns=DBRIS1LG ;spawn some additional art.ini debris
SpawnCount=4
LoopStart=0
LoopEnd=0
LoopCount=0
Rate=0
DetailLevel=0
Bouncer=yes


Also see the tutorials forum: Animations and art.ini debris

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Astor
Cyborg Soldier


Joined: 01 Jan 2010
Location: Austria

PostPosted: Sat May 25, 2013 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the help LKO, you're awesome as always Very Happy

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Sat May 25, 2013 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

awesome work

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat May 25, 2013 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
yes
But art.ini debris work only if you create a special animation for them and use this for the Explosion anim of the unit


You can also use MaxDebris, DebrisTypes and DebrisMaximums to spawn art.ini debris, that's how I did these tests. E.g.

Code:

[UNITX]
MaxDebris=4
DebrisTypes=PILOT,TIRE
DebrisMaximums=1,4

[PILOT]
Name=Pilots away!
Image=PIECE
Elasticity=0.0
MinAngularVelocity=1.0
MaxAngularVelocity=1.0
MinZVel=1.0
MaxZVel=1.0
MaxXYVel=1.0
Duration=1    ; End voxel right away and switch over to art.ini anim
ExpireAnim=   ; Put the art.ini anim here
Damage=0
DamageRadius=0
Warhead=TankOGas
StartSound=DEDMAN1
;BounceSound  ; Could experiment with these for something fun
;BounceAnim
;ExpireSound

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Sat May 25, 2013 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Superjoe

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