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delay fire?
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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Jun 19, 2013 4:20 pm    Post subject:  delay fire? Reply with quote  Mark this post and the followings unread

RA2 has IsAnimDelayedFire=yes (art.ini)
does TS has an replacement ?

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Wed Jun 19, 2013 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Was it too much effort to look under Obelisk laser to find
Charges=yes ?

and TS it goes into weapon instead.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jun 19, 2013 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Jun 20, 2013 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm it was my fault
as I didn't actually find the right thing

there I found from someone for RA2 mod a vehicle (unit), SHP
that doesn't fire right away but has animation of maybe 10 frames
then it fires

yes, Apollo I knew for Charges=yes, but that isn't for this case
as I think this only is good for buildings

so now I looked for [DEFENDER]
and I see it has FiringFrames= and StartFiringFrame=

so again sorry
and thanks

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Jun 22, 2013 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

anyone knows how FiringSyncFrame works ?
I see nothing in art explained nor modenc
yet DEFENDER has it, and saw on some RA2 unit too

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how did we end up here ?

this place is horrible ...

smells like balls ...


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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Sun Jun 23, 2013 5:13 am    Post subject: Reply with quote  Mark this post and the followings unread

FiringSyncFrame stuff is all broken in RA2 due to new system.

It works literally as it says by its name, you could have just opened defender.shp in shp builder and looked at its firing frames and compare the value to them to go AHA! It is literally what it says.

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jun 23, 2013 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

pardon my ignorance
but I still don't see what I'm supposed to see there

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how did we end up here ?

this place is horrible ...

smells like balls ...


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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Jun 23, 2013 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Neither do I. What do you want exactly? A way to delay firing with a SHP firing anim?

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jun 23, 2013 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

there is a shp vehicle(unit) - not mine
I downloaded it

it has 22 firing frames, but atleast in TS the fire of weapon (laser)
occours too fast, actually somewhere in 10th frame
and I dunno how to delay this till last frame

ROF (weapon/rules.ini) didn't help, in fact it only screws things up after 1st shot
and since DEFENDER had this art code as this unit downloaded
I thought this firingsync might explain something to me regarding problem

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Jun 23, 2013 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Probably the amount you've set on the FiringFrames are wrong. Try checking that.

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jun 23, 2013 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

its copy/pasted from ra2art (for which unit was made)
and says FiringFrames=22
I did check in shp builder, its correct number

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Jun 24, 2013 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

You know what SYNC means? if you do, then the tag was selfexplanatory and I did not need to explain following:

You use it to tell the frame upon which the laser is in right timing with the animation of firing. If not defined, default is fire immediatly.


Rolling Eyes

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Jun 24, 2013 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

aaaah now I get it
you could just tell me that that tag sets on which frame it starts to fire -_-

I'm not english you know and not all words come logical to me Sad

and big thanks for this !

Last edited by Exley on Mon Jun 24, 2013 11:26 am; edited 1 time in total

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Jun 24, 2013 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

And I see why......
,,Location: X-Files"

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Jun 24, 2013 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

hehe Very Happy

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how did we end up here ?

this place is horrible ...

smells like balls ...


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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Jun 24, 2013 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

time to add more questions to this
defender has 12 shooting frames
and this:
FiringSyncFrame1=8
FiringSyncFrame2=3

ok I understand if he fires at frame 8, for laser duration to hold until frame 12
but what is the purpose of FiringSyncFrame2=3 then ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 24, 2013 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

look at it ingame: 2 arms, double laser burst, 2 different times when the lasers are synced with the arms

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