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Foundations
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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Jul 15, 2013 2:57 pm    Post subject:  Foundations Reply with quote  Mark this post and the followings unread



So I'm guessing by this picture that 5x5 foundations just plain don't work because WW coded 5x4 and 6x4 but no 5x5? I'm only asking this because ModEnc doesn't include 5x4 as a working foundation even though it works, so I'm not sure this works or not.

Or am I doing it wrong? This screenshot was taken using Ares by the way.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Jul 15, 2013 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't use foundations that are not in the game, yes.

Ares custom foundation logic works in a different way and does not, for an example allow you to just use Foundation=5x5. Consult Ares documentation for more detailed information.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Jul 15, 2013 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I figured as much. Thanks, I replaced it with a custom and it works fine.

Another question:

This turret doesn't seem to want to appear in game, though at one point I had it fire and it showed the turret for 32 frames.

[CAMEX01]
Normalized=yes
Remapable=yes
Foundation=3x2
Height=9
NewTheater=yes
DemandLoad=true
PrimaryFireDualOffset=true
PrimaryFirePixelOffset=0,-4
PrimaryFireFLH=0,0,725
CanBeHidden=False
OccupyHeight=4
DamageFireOffset0=-10,16
ActiveAnim=CAMEX01_A
ActiveAnimDamaged=CAMEX01_A
ActiveAnimZAdjust=0
SpecialAnim=CAMEX01_A
SpecialAnimDamaged=CAMEX01_A
SpecialAnimZAdjust=0


[CAMEX01_A]
Image=CAMEX01_A
Normalized=yes
LoopStart=0
LoopEnd=31
LoopCount=-1
Rate=100
Layer=ground
NewTheater=yes
Shadow=yes

Pretty much just copied the prism tower logic because I have no idea how to get a SHP turret working.

My apologies, just been far too long since I've modded anything lol.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Jul 15, 2013 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any building animations need to be added to the [Animations] list in rules(md).ini if they are not already declared on that list. If you don't, they won't appear in the game.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Jul 15, 2013 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry I forgot to mention, [CAMEX01]'s obviously listed as a building, and CAMEX01_A is listed under [Animations].

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Jul 16, 2013 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I am going to assume the animation is simply light up of the mirrors instead of actual 32 frame turret. (?)

SpecialAnimPowered=no  ; SJM: This means anim goes away when underpowered
SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered
IsAnimDelayedFire=yes  ; SJM: Firing anim (SpecialAnim) delays firing of weapon
DelayedFireDelay=28   ; SJM: Must match playback of anim, and ideally audio too

Need to implement delayedfire system to sync the firing of beam since this is fixed mirror mount instead of real turret.

SpecialAnim= for showing the firing animation so I am baffled why its also in activeanim and also specialanim should not be infinite loop but normal one time run.

Also adjust the firing animation ZAdjust to bring it over the base, assuming base shp contains the mirror part too. More negative value is more front.

If its actual turret then you use TurretAnim= in rules to show it rotate according to facing.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Jul 16, 2013 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, figured out how to get it working; wanted it to rotate according to facing.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 16, 2013 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've seen this RA2 art.ini code for turrets already several times and i think the copy pasted original code is already wrong

this is a correct turret code how it's also used in TS
LoopStart=0
LoopEnd=32 ;loopend defines the frame after the last visible one, so it needs to be 32 even if the frames start counting from 0
LoopCount=-1
Rate=0 ;this is 0 as the turret rotation is done by the turret logic. we don't want it to animate alone on a by-frame basis

Though I guess RA2 and TS do most of the art for turrets in a hardcoded way anyway, so mistakes in the settings aren't that noticeable ingame.
But once you want to let it rotate as a simple activeanim you'll have it skip one frame with loopend only 31.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Jul 16, 2013 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

Rate=0 ;this is 0 as the turret rotation is done by the turret logic. we don't want it to animate alone on a by-frame basis


This one is unnecessary. Normal SHP turrets work just fine without Rate being declared on them at all.

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