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FLH Finder [RA2/Ares]
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 30, 2014 1:56 pm    Post subject:  FLH Finder [RA2/Ares] Reply with quote

Here is a handy little anim that can be used to find the FLH coordinates of a unit. I made this so I could streamline the process of fixing the FLH coordinates of D-day's 500+ units. Normally you'd have to use trial error on each unit to find the FLH but with this all I needed was a few screen shots.



To use it you'll need to attach it to a unit using Ares AttachEffect, either directly on the unit or via a superweapon (sample code is in the readme)

Once the unit has it attached turn it so it faces the right side of the screen & take a screenshot.



Now if you look closely you can see that the length of the barrel is just past the number 3 line so I'll make it 315 leptons, the height is just past the 1.25 mark so I'll make it 130, thus giving me PrimaryFireFLH=315,0,130.

& the ingame result...


Of course that is with a unit with a centered turret, if you have a something with TurretOffset such as this unit you need to add or subtract the offset.



So it has a length of 300 & height of 130 but the TurretOffset is -100, so you'll need to add 100 to the length (if the offset is positive subtract the number), so we get PrimaryFireFLH=400,0,130.



Lastly here is a unit with an asymmetric turret with the barrel offset to the right side. For this you'll also need to take a screen shot of the unit facing upwards. (Sorry its a bit small, only thing I had at hand)



The length of the barrel is easily calculated like before, which looks to be 190. The height looks like it is 75 but! Because the barrel is offset to the right it's lower than it really is, to get the correct height you also need to know the offset to the side. So looking at the unit that is facing upwards we can see the barrel is 25 to the right side. Now we know we can go back to the height & add 25 to compensate for the offset giving me PrimaryFireFLH=190,-25,100 (if it's on the right side it's a negative number & the left positive).  




FLH_finder.zip
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 Filename:  FLH_finder.zip
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Mar 30, 2014 2:50 pm    Post subject: Reply with quote

You get my applaud. This is probably the greatest idea I ever seen for AttachEffect.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Mar 30, 2014 3:32 pm    Post subject: Reply with quote

That's really neat.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 30, 2014 3:51 pm    Post subject: Reply with quote

clever idea. Cool
I guess you can also use this via the firing anim as long as FireFLH is still set to 0,0,0. So no need for Ares.

I think best would be a special 3x3 TMP with a plain (e.g. white) colored background and this animation attached to the tmp with a very high ZAdjust so it is rendered above units standing on this tmp.

Then you only have to move the unit on the center cell of the tmp to read the FireFLH value, and you don't have change units rules code so it has the anim attached.
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Last edited by Lin Kuei Ominae on Sun Mar 30, 2014 4:59 pm; edited 1 time in total

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Aro
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Joined: 10 Sep 2006
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PostPosted: Sun Mar 30, 2014 4:00 pm    Post subject: Reply with quote

This is genius.

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Parasite03
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Joined: 23 Jul 2013
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PostPosted: Sun Mar 30, 2014 4:13 pm    Post subject: Reply with quote

Thid needs to get to the PPM's sidebar to the RA2 tutorials section.
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 30, 2014 4:29 pm    Post subject: Reply with quote

As LKO pointed out there are multiple ways the anim could be used, so feel free to experiment with it & find what works best for you.

I personally found an AttachEffect SW the quickest & most convenient tho. I would have 50 units to test & some need fixing & others don't. So I'd go though them all & find the ones I'm after, then use the AttachEffect SW on them & take a screenshot. No need to go back & attach the anim to individual units & I can do 1 or 50 units at a time.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 30, 2014 4:59 pm    Post subject: Reply with quote

i see.
I thought you attach the anim somehow in rules.ini to the unit.
But as a one-click ingame solution this indeed seems to be the better way.
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Zero18
Commander


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

PostPosted: Sun Mar 30, 2014 5:45 pm    Post subject: Reply with quote

+1
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Starkku
Cyborg Commando


Joined: 28 Dec 2007
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PostPosted: Sun Mar 30, 2014 6:31 pm    Post subject: Reply with quote

Now this is a very neat thing.
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gistop
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Joined: 19 Feb 2014
Location: Canada

PostPosted: Sun Mar 30, 2014 10:17 pm    Post subject: Reply with quote

WOW. Just wow. I applaud you.

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MRMIdAS
Plasma Trooper


Joined: 17 Jul 2008

PostPosted: Mon Mar 31, 2014 2:23 pm    Post subject: Reply with quote

is it possible to make something similar for double barrelled tanks, or tanks with offset barrels?

Face it towards camera to get the lateral?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Mar 31, 2014 2:32 pm    Post subject: Reply with quote

look at the last point Wink

Mig Eater wrote:
Lastly here is a unit with an asymmetric turret with the barrel offset to the right side. For this you'll also need to take a screen shot of the unit facing upwards. (Sorry its a bit small, only thing I had at hand)


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Ickus
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Joined: 25 Nov 2002
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PostPosted: Tue Apr 01, 2014 3:08 am    Post subject: Reply with quote

Interesting. nifty tool.
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FurryQueen
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Joined: 24 Jul 2010
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PostPosted: Tue Apr 01, 2014 5:56 am    Post subject: Reply with quote

This is tits. You have saved me mountains of time.
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MRMIdAS
Plasma Trooper


Joined: 17 Jul 2008

PostPosted: Tue Apr 01, 2014 11:05 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
look at the last point Wink

Mig Eater wrote:
Lastly here is a unit with an asymmetric turret with the barrel offset to the right side. For this you'll also need to take a screen shot of the unit facing upwards. (Sorry its a bit small, only thing I had at hand)



I meant like the RA3 Hammer tank, not offset using the offset= thing, but, um, not centred? asymmetric?

either way, that.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Apr 02, 2014 12:47 am    Post subject: Reply with quote

FLH

The Second Set of Numbers. Use that, Positive or Negative, Forget which one pushes to left or right but its those.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Apr 02, 2014 6:46 am    Post subject: Reply with quote

Quote:
(if it's on the right side it's a negative number & the left positive)

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MRMIdAS
Plasma Trooper


Joined: 17 Jul 2008

PostPosted: Thu Apr 03, 2014 12:24 am    Post subject: Reply with quote

Atomic_Noodles wrote:
FLH

The Second Set of Numbers. Use that, Positive or Negative, Forget which one pushes to left or right but its those.


Yeah, but if the barrel is on the right hand side of the tank, it'll be on the left in the picture, so I won't have anything to line it up with.
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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Apr 03, 2014 12:46 am    Post subject: Reply with quote

Very creative way to use AE as meta-modding tool. Chapeau!
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Apr 03, 2014 8:42 am    Post subject: Reply with quote

MRMIdAS wrote:
Yeah, but if the barrel is on the right hand side of the tank, it'll be on the left in the picture, so I won't have anything to line it up with.


Just turn the unit! If its on the right side make the unit face the top of the screen & if its on the left make it face the bottom.
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Oct 20, 2014 9:04 pm    Post subject: Reply with quote

Late reply but I approve of this win
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Apr 09, 2016 8:15 am    Post subject: Reply with quote

There's another way to use the FLHFinder. Though you'd need a custom map for it.
Go to 'Trigger Editor' with your test map opened (SP-Mission is recommended and 'Beginner Mode' has to be OFF)
Hit 'New Trigger'
Go to 'Events'
Hit 'New Event'
Set 'Event Type' to 8 ('Any Event')
Go to 'Actions'
Hit 'New Action'
Set 'Action Type' to 41 ('Play Anim At...')
Select 'Animation' from 'Action Parameters'
Set it to XX (XX=FLHFind)
Select 'Value (waypoint or number)'
Set it to a waypoint already on the map
Place unit or structure on that same cell, save, run the game.
Each digit on the grid means n * 100 leptons. If Offsets are set, add/subtract the Offset.
Code:
ART.ini:
[SECTION_NAME]
LoopCount=-1
LoopStart=0
LoopEnd=1

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Mr.Hymn
Soldier


Joined: 01 May 2020

PostPosted: Sat Jun 27, 2020 4:45 am    Post subject: Reply with quote

Hi I have a little questions. If unit doesn't have a turret but instead it's like opentopped which have FLH all over there body, what should I do?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Jun 27, 2020 7:57 am    Post subject: Reply with quote

Same procedure. chk where the ports are, then have their positions set as AlternateFLHx=
x starts from 0 and goes up until Passengers-1

Example from [BFRT]
Code:
AlternateFLH0=45,190,90;gs the five gun ports
AlternateFLH1=45,-190,90
AlternateFLH2=-120,200,80
AlternateFLH3=-120,-200,80
AlternateFLH4=220,0,130

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Jun 27, 2020 8:05 am    Post subject: Reply with quote

TAK02 wrote:
starts from 0 and goes up until Passengers-1


Not true. It only goes from 0 to 4, any further keys are not parsed.
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