Posted: Thu Aug 02, 2018 7:01 pm Post subject:
FLH Finder SW not working
Subject description: self-explanatory title.
Hello. This time in my misadventures at coding and learning I discovered Mig Eater's FLH Finder (https://ppmforums.com/viewtopic.php?highlight=flh+finder&t=37359), wich, in theory, seems to be a must need tool to everyone. But in my case, I'm unable to make it work for some reason. I tried:
1) "Play Animation at..." trigger in FA; and
2) a superweapon;
3) AttachEffect.Animation on the vehicle.
For some reason, the superweapon doesnt show on the defenses tab and the animation itself doesnt appear too (on 2 and 3) I tried to modify the code that came on the package but nothing changed. Can someone help me?
Also, adding a superweapon is something completely new to me, so keep that in mind; aaaand, for some reason, AttachEffect.Animation seems to not work for me, because I tried to add a different animation to another vehicle and it didnt work.
Nope. There was supposed to be a 4 cells static "healing" ring around this vehicle in particular, but as you can see, the problem is on the AttachEffect.Animation itself.
EDIT: adding the same animation on the weapon's Anim= works
no anim.png
Description:
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51.01 KB
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2049 Time(s)
_________________ I'll throw bananas at your general direction. QUICK_EDIT
Are you sure Ares is installed correctly & that you are launching it via the RunAres.bat file. (do you have any other Ares features working?) _________________
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Are you sure Ares is installed correctly & that you are launching it via the RunAres.bat file. (do you have any other Ares features working?)
I'm 100% sure. I have Ripple effect (as seem in attachment but barely visible), various loose audio files and a new, 100% working faction for Yuri using the Ares tags.
I'm trying to run Ares as a admin to see if it fixes the problems, but I had no luck with that.
Proof that the animation actually works on the weapon's Anim= (using LoopCount=110)
mhc with anim.png
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94.29 KB
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2012 Time(s)
_________________ I'll throw bananas at your general direction. QUICK_EDIT
Ok so the code works but the shp doesn't, where have you placed the shp, loose in the folder or in a Mix file?
Loose on the folder. But I have other shps that I use that work just fine. Fact is that the FLHFIND shp is on a mix file but doesnt work. Huh. _________________ I'll throw bananas at your general direction. QUICK_EDIT
Try redownloading it, it's possible yours is corrupt, and just place it in the folder. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Try redownloading it, it's possible yours is corrupt, and just place it in the folder.
Tried it, doesnt work either.
Strange thing is, when I add new animations, some of them work, some dont. Simply as that. Sometimes adding Layer=Ground solves the problem, sometimes dont.
Example:
[GRMUZZLE] this animation works
Layer=ground
Normalized=yes
[IONCUT] this one dont
Layer=ground
Normalized=yes _________________ I'll throw bananas at your general direction. QUICK_EDIT
As I mentioned to Banshee, the coords it generates are inaccurate since if doesn't understand shrinkage or voxel shifting.
If you use the HVA Builder WIP7 release, it has a grid for the ground layer, each square being 25x25 leptons, so it's slightly less than the cell size for 10x10 (250 vs 256) but close enough to use as a visual starting point. Only load the turret, and from an overhead view, ballpark how many grid boxes are forward of the center axis.
The vertical leptons are half as tall, or twice as many for the same distance...
That all said, you'll find many of the actual muzzle flash or similar anims are actually not centered correctly, and you could have the perfect FLH still look wrong without fixing them. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
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