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Spinning rotors in Tiberian Sun
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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Wed Jul 07, 2004 7:49 pm    Post subject:  Spinning rotors in Tiberian Sun Reply with quote  Mark this post and the followings unread

I've heard it's impossible, but I don't really see why it can't be done. Basicly you just have the rotors as a separate voxel, and give it an animation in the recently released HVA builder. I don't really know how to do it myself, I just know it should work #Tongue

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Wed Jul 07, 2004 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't play an anim while on the move in ts.............

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Jango
Soldier


Joined: 18 Nov 2003

PostPosted: Wed Jul 07, 2004 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Making a chopper just like the RA2 with the proper animations in the hva file doesn't do the trick, in TS the rotors are stuck (IF the unit is an aircraft, if it's a ground unit of course)

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Thu Jul 08, 2004 1:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there not a TurretSpins= tag that you can use?

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Thu Jul 08, 2004 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Airunits are not allowed to have turrets.
It must be a multi-sectioned voxel.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Thu Jul 08, 2004 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, what about using jumpjet then?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Jul 08, 2004 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

See the research center for a LONG discussion abou that... and summing it up, if you wanna use jumpjet loco, the rotors DO work, but it'll have to get out of the Warfactory, it'll be invincible, and wont see anything..

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Thu Jul 08, 2004 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Suppose I'll just use rendered helicopter SHPs.

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Thu Jul 08, 2004 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I don''t think that would work either but I may be wrong. So far only way I've seen a helicopter work was a hover unit with the rotor as a turret.

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Thu Jul 08, 2004 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

could you make a voxel with sections where each section has the rotor in a different place (but still attached to the heil) then put them all into a HVA.

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Thu Jul 08, 2004 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

WP, That is called an anim, which can only be shown while fired iirc.

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Thu Jul 08, 2004 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

meh im no good at voxels sorry

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meselfs
Grenadier


Joined: 12 Dec 2003
Location: Oregon, USA

PostPosted: Thu Jul 08, 2004 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't understand... Mammoth Mk II animates when moving, but has not turret, why can't the same be done for a heli?

I don't mod TS, btw.

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Jango
Soldier


Joined: 18 Nov 2003

PostPosted: Fri Jul 09, 2004 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Because it's an aircraft.

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Fri Jul 09, 2004 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes rules differ when using a different type of unit.

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