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Coding animations,how do i?
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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue Oct 26, 2004 10:52 pm    Post subject:  Coding animations,how do i? Reply with quote  Mark this post and the followings unread

please dont lynch me,please dont lynch me...anyway. how do i code animations? it makes no sence to me at ALL. also,how do i get the SHP Emp turret to work?(i got it to work,but it dosent use the Fire animations when firing.)

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Oct 26, 2004 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

[NAPULS_A]
LoopStart=0
NewTheater=yes
LoopEnd=64
LoopCount=-1
Rate=0
Surface=yes

..is the correct code for the SHP anim for NAPULS. I'm not sure what is so hard about this?

Should i write a short tutorial explaining the various tags you can set for anims?

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Oct 26, 2004 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

it seems that my demo truck tutorial isnt enough...

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Wed Oct 27, 2004 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you. its the tags i dont really understand,like Surface=yes,ect.

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Tratos
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Joined: 01 Jan 2003

PostPosted: Thu Oct 28, 2004 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Surfac=yes helps the game render the animation at the correct level. For example, surface=yes means the anim should be played at the level of the ground surface.

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Oct 28, 2004 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

just looking at the [GACTWR_B] etc animations should have been enough. Just look at a simliar coding for your animatio and test it out.

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Oct 28, 2004 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright. im going to start messing with anims now. one last question,how go i get an animation(e.g:DIRTEXPL) to play on a damaged unit?(harvester),when they are in the 'yellow' and 'red' states of damage.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Oct 28, 2004 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

It involves making a whole new smoke particle system that doesn't use the default image but DIRTEXPL instead.

Just slone everything related to SmallGreySSys, replace the Grey with Green then change time image of the particle.

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