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ActiveAnim= and DamageFireOffset0=
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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Fri Dec 04, 2020 5:24 pm    Post subject:  ActiveAnim= and DamageFireOffset0=
Subject description: why and how?
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hi. ive made a building and want to get it ingame but im having some problems;  

first is that i cannot get the active anim [CAIRC_A] to play its damage frames. it just keeps playing the non damaged frames in a loop.  

the second is that when i try and move the DamageFireOffset0=, the fire doesnt even appear. i want to know how to set the fire locations

and lastly the building only appears in the snow theater and i have no clue why  
 
heres the artmd.ini code chunk


Spoiler (click here to read it):
Code:
[CAIRC]
Remapable=yes
Cameo=HELIICON
Foundation=3x2
Height=7
Flat=yes
Buildup=CAIRCMK
BibShape=CAIRCBB
ZShapePointMove=60,30
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
DockingOffset0=256,-128,0
DockingOffset1=256,128,0
DockingOffset2=0,128,0
DockingOffset3=-256,128,0

ActiveAnim=CAIRC_A
ActiveAnimDamaged=CAIRC_AD
ActiveAnimZAdjust=0

ActiveAnimTwo=CAIRC_B
ActiveAnimTwoDamaged=CAIRC_B ; no damaged frames
ActiveAnimTwoZAdjust=0

ActiveAnimThree=CAIRC_C
ActiveAnimThreeDamaged=CAIRC_C ; no damaged frames

CanHideThings=True
CanBeHidden=False
OccupyHeight=2
AddOccupy1=-1,-1
AddOccupy2=-1,0
AddOccupy3=-2,-1
AddOccupy4=-3,-2
RemoveOccupy1=1,0
RemoveOccupy2=2,0
RemoveOccupy3=1,1
RemoveOccupy4=2,2
DamageFireOffset0=-36,23
DamageFireOffset1=-21,6

[CAIRCBB] ; the bib for the airpads
Layer=ground

[CAIRC_A]
Normalized=yes
LoopStart=0
LoopEnd=25
LoopCount=-1
Rate=220
Layer=ground
NewTheater=yes
Shadow=no

[CAIRC_AD]
Image=CAIRC_A
Normalized=yes
Start=26
LoopStart=26
LoopEnd=49
LoopCount=-1
Rate=220
Layer=ground
;NewTheater=yes
Shadow=no

[CAIRC_B]
Normalized=yes
LoopStart=0
LoopEnd=16
LoopCount=-1
Rate=220
Layer=ground
NewTheater=yes
Shadow=no

[CAIRC_C]
Normalized=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=220
Layer=ground
NewTheater=yes
Shadow=yes


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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri Dec 04, 2020 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only thing I can think of is make the damaged frames for B and C the same as the regular ones, like :

[CAIRC_BD]
Image=CAIRC_B
Normalized=yes
LoopStart=0
LoopEnd=16
LoopCount=-1
Rate=220
Layer=ground
NewTheater=yes
Shadow=no

EDIT: I assume you've added the CAIRC_AD entry to the anims list?

Failing that, split them to separate SHP files, see if that works.

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MIdAS - Turning wages into beer since 2002

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Fri Dec 04, 2020 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread


you were right. the reason it wouldnt render had nothing to do with art and was a clerical error in the rules anims list.


now if i can just sort out the theater issue and the fire location issue i will have this asset released in short order

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Dec 05, 2020 3:45 am    Post subject: Reply with quote  Mark this post and the followings unread

You should get into the habit of using AICHECK to scan your mod between changes, you'd be surprised how much you'll catch.

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Sat Dec 05, 2020 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

i dont actually have a mod i just mod maps and make assets. i figured out the fire locations and theater issues by the way so i dont need the answers anymore.  
buildings available in the .shp subforum, btw

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visit my moddb profile for .shp downloads and stuff

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