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 Forum index » Modding Central » Tiberian Sun Editing Forum
Animation hiccups when undeploying unit
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TeleVisor
Vehicle Driver


Joined: 17 Dec 2020

PostPosted: Wed Mar 03, 2021 12:23 am    Post subject:  Animation hiccups when undeploying unit
Subject description: The deploy animation repeats frames when undeploying the unit
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This happens when undeploying the unit while its turret is not in the default position (facing northeast). Otherwise the animation behaves correctly.

You may recognise the model, I just put together the animation from the original's SHPs (of which I can't find the forum topic anymore? It was a file named beh.rar).


UndeployAnimHiccup.gif
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UndeployAnimHiccup.gif



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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Wed Mar 03, 2021 9:21 pm    Post subject: Reply with quote

Have you tried something like:

Code:
Artillary=yes
StartFacing=0

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TeleVisor
Vehicle Driver


Joined: 17 Dec 2020

PostPosted: Thu Mar 04, 2021 12:28 am    Post subject: Reply with quote

I have Sad

The issue occurs indeed when Artillary=yes.

While with IsJuggernaut=yes everything works fine.
But I was trying to 'go Artillary' to avoid another issue common to every custom Juggernaut (apparently).
It's the one where the turret jerks NE (for a single frame!) on deployment. It's a small thing but it bothers me to no end... (can't be 'Project Perfect' then Laughing).

I'm going to try test things on that one. Since it doesn't happen with the OG jugger, it's got to be related to its turret SHP, right? (Uneducated guess).

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Thu Mar 04, 2021 9:23 am    Post subject: Reply with quote

Could you share rules.ini part of deployed jg.?

IsJuggernaut=yes is mostly enabling to use StartFacing= parameters.

For example I use this for deployed Tick Tank, to match starting turret rotation with build anim and rotating it back to correct position when it packs back.

Code:
TickTank=yes
TurretAnim=TTNKTUR
TurretAnimIsVoxel=true
StartFacing=2
IsJuggernaut=yes

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Thu Mar 04, 2021 11:04 am    Post subject: Reply with quote

Aren't you supposed to use only one of TickTank or Artillary or IsJuggernaut for facing and position?

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TeleVisor
Vehicle Driver


Joined: 17 Dec 2020

PostPosted: Thu Mar 04, 2021 12:45 pm    Post subject: Reply with quote

That did it! Thank you, Tuc0  Very Happy

So, basically:

Code:
Artillary=yes
StartFacing=0
IsJuggernaut=yes


Fixes the undeploy animation repeating frames.

Also, I think you have a very important discovery there, since now we can add IsJuggernaut=yes to any Artillary or TickTank unit, to avoid the one-frame issue of their turrets.
Every mod or model I've seen doesn't seem to be aware of this.

I'm going to fix some frames on the SHP, then post it for public, functional use. Should be linked to the creator's original post though, if it can be found.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Thu Mar 04, 2021 12:59 pm    Post subject: Reply with quote

I didn't tested all combinations, but at the time I was making turret deployable units, these tags didn't behaved equaly for me. I was searching for a way to get make deployed unit revert to starting facing before undeploy/sell. If I don't include IsJuggernaut=yes for ticktank, turret will just instantly revert to starting direction. If enabled, turret rotates to position first, before performs undeploy anim.

Also I am not sure if tags like Artillery=yes and TickTank=yes grants some additional guide for AI micromanaging.

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Thu Mar 04, 2021 1:07 pm    Post subject: Reply with quote

That beh.rar is from kenosis CnC3 convert thread:
https://ppmforums.com/post-494534/w3x-to-shp-projects/#494534

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TeleVisor
Vehicle Driver


Joined: 17 Dec 2020

PostPosted: Thu Mar 04, 2021 2:23 pm    Post subject: Reply with quote

Ah, thanks E1

I've added my version there then:
https://ppmforums.com/post-601182/#601182

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