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 Forum index » Modding Central » Media Hut » SHPs
[RA2/YR] Zombie
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noobjohn
Civilian


Also Known As: Melo
Joined: 20 Jan 2023

PostPosted: Tue Jan 24, 2023 7:50 pm    Post subject:  [RA2/YR] Zombie
Subject description: Noob Zombie
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Doesn't Have Color for team please help improve this shp thank you

[ZombieSequence]
Ready=33,11,11
Guard=0,1,1
Prone=0,1,6
Down=0,1,2
Crawl=0,1,6
Walk=88,24,24
Up=0,1,2
Idle1=44,11,11,W
Idle2=55,11,11,E
Die1=440,16,16
Die2=456,16,16
Die3=472,16,16
Die4=0,1,0
Die5=0,1,0
FireUp=280,12,12,
FireProne=0,1,6
Paradrop=0,1,1
Cheer=503,7,0,
Panic=0,1,6
Deployed=0,1,0
DeployedFire=0,1,0
Undeploy=0,1,0
Fly=0,1,6
Hover=0,1,6
Tumble=0,1,0
FireFly=0,1,6


Zombie.gif
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 Filesize:  593.61 KB
 Viewed:  498 Time(s)

Zombie.gif



ZOMBIE3.shp
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Download
 Filename:  ZOMBIE3.shp
 Filesize:  287.55 KB
 Downloaded:  12 Time(s)


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Jan 24, 2023 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your gif is messed up hah!
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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jan 24, 2023 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its because SHP has shadows set while no shadow frames at all. It has 510 frames there, but not 1020 frames, 510 for regular plus another 510 for shadows regardless if it has its own shadows or are incorporated directly into SHP like WW ones. He has all 510 frames for this unit with shadows set into SHp builder, meaning that the game (or program to make gif) will recognize 255 frames. Anyway, there are many death frames in all 8 directions, while YR does not support that. That is why so many frames.
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noobjohn
Civilian


Also Known As: Melo
Joined: 20 Jan 2023

PostPosted: Tue Jan 24, 2023 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Its because SHP has shadows set while no shadow frames at all. It has 510 frames there, but not 1020 frames, 510 for regular plus another 510 for shadows regardless if it has its own shadows or are incorporated directly into SHP like WW ones. He has all 510 frames for this unit with shadows set into SHp builder, meaning that the game (or program to make gif) will recognize 255 frames. Anyway, there are many death frames in all 8 directions, while YR does not support that. That is why so many frames.


Hi! Sorry I'm newbie making shp. the shp is working fine ingame (At least to my understanding) I did what I read online.. i put noshadow=yes in rulesmd.ini I just don't know how to put the team colors thingy.. any help will be appreciated. Smile

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Jan 24, 2023 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shadows and lighting appear to be the wrong direction as well, the art should be mirrored at mininmum, but it still won't be right.
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jan 25, 2023 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

NoShadow=yes I did not know about this tag. Both dinosaurs have it, squid, v3 rocket, dread missile and cruise missile. I did not know it can work in your shp infantry, I manually had to disable those shadow frames in SHP builder for any case.
Oh by the way, I see that your zombie is little bigger than regular infantry. Anyway, it can be cool for Halloween theme, we have the best those assets in the world, thank you for participating, but yes as G-E pointed out, this could be fixed a bit.
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noobjohn
Civilian


Also Known As: Melo
Joined: 20 Jan 2023

PostPosted: Thu Jan 26, 2023 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey thanks for the feedback! This SHP is open for anyone to edit and improve. I'm noob so this is the best I could do at the moment.

This is how I used the SHP if anyone is interested.

AnimToInfantry=BRUTE,(insert zombie infantry here)

[ZPunch]
Damage=100
ROF=60
Range=1.4
Speed=100
Warhead=ZWH
Report=ZSmashAttack
Projectile=InvisibleLow
FireInTransport=no;can't fire out of the BattleFortress

[ZSmash]
Damage=40
ROF=60 ;30
Range=1.1
Speed=100
Warhead=Smashing
Report=ZSmashAttack
Projectile=InvisibleLow
FireInTransport=no;can't fire out of the BattleFortress

[ZWH]
;;Verses=100%,100%,100%,0%,0%,0%,20%,20%,20%,200%,100%
Verses=100%,100%,100%,0%,0%,0%,30%,30%,20%,200%,100%
InfDeathAnim=ZDEATHANIM
;GEF Unles we decide to put it back in DirectRocker=yes
Wall=yes
Wood=yes

[ZDEATHANIM]
Layer=ground
Report=InfantryMelt
MakeInfantry=1
MakeInfantryOwner=neutral
Shadow=no
StartSound=Zsplat

[ZSmashAttack]
Sounds=z1 z2 z3 z4 z5 z6
Control= random
Volume=80

[ZDie]
Sounds=$zd1 $zd2 $zd3 $zd4
Control=random
Volume=85

[Zsplat]
Sounds=Zsplat
Priority=critical
MinVolume=85
Volume=95


sizediff.png
 Description:
this is a size comparison ingame im pretty content with this
 Filesize:  450.82 KB
 Viewed:  249 Time(s)

sizediff.png



zdeathanim.shp
 Description:

Download
 Filename:  zdeathanim.shp
 Filesize:  12.64 KB
 Downloaded:  2 Time(s)


ZombieSound.zip
 Description:

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 Filename:  ZombieSound.zip
 Filesize:  371.73 KB
 Downloaded:  2 Time(s)


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