[PTECHSH] ;shield hit anim
ShouldUseCellDrawer=false
Normalized=yes
Layer=ground
Start=0
LoopStart=0
LoopEnd=6
LoopCount=1
Rate=200
UseNormalLight=yes
Translucency=50 ;McP: translucency doesnt work on this anim?
ZAdjust=-75
YDrawOffset=-38 ;plus the anim is drawn from bogus location...
[PTECHSD] ;shield break anim
ShouldUseCellDrawer=false
Normalized=yes
Layer=ground
Start=0
LoopStart=0
LoopEnd=6
LoopCount=1
Rate=200
UseNormalLight=yes
Translucency=50
ZAdjust=-75 ;McP: needs Zadjust or it fails to render in the proper layer
YDrawOffset=-15 ; plus needs yoffset because it renders 15 pixels too low
I used the Allied lab as the base code. I am having an issue which the powerups would just flash in the first frame and then disappeared. I changed the PowerUpXLocZZ to -450, which allowed it to appear on top, but the position is placed in the center (the initial flash happened at the correct location though). QUICK_EDIT
I used the Allied lab as the base code. I am having an issue which the powerups would just flash
in the first frame and then disappeared. I changed the PowerUpXLocZZ to -450, which allowed it to appear
on top, but the position is placed in the center (the initial flash happened at the correct location though).
-450 on the z adjust?..
double check that the node is listed as both a buildingtype and an animation. post the art and rules code if
it doesnt work after doing that _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
I used the Allied lab as the base code. I am having an issue which the powerups would just flash
in the first frame and then disappeared. I changed the PowerUpXLocZZ to -450, which allowed it to appear
on top, but the position is placed in the center (the initial flash happened at the correct location though).
-450 on the z adjust?..
double check that the node is listed as both a buildingtype and an animation. post the art and rules code if
it doesnt work after doing that
The -450 adjust is for testing purposes because I could not see where the plugin structures are.
I figured out that Kratos Dynamic patcher plugin is doing something funky with the plugin animation. I will report the bug to Krato's mod author instead.
Screenshot 2023-02-23 211000.jpg
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Last edited by niceboatu on Fri Feb 24, 2023 4:22 am; edited 1 time in total QUICK_EDIT
hmm it works perfect for me, and ive tested your code and found that none of it breaks
the animation at all. it is as if 'PowerUpXLocYY=0' and 'PowerUpXLocXX=0', yet the tags
are clearly specified in your code. are you by chance using some chinese modification of
ares/phobos or something like that? and is anyone else having the same issue?
edit: oh it was infact an engine modification that broke it. weird. _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
I used the Allied lab as the base code. I am having an issue which the powerups would just flash
in the first frame and then disappeared. I changed the PowerUpXLocZZ to -450, which allowed it to appear
on top, but the position is placed in the center (the initial flash happened at the correct location though).
-450 on the z adjust?..
double check that the node is listed as both a buildingtype and an animation. post the art and rules code if
it doesnt work after doing that
The -450 adjust is for testing purposes because I could not see where the plugin structures are.
I figured out that Kratos Dynamic patcher plugin is doing something funky with the plugin animation. I will report the bug to Krato's mod author instead.
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