Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Jul 19, 2024 2:20 am
All times are UTC + 0
AttachEffect.Delay, or, how to define how fast an animation repeats itself
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Sun May 07, 2023 6:58 pm    Post subject:  AttachEffect.Delay, or, how to define how fast an animation repeats itself Reply with quote  Mark this post and the followings unread

I was under the impression that AttachEffect.Delay would allow me to define the delay between 'final frame of the animation, animation ends, you see nothing now' and 'first frame of the animation, animation starts again, you see the animation play'.

Apparently this is not the case (I have no clue what AttachEffect.Delay is supposed to do then, by the way).

Does any mechanism exist to achieve what I describe in the first paragraph?

I want to attach an animation that does damage over time to a unit, but I want to be able to specify the interval (e.g. 30 damage every 1.5 seconds). I >guess< I could add as many empty frames as needed to get to 1.5 seconds to the animation (EDIT: No, the damage apparently is applied every frame, not every time the animation plays), but I am also just curious as to what AttachEffect.Delay is supposed to do, and if I have discovered another bug in Ares?

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 08, 2023 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

AttachEffect.Delay is used to add a delay to when the entire AttachEffect can be applied again & not a delay between when the anim loops.

So if a unit gets attacked with a AttachEffect weapon & then the effect wears off, there will be a delay before the weapon will effect the unit again.

You can control the speed of an anim by using the Rate= tag on the anim's Art.ini entry.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon May 08, 2023 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would have thought using Next= with a slow anim with a known rate is the ideal way to add a delay between loops.

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

Back to top
View user's profile Send private message
nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Mon May 08, 2023 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
AttachEffect.Delay is used to add a delay to when the entire AttachEffect can be applied again & not a delay between when the anim loops.

So if a unit gets attacked with a AttachEffect weapon & then the effect wears off, there will be a delay before the weapon will effect the unit again.

You can control the speed of an anim by using the Rate= tag on the anim's Art.ini entry.

Ah, thank you!

Using Rate= would prevent you from using an actual animation though, as it wouldn't play fluidly. And for some reason, putting the intended animation on the AnimList of the damage-dealing animation's warhead doesn't seem to work. Would you have a solution for that, too?

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 08, 2023 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use Damage.Delay= on the anim to set how many frames between when the damage is applied.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Mon May 08, 2023 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Use Damage.Delay= on the anim to set how many frames between when the damage is applied.

That is exactly what I was looking for, somehow I never knew that existed - thank you very much! Smile

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1548s ][ Queries: 11 (0.0087s) ][ Debug on ]