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Shp won't animate
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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Sun Aug 07, 2005 1:11 pm    Post subject:  Shp won't animate Reply with quote  Mark this post and the followings unread

I made a new shp based of a voxel of a vehicle. the shp has no weapons and it is only 8 frames (for every direction). I created it's own sequence for it but when it comes out of the factory (technically barracks) it is always facing north, no matter what direction it moves . the barracks are built on water and the "ship" is technically swimming. but it worked fine with other units.

Code:
[LSShipSequence]
Ready=0,1,1
Guard=0,1,1
Prone=0,1,6
Down=0,1,2
Crawl=0,1,6
Walk=0,1,6
Up=0,0,2
Idle1=0,1,0,W
Idle2=0,1,0,E
Die1=0,1,0
Die2=0,1,0
Die3=0,1,0
Die4=0,1,0
Die5=0,1,0
FireUp=0,1,6
FireProne=0,1,6
Paradrop=0,1,1
Cheer=0,1,0,SE
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
Swim=0,1,6


can someone tell me what I did wrong?
If you're wondering why it had to be an infantry and not a voxel, you'll see when the mod "Stargate SG-1" comes out.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Aug 07, 2005 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you attach/send the shp to me? I can run it over the InfAnimator and probably fix it.

Edit: Oh, nvm. If it has only 8 frames (1 frame per facing), then it should be using code like
Code:
Swim=0,1,1
for pretty much everything.

Number 1 is the index of the starting frame of the anim (for the northeast facing).
Number 2 is frames to play per facing.
Number 3 is frames to skip from <Number 1> for each facing, before playing those <Number 2> frames.

With your code, it was playing frames 0-0 for NE facing, frames 7-7 for N facing, frames 14-14 for NW facing, and so on, skipping all the others. With my code, it should be playing frame 0 for NE, 1 for N, 2 for NW, and so on.

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Sun Aug 07, 2005 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks man

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Mon Aug 08, 2005 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok didn't work, it still faces N (technically NW)

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Aug 08, 2005 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, can you send the shp to me or attach it? I'm sure I can fix the code. Or, failing that, give you a long-winded explanation of what flaw in the engine prevents this from working #Tongue

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Wed Aug 10, 2005 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's still not working. this time it goes ont o land like an infnarty isd supposed to

Code:
[BSHUTTLE] ;  Engineer
Cameo=BSHUTTLEICON
AltCameo=
Sequence=LSSHIPSequence
Crawls=no
Remapable=yes
FireUp=1

[LSShipSequence]
Ready=0,1,1
Guard=0,1,1
Walk=0,1,1
Idle1=0,1,0,NW
Idle2=0,1,0,NW
Crawl=0,1,1
Prone=0,1,1
Die1=0,1,1
Die2=0,1,1
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
FireUp=0,1,1
FireProne=0,1,1
Down=0,1,1
Up=0,1,1
Paradrop=0,1,1
Cheer=0,1,0,NW
Tread=0,1,1 ; crossing from ground to water
Swim=0,1,1 ; moving in water
WetAttack=0,1,1 ; fire in water
WetIdle1=0,1,0,NW
WetIdle2=0,1,0,NW
WetDie1=0,1,1
WetDie2=0,1,1
Panic=0,1,1

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Aug 10, 2005 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sequence=LSSHIPSequence

[LSShipSequence]

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