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Help about to Sequence
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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Thu Aug 11, 2016 3:58 pm    Post subject:  Help about to Sequence Reply with quote  Mark this post and the followings unread

I downloaded this rocketangel.shp form this topic
http://www.ppmforums.com/viewtopic.php?t=35910&postorder=asc&start=50

But I don't have correct Sequence of this
This my Sequence, but this's not correct direction
[RocketAngelSequence]
Ready=0,8,1
Guard=0,8,1
Prone=86,1,6
Walk=70,10,6
FireUp=164,6,6
Down=260,2,2
Crawl=86,6,6
Up=276,2,2
FireProne=212,6,6
Idle1=8,31,0,W
Idle2=40,31,0,E
Die1=134,15,0
Die2=149,15,0
Die3=0,0,0
Die4=0,0,0
Die5=0,0,0
Fly=150,10,6
Hover=230,15,6
FireFly=350,15,6
Tumble=470,20,6
AirDeathStart=470,8,0
AirDeathFalling=470,8,0
AirDeathFinish=480,10,0
;Paradrop=418,1,0
Cheer=419,8,0,E
;Panic=8,6,6

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 11, 2016 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

can't describe it better, thus quoting art.ini comment
art.ini wrote:
; The first number is the starting frame number. The second
; number is the number of frames of the animation. If this
; number is zero then the anim sequence is not present.
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start. If this
; last number is zero, then there is no facing specific
; version.


looking at your first setting, you haven't read and understood the comment (which isn't difficult)
you have Ready=0,8,1
thus you tell the game to use 8 frames for a standing animation (which has in 99.9% of the cases only 1 frame) and you tell the game that the following facings start 1 frame after the current facing.
If an anim is 8 frames long, then the last value must be at least 8 as well, so the next facing starts after the current facing.

Thus in case it really has an 8 frames long standing anim (which i doubt), the correct setting would be
Ready=0,8,8
but it's surely only 1 frame, thus
Ready=0,1,1

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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Sat Aug 13, 2016 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

something 's wrong

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sun Aug 14, 2016 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

The easiest way to do this is to copy the sequence code like in the following image.



seqcode.jpg
 Description:
The Sequence Code.
 Filesize:  120.82 KB
 Viewed:  1678 Time(s)

seqcode.jpg



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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Aug 14, 2016 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, because infantry are sometimes made in different sequences/missing sequences/have extra sequences, therefore copying another's sequence may be entirely wrong. Please don't give information when you don't know the possibilities of it not working.

Also, You shouldn't have 10 walk frames when there's only 8 directions.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sun Aug 14, 2016 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
No, because infantry are sometimes made in different sequences/missing sequences/have extra sequences, therefore copying another's sequence may be entirely wrong. Please don't give information when you don't know the possibilities of it not working.

Also, You shouldn't have 10 walk frames when there's only 8 directions.


This was only made for people who don't know how to get the sequence of any infantry, I tried it before in the old times and it worked with me 100%.

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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Mon Aug 15, 2016 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried that way, But this shp don't work with that

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 15, 2016 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't get what's so hard about that. It's just opening the SHP in SHP Builder, checking the frames and reading the frame number in the left and then writing the right frames into the keys.

The only tiny catch is that SHP Builder starts counting from 1, while the game starts from 0. So you always have to subtract the read frame number by 1.
Oh and forget the Sequence Maker, it doesn't work at all.


Try to explain us why you wrote for example this line
Walk=70,10,6
and you'll notice yourself a major mistake you did on this and several other keys (btw, the 70 is correct)

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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