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Sequence Solution for TS Flaoter [Done]
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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Tue Oct 24, 2017 6:54 pm    Post subject:  Sequence Solution for TS Flaoter [Done] Reply with quote  Mark this post and the followings unread

Hey,

does someone have a functioning sequence for the Tiberium Sun floater?
The floater only has 2 animation loops wich are 16 frames long: idle/move (0-15) and fire (16-31).
It works as a vehicle but i wanted it to use it as an infantry unit.


I edited this with the sequence creator but it only creates glitchy movements nothing works fine - even though each individual framechain looks perfect within the sequence editor:

*****rulesmd

[NEURO]
UIName=Name:NEURO
Name=Neurocluster
Category=Soldier
Prerequisite=YABRCK,YATECH
TechLevel=8
Primary=TankBolt2
Armor=plate
Strength=200
Cloakable=yes
Sight=5
Size=1
Speed=7
;ROT=16
Owner=YuriCountry,YuriCountry_SouthPole
AllowedToStartInMultiplayer=yes
CrateGoodie=yes
Points=50
Cost=1000
IsSelectableCombatant=yes
SpeedType=Amphibious
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious
Unnatural=yes
VoiceSelect=SquidSelect
VoiceMove=SquidAttackCommand
VoiceAttack=SquidAttackCommand
VoiceFeedback=SquidFear
DieSound=SquidDie
MoveSound=SquidMove
Trainable=no
ImmuneToPsionics=yes
ThreatPosed=50
SelfHealing=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,SCATTER
Bounty.Value=500
Bombable=yes
Prerequisite.List1=YABSCK,SYATECH
Prerequisite.Lists=1
PhysicalSize=1
CloakingSpeed=3
Bounty.Display=yes

*******artmd

[NEURO]
Cameo=NEUROICON2
AltCameo=NEUROUICO2
Sequence=NEUROSequence
Remapable=yes
Crawls=no

[NEUROSequence]
Ready=0,16,1
Guard=0,16,1
Prone=0,1,6
Down=0,1,2
Crawl=0,2,6
Walk=0,2,6
Up=0,8,2
Idle1=0,16,0,W
Idle2=0,16,0,E
Die1=0,1,0
Die2=0,1,0
Die3=0,1,0
Die4=0,1,0
Die5=0,1,0
FireUp=16,2,6
FireProne=15,2,6
Paradrop=0,1,1
Cheer=0,1,0,SE
Panic=0,2,6
Deployed=15,17,0
DeployedFire=16,16,0
Undeploy=0,1,0
Fly=0,2,6
Hover=0,2,6
Tumble=0,16,0
FireFly=16,2,6

Last edited by Ich-Henker on Sat Oct 28, 2017 10:33 pm; edited 3 times in total

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Oct 24, 2017 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Infantry and Vehicle have different orientations
Infantry -counterclockwise
Vehicle -clockwise
So edit the SHP flle

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Tue Oct 24, 2017 9:37 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Thanks for your answer.

To clarify - there is a single working animation right now it is the idle animation.

This creature has another special - it only has one facing - does this come into effect?

To edit the SHP - should I reorganise the individual frames (reverse their order)?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Oct 25, 2017 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't have the file but if an action has only one facing then the third number should be 0. Like Ready=0,16,0

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Wed Oct 25, 2017 12:18 pm    Post subject:   Reply with quote  Mark this post and the followings unread

I added the .shp file just in case - thank you so far!



neuro.shp
 Description:

Download
 Filename:  neuro.shp
 Filesize:  52.16 KB
 Downloaded:  5 Time(s)


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Oct 25, 2017 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Everything but FireUp should have 0,16,0 as sequence. FireUp should have 16,16,0. Problem solved.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Oct 26, 2017 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I usually write seq by hand #Tongue
The 1st number is starting frame, the 2nd number is length, and the 3rd number determines where each facing starts.
For example x,y,z
1st facing start at frame x, 2nd starts at x+z, 3rd starts at x+2z.... and they are all y-frame long.
Hope this helps

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Thu Oct 26, 2017 10:24 am    Post subject:   Reply with quote  Mark this post and the followings unread

Thanks to both of you.

It functions well. One final question: do you know a secure way for the floater to play his idle animation in a constant loop rather then stand still, play the 16 frames and stand still again, like all other infantry units do - does idlerate help?

Thanks again!

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Fri Oct 27, 2017 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Sadly, when the AI uses them they are frozen while moving - similar to some engineers while searching for a building to be captured. The AI Scripts for the floaters are simple attack missions unsimilar to the engineer missions - ideas?

Last edited by Ich-Henker on Fri Oct 27, 2017 1:34 pm; edited 1 time in total

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Oct 27, 2017 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try move to enemy building (47,x) script and let it auto respond to attacks.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Fri Oct 27, 2017 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

That seems like a very lackluster solution and would create lots of cluddered ai strings for each opposing army - what is the reason for their akward movement-animation-poblems?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Oct 27, 2017 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

The word freezes reminded me of a TS case where an infantry had multiple
capabilities and the game froze the unit on its firing frame when the AI was
given an attack script.

Did it work? Your case could be different.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Fri Oct 27, 2017 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll check but using that ai-script-workaround is no option for me (or maybe). I will check it very soon, i tried with givin those floater-attack-scripts a regroup action first (they were lacking it before).
That helped!

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