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Can secondary weapon not trigger animation?
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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Mon Dec 12, 2016 8:47 am    Post subject:  Can secondary weapon not trigger animation? Reply with quote  Mark this post and the followings unread

Good day.

I downloaded this walker in shp format, put the mammothtusk code as secondary weapon, now whenever it fire the secondary weapon it triggers the firing animation, what code do I need to add so the secondary weapon wont trigger the firing animation?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 12, 2016 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Not possible.
SHP firing anims are always played for both weapons, unfortunately.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Dec 12, 2016 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could edit the SHP to remove the animation then put your own in place with Anim on the primary but leave Anim out on the secondary. A lot of work for really no gain but it's kinda possible.

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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Thu Dec 15, 2016 5:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the replies. Also one more thing, does the game reads the vehicle "speed=" logic in decimal number as speed=3.5? or it will just ignore the .5?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Dec 16, 2016 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

It reads the .5 but speed itself is far from accurate with the engine smoothing across very busy and less busy states making .5 imperceptible sometimes.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 17, 2016 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Speed is an integer which is incapable to read decimals, so G-E is wrong.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Dec 17, 2016 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's odd because I notice a difference...

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sun Dec 18, 2016 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

That's fascinating and all that you are crazy, but it doesn't change the fact that TechnoTypeClass::Read_INI calls INIClass::Get_Int for the Speed value.

And no my function names aren't wrong, these are THE names for those functions cuz RA debug builds said so

And yes there are separate functions for reading Float and Double Precision Float

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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Sun Dec 18, 2016 4:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Very interesting, did tried a few .5 or .75 seems like it does not make a different Laughing .. now I just learned about the Float value as you just mentioned, thanks again.. always wondering how the VeteranAbilities with FASTER tag somehow always been able to add the speed for my liking.

Just the walker moves awkwardly slow on speed=3 and too fast on 4 but look perfect in between after unit become veteran. Currently using 3 and VeteranSpeed=1.2 so it get around speed=3.6

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Dec 18, 2016 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

tomsons26lv how much does veterancy trait add then +1?

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sun Dec 18, 2016 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Veteran* are read as a Float.
The game itself stores the Speed value in the data heaps as a Double.

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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Wed Dec 21, 2016 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

One more thing that I needed it to work on vehicles and infantry unit, I just increase the min and MaxDebris on ore refinery to as high as 200, plus the debrisanims is crystal1,crystal2 etc, so once the ore refinery gets destroyed it would send the fragments flying and as the fragment hits the ground, explodes thus creating a small ore field. Laughing

Which code do I need to add for a vehicle or infantry unit to do this, it needs to use the overlay such as crystal1 etc. I lost the data when the harddisk die, I recall not having to tamper with warhead code..

Updated: it worked now, stupid me forgot to delete the debristype tag..

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