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Easy way to have tank trails?
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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jun 12, 2018 5:38 pm    Post subject:  Easy way to have tank trails?
Subject description: Not sure if implementsd, but it should...
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Not sure if implementsd, but it should...

Many RTS and even openRA have tank trails where tanks and other tracked and wheeled vehicles leave clouds of dust where they pass.

This would be quite easy to impkement as RA2 already has a Trail mechanic, and it works for aircraftypes.

Simply enabling it for vehicles and infantry shoudn't be that much of a hassle, should it?

Seems like a simple enough feature, and it has garnered lots of applause in openra mods/games. (not the official ones, of course)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 12, 2018 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trailers already work for vehicles but (like aircraft) they spawn from the center of the unit, so they are are only useful for motorbikes.

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jun 12, 2018 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Couldn't you edit the .hva or voxel file of a tank to make the "center" be the tail of the vehicle?

Of course this would bring some undesirable grphical effects in other areas, such as the tank not turning from the middle, but it is a way.

Perhaps "trailer.offset=-XX" ? In art.md - Measured from the center of the vehicle and according to it's direction like the firing point.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Tue Jun 12, 2018 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
Couldn't you edit the .hva or voxel file of a tank to make the "center" be the tail of the vehicle?

Of course this would bring some undesirable grphical effects in other areas, such as the tank not turning from the middle, but it is a way.
Not only that, you also have overlap problem with other vehicle

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 12, 2018 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok random thought, you could use Initial Payload to add dummy infantry to the unit, then make them auto fire dummy weapons with a FLH under the wheels/tracks, then use the firing anim for the dust cloud/trailer.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Jun 12, 2018 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about the use of Next= on the trailer to make a delay to fix the center issue?

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 12, 2018 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

The issue is that you'd want the trailers to be on the sides of the unit under the wheels/tracks. Using next would make it spawn behind the unit & would still be on the center axis.

Edit: I did some testing & I got shp trailers to work at multiple locations on a unit using the dummy infantry idea that I mentioned above, I can't get a LineTrail to work tho which would work a lot better & be a lot less memory draining.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Wed Jun 13, 2018 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Interestingly the game draws a water ripple trailer for everyone who travels on water, but nothing for land

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Jun 13, 2018 6:20 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Interestingly the game draws a water ripple trailer for everyone who travels on water, but nothing for land
Special coding for Water. Wouldn't make sense if a ship sailed through the water and no ripples were visible (outside of low visual settings), right?

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Wed Jun 13, 2018 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
cxtian39 wrote:
Interestingly the game draws a water ripple trailer for everyone who travels on water, but nothing for land
Special coding for Water. Wouldn't make sense if a ship sailed through the water and no ripples were visible (outside of low visual settings), right?
But it also draws ripples for robotank which doesn't touch the water at all Laughing

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Jun 13, 2018 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
TAK02 wrote:
cxtian39 wrote:
Interestingly the game draws a water ripple trailer for everyone who travels on water, but nothing for land
Special coding for Water. Wouldn't make sense if a ship sailed through the water and no ripples were visible (outside of low visual settings), right?
But it also draws ripples for robotank which doesn't touch the water at all Laughing
It also draws ripples for the amphibious transports and Hover MRLS even though they don't touch the water either Wink

I think anything VehicleType will make ripples on water, regardless of Locomotor. This means the Squid, should it have Underwater=no would generate ripples too. I think.
Alternatively have the Terror Drone be amphibious, see where that'll get you.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jun 13, 2018 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would say there's a good chance such a method will lag for people though, Mig Eater. I did that for a subterranean unit, so it would show dirt on the ground above it, but people reported lag when just a few were moving around (even though I personally never experienced any).

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jun 13, 2018 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I would expect it to lag if several of them are on screen, why I thought using LineTrails would be better.

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Mar 20, 2019 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

SO line trails don't work at all on ground vehicles, I reckon? They work on aircraft...

Coudn't it be added to ares that way? Or is it too much of a hassle?

I reckon it would be a very nice graphical effect

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Thu Mar 21, 2019 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

They do work on ground units, but you need to make them fade out slower. Otherwise, they will be too short to be noticeable.
It's shp trailers that don't seem to work.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu Mar 21, 2019 3:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Ground unit moves slow so needs a longer tail.

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Mar 22, 2019 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Uuuuuh. My original question was about having SHP trailers on ground units. So they never worked. That explains it.

Ares feature when?

This is used on many, many strategy games... even some earlier than Red Alert 2. For example, in Earth2140 (1997), heavy tanks leave tank tracks.

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