Posted: Tue Oct 02, 2018 8:18 am Post subject:
Anim bug help
Subject description: ActiveAnims only start to play after building gets damaged
Not sure if this is a bug or I'm missing something but the ActiveAnims on my building seem to have a mind of their own. They only start to play and loop after the building gets to it's damage frames. Otherwise they remain static. Only after the building gets restored to it's healthy state do the ActiveAnims continue to play as if nothing happened.
remove the ActiveAnim*Damaged key if that has the same anim as the undamaged one. then try again. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Holy shit man wtf is even going on?! I tried rewriting the art.ini code but nothing worked. In fact two animations (CAAUTO_B and CAAUTO_BD) didn't showed up outright. Thought it might've been tied to the rules.ini but rewriting that too didn't change shit.
you use Image= in rules.ini
try it without, by giving the building itself the correct ID.
Image is known to cause trouble, like ignoring ZAdjust values.
Your anims all have a CG*.shp file, right?
Your anims have all a unique index in the Animations list, right? (not that there is a later anim with the same index, thus overriding/deleting these)
DoubleThick=No
remove that line
i'm not sure but i think only no or false works, not No as game is case sensitive.
Thus this could be read wrong by the game and actually parsed as DoubleThick=yes, which might cause trouble (no clue about this key though if it can cause such anim trouble. the comment says its for chrono stuff only) _________________ SHP Artist of Twisted Insurrection: Nod buildings
I'm pretty frustrated and impressed at myself for how much I can screw up something as simple as getting anims on a structure to work. I've reworked the shp, rewrote the art.ini, even giving the structure the corret id. And yet it still doesn't budge. The anims still remain static until the structure is damaged. What sorcery is this?
; Scrapyard ;Testing purpose
[NASCRAP]
UIName=NOSTR:Scrapyard
Name=Forgotten Scrapyard
;Image=NASCRAP
BuildCat=Tech
Prerequisite=NACNST
Strength=1200
Armor=concrete
TechLevel=7
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=Confederation
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=10 ;1500
Points=85
Power=100
Powered=true
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS7SM,DBRIS8LG,DBRS10LG
MaxDebris=10
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=200, 325, 200
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
ImmuneToEMP=no
SlamSound=PlaceBuilding2
VoiceSelect=JunkyardSelect
As you can see, much of the code is nothing out of the ordinary. So why does this keep happening? _________________ The future belongs to The Forgotten!
...um...
Are you sure the SHPs themselves are even read properly by the game..? (MIX madness)
Or that the SHPs themselves are... well...
'up to standard'..? (hollowed out or not hollowed out, that is the question)
Hold up, I think I remember something like this...
Try Powered=no
Might not do anything, unless you were chking for the anims working while you were low on power (I often reach that because who cares about suffiecent power when you're testing/debugging?). QUICK_EDIT
that would be actually a bug, since on a Powered=yes building, an anim only stops playing if it also has ActiveAnim*Powered=yes set in art.ini (default is no). _________________ SHP Artist of Twisted Insurrection: Nod buildings
that would be actually a bug, since on a Powered=yes building, an anim only stops playing if it also has ActiveAnim*Powered=yes set in art.ini (default is no).
Not necessarily. Powered=yes overrides those, from what I can tell.
Dunno if this is the same as in TS, but if not, then RA2/YR/Ares-only logic, I guess. QUICK_EDIT
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