New animation
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well maybe if the hook is part of the mod client side it may be possible, but for freeworlds its mainly online players, so that wouldnt really matter as long as it was smooth animation and worked without crashes. but there could be another solution, it would have to be heavily coded but i was thinking earlier and thought what if.
say you link the animation to the cruise button or dock button like this: the button activates the code for the sequence in question (dock or cruise) and there is a line added that tells the game that the ship is releasing cargo. the cargo is a null cargo, the cargo never depeletes or takes up any space and is invisible to the player. the cargo is also linked to the cruise or the dock function so that unless the ship is clear of the cruise or the dock the wings wont return to their normal configuration. im not sure if that can all be done in code or it actually needs an object that tis invisible and coded in to be non depleteable and weightless.
im not an expert coder and im not even sure that will work, but its an idea.
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Ideally this should have nothing to do with cargo drop, as that’s a relatively short … state change, a few seconds and 'tis done. Hopefully more something linked to … “in_cruise” or “in_formation” etc, as a toggled thing so it could be of an indefinite length but still represented as a 1 / 0 or true / false which the game engine already checks regularly. That would let modders play with lots of fun stuff and ensure many more hours of developing on each model lol
Perhaps a parse of the CMP file on player loading, for Animation node elements, resulting in a short list of hex coded flags. If a nice standardized list of useful states can be formulated, then we can all name our scripts to adhere to that from the get-go.
Docking
Landing (baseside landing sequence)
In_Cruise
Engine_kill
In_TradeLane
Tractoring (loot)
In_Formation
Is_Cloaked (since this seems to be making a comeback, lets not re-open the topic tho eh? )
Hailing_ship (for all those instances some turd scans your cargo- their “sirens” could go off)bout all I can think of at the moment.
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I haven’t read through all 6 pages yet, so I dunno if this was mentioned, but for fun you can use an InternalFX item to force the animation to play. Look at the “smallstation_animate1” item in select_equip.ini for an example. However, the problem is that it’ll loop the animation, causing the wings on the Valkyrie to flap up and down instead of just lowering and locking, which looks rather amusing.
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@Ruppetthemuppet:
Know it’s a bit late, but Wolfie? Any chance you want to help me break into M$ Headquarters and get the FL Source Code? I want the stuff in that trailer. XD
Anyway, Good work guys… I’d never even thought about this function of FL. Now I come to think about it, it makes sense to have had it. Why they didn’t have folding stuff in cruise for the Original thing I don’t know. Any chance this’ll be released as a standalone thing? I’d play the campaign again if all the ships did that.hmm…yea im in
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@ Mk Note ‘anim, bay_door_anim, and open_anim’ are put in the shiparch, you simply put in the animation name that is declared inside of the cmp for it to activate.
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@zaxx:
is there any way to make a dummy command, like for instance one that is linked to the cruise or the jumpgate and then dummies the cargo drop without actually dropping anything? the default for us would be wings open, then closed during jumps and cruise, if that idea has any merit.
Quietly the guys over at the Procyon server implemented just that (along some other nice features)!
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Has anybody tried to put two animations in a row?
Like this:
bay_door_anim = Sc_open baydoor, Sc_extend wings
This should fix the problem with how to activate the anim.
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I’m not sure i am in process.
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Have no idea.
I think that the only ini after the shiparch to edit anims is the equip_select.ini
P.S. The liberty cruiser has two anims:
Sc_end anim
Sc_fire gunOffcourse, You can put an anim when it dies.
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Yeah, it ain’t working.
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If you open the CMP in UTF editor, you can find the animation data and add it in with an existing one. But the parts specified need to already be present, and in either Rev or Pris with a proper axis contraint. So for the two ships which do have an extend wing anim, you could copy the data from that to under the baydoor one. You would then need to rename each Joint map which you copied (Joint map 0 -> Joint map 2) (Joint map 1 -> Joint map 3).
So in total you would have 4 Joint map entries under “Sc_open dock1” -for the Bretonia Elite fighter, and no “Sc_extend wing”.BUT, doing this only makes both the wings extend and the baydoor open at the same time. And it relies on the cargo jettison trigger to activate it. You could alternately just remove the baydoor Joint map 0 and 1, then copy the extend wing under it, or just tell the game to use “baydoor anim = Sc_extend Wing”
Oh liberty cruiser’s Sc_fire anim is done under a weapon ini, same as the other weps. Confused me a bit first time I ran across it too
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Ive kind of had a dig around at this. Now this is me compleatly shooting in the dark but its worth a try. First off i put the Common.dll through a decompiler. And found alot of refrances to animations. But ive went for the obviouse ones. They go somthing like this.
bay_door:
char aBay_door_anim[]
.rdata:063A16D0 aBay_door_anim db ‘bay_door_anim’,0 ; DATA XREF: Archetype::Ship::read(INI_Reader &)+30oopen_anim:
; char aOpen_anim[]
.rdata:063A1800 aOpen_anim db ‘open_anim’,0 ; DATA XREF: Archetype::Solar::read(INI_Reader &):loc_62F34D0ouse_animation: This is the one i think we need for the missing animations.
aUse_animation db ‘use_animation’,0 ; DATA XREF: Archetype::InternalFXEquip::read(INI_Reader &)+12o
.rdata: Â ; Archetype::Launcher::read(INI_Reader &):loc_62F61C3oNow the first 2 i kind of figure that those are pointing out theire .ini files in these lines here
XREF: Archetype::Ship::read(INI_Reader &)+<< Shiparch.ini
XREF: Archetype::Solar::read(INI_Reader &):< <solararch.ini<br>So am i right here? Im realy not sure. But if this is the case then it meens use_animation. Wich is the one i believe that all these missing animations belong to should have its own .ini along the lines of
InternalFXEquiparch.ini
Could this be the case. Like i say im not sure at all. But it just seems obviouse to me this could be an answer to this.</solararch.ini<br>