New animation
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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>
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If I remember right use_animation points to a animation nickname within the cmp. Been awhile since I used it so I may be wrong.
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I think your right. Im just wondering why it isnt working. Th liberty cruiser forward cannon dosnt have anything to activate it. Ive tried pretty much everything i can think of.
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Where are you looking for the activator for the liberty forward? If I recall, the animation is included in the cmp, but since it is a gun, it is activated via a weapon entry, not shiparch or anything to do with the actual ship.
If you added a “use_animation=xxx” line in shiparch.ini, then created an attached fx using it, the anim would just repeat over and over, or once on undocking -depending on if there is an end_anim section in the cmp’s script. -
I was trying to get the animation to work when you fired the forward cannon. But it wont work for some reason. Is it possible considering the animation is in the ship.cmp instead of the actual gun?
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i’m looking for a list of all animations available …
i don’t remember where i have allready see it …if someone have a list, please