FL Animations
-
This animation was more complex just because of all the moving parts. It took me a few hours to figure out how to get it all moving correctly and in unison.
You’ll see four independent animations in the video:
- The cockpit
- The entire base of the ship move
- The left wing
- The right wing
http://www.youtube.com/watch?v=jfigXGFQh5U
Now here’s hoping for some w0dk4 magic to find a new way to get these animations to work
-
OMFG… need to learn that… soon… asap…
U’re awesome sushi
-
The thread where a lot of this was worked out is Here -reply #72
With just FL (not FLHook /FLAC) the only initiations [so far] for an animation are: docking / jumping, firing, jettisoning cargo, tractoring, and constant.well if firing sushi can just make the S-foils being closed all the time until firing, like its supposed to be
-
OMFG… need to learn that… soon… asap…
U’re awesome sushi
Thanks, Mind. If you have some troubles with it, hit me up. I could even make a video tutorial down the line, if you like
-
Moar wing folding goodness ;D
http://www.youtube.com/watch?v=w1JUZ7xZ3g8 -
@ Legion…
Thats kind were my heads headed with this… but i’d be more inclined (if i knew how lol)
to try to tie it to “trail_effect_player” in the engines… possibly via hook??This only seems to kick in when cruise is hit… and that’s the perfect place for such an animation
might look a little funny when having docking problems thoughAwsome stuff though… keeping 2 keen eyes on these delvelopments
-
Ya, fixed it
-
Sweet ;D
-
Well, now I know you guys are just posturing! ;D
-
-
might need some finetunning… ;D
I hope you didnt use CShip::open_bay because thats too easy and you lose the normal cargo bay animation
-
-
I just saw the videos and did some testing, Mindhunter felt the need to post ^^ Out of simplicity I used open_bay() and to make it even worse I did a quick offset hack in common.dll via hex editor to prevent the shield dropping When I have some spare time (which I have not much atm because of university exams) I will try to call the animations directly (I have isolated the asm part), we will see where that leads
-
That sounds awesome. I look forward to see what you can do!
-
might need some finetunning… ;D
That’s what I was tlking about. Thanks for showing me that. I will try to have that done.
-
The problem I have so far is, that
namespace DALib{ IMPORT struct IAnimation2* Anim; };
seems to be wrong, since the linker searches then for__imp_?Anim@DALib@@3PAUIAnimation2@1@A
whereas it should be```
_imp?Anim@DALib@@3PAUIAnimation2@@AEdit: Corrected typo...