SHP Vehicle coding

Bug #895134 reported by Bug Importer
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This bug affects 1 person
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Bug Description

DeathFrames=
StartDeathFrame=
DeathFrameRate=(def=8).

these tags dont work in YR anymore.
They did in TS.
This is another way to have "Remap Death"

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DCoder DCoder (dcoder1337) wrote :

What makes you say they don't work? I've looked at the code and they do get read from artmd.ini ... provide a sample of the code so I can test it?

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Bug Importer (bug-importer) wrote :

Ok, here can you have a test object, DL a shp(2,06mb o_0)
http://rapidshare.com/files/160328536/SECBOT.shp.html

Use these codes:
[SECBOT]
StartWalkFrame=8
WalkFrames=26
Voxel=no
Remapable=yes
StartStandFrame=0
;StandingFrames=8
StartFiringFrame=216
FiringFrames=29
DeathFrames=28
StartDeathFrame=448
DeathFrameRate=8
Facings=8

[HTNK]
Image=SECBOT
Turret=no

Everything work expect death animation, when unit die, it disapear, leave some debris.

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DCoder DCoder (dcoder1337) wrote :

If you check http://modenc.renegadeprojects.com/VehicleTypes#sortable_table_id_3 , those flags belong in the art section.

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Bug Importer (bug-importer) wrote :

yes, I know that, I added them in artmd.ini
If I added them in rules, the image would be invisible.
StartDeathFrame n DeathFrameRate is ignored.

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DCoder DCoder (dcoder1337) wrote :

Add
MaxDeathCounter= ; the time in frames it takes to play the death sequence
to the art section and test again.

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Bug Importer (bug-importer) wrote :

I just tried as you just said.
Same results(not working)

DCoder: "the time in frames it takes to play the death sequence "

thats not what LKO says the tag does, but I tried all kinds of values:
-How many frames one death direction is(28)
-How many directions it have(8)
-Some more...

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

I will look into the code, but at first glance I didn't see any changes from the TS version... But those flags need to be documented at ModEnc anyway.

Revision history for this message
Apollo (apollo) wrote :

Would be nice if this got fixed so shp vehicles are better usable again like in TS

Also FiringSyncFrame*= is broken, this prevented unit from firing its weapon until defined frame but is totally ignored in RA2 and unit can fire immediately, normally it was combined with old charges=yes system however which is made redundant and the new replacement

IsAnimDelayedFire=yes
DelayedFireDelay=0

system is only for buildings viable?

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