Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Mon Aug 11, 2025 10:11 pm
All times are UTC + 0
Modifying structure with a "hideout" function results in animation glitches = why?
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
rey
Grenadier


Joined: 15 Jul 2019

PostPosted: Sun May 11, 2025 11:41 pm    Post subject:  Modifying structure with a "hideout" function results in animation glitches = why? Reply with quote  Mark this post and the followings unread

The idea was to give some structures slots that allow to "hide" units inside from enemy's SWs. Structure isn't meant to become a "bunker", just a hideout, so i expected simply adding this would be enought:
Code:
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=no
PipScale=Passengers
Apparently smth needs to be modified in ART, 'cause structure gets awkward visual glitches, king like some parts are missing or it uses damaged state visual of sorts.
Since i didn't find anything special in Art code of soviet or neutral bunker, i have no clue what's the matter.
Any hints?

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon May 12, 2025 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe you need at least one muzzle flash location specified?

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 12, 2025 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

You need to add extra occupy frames to the building's SHP file, look at the soviet battle bunker as an example.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
rey
Grenadier


Joined: 15 Jul 2019

PostPosted: Tue May 13, 2025 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E, Mig Eater thank you both for answers. Muzzle flash did nothing, but extra frames seem to be the solution.

While checking different structures i noticed most have 2 frames = normal+damaged(plus same shadows), occupied need 2 extra = normal occupied, damaged occupied.
1) Why Art doesn't contain any code considering this 2+2 requirement? I presume it's hardcoded or is there a place where it's set?
2) Sometimes i found some structures with 3 frames normal+damaged+damaged(like Soviet Industrial Plant) = what's that for?

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 13, 2025 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

If a building has CanBeOccupied=yes the game will automatically look for/use the extra frames.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1843s ][ Queries: 11 (0.0091s) ][ Debug on ]