Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on March 31, 2006, 04:19:03 am
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For SoL and BSG, respectively.
Subobject anim stuff. There have been some issues with it.
Turret animations (type: "turret firing") should be implemented (untested). Somebody message me when when they have a model to test, or, alternatively, I'll be uploading the updated build to the same spot.
I've also added an - untested - scripting function for ship handles. triggerAnimation(Type, subtype, forwards?) will let you trigger an animation manually. Also, a getAnimationDoneTime(Type, subtype) function. Careful, it gives the time in milliseconds, while getMissionTime will give you seconds.
In addition, I added a "scripted" animation type, so that you can have animations that aren't actually triggered by anything but scripting (or SEXPs, if that's implemented). You can use the subtype field to have more than one scripted animation per ship.
Still waiting for the build to finish.
Oops. "+sub_type" will specify the turret that triggers the animation. To find out the number to put here, go into "Subobjects" of POFCS, select the subobject, and use the "Model number" field.
And the BSG warpin effect:
Alright, both warping in and out are working. Basically requires a TBL/TBM entry:
$Name: Battlestar Galactica
+nocreate
$Warpin type: Animation
$Warpin speed: 766
$Warpin animation: ftl
$Warpout type: Animation
$Warpout speed: 766
$Warpout animation: ftl
Where "type" is either Animation or default.
"Speed", for animation, is the time that it takes the ship to disappear (in milliseconds)
"Animation", for animation type, is the associated animation for the effect (In this case, ftl.eff)
Note that when I say "time it takes the ship to disappear", I mean that the animation will play and the ship will appear/disappear at that point. The time that the animation will play is read from the animation file itself (number of frames / FPS)
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Is it still going to use that $Warpin speed: value as the warpin velocity if the game is set to use default warps?
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i can test the turret triggers on the rumrunner. it has gatling turrets already set up, and i just needed the turret firing trigger, so wheres the build? i think all the april fools nonesence screwed up your post.
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$animation:triggered
$type:Turret Firing
+sub_type:(subobject number from PCS)
Everything else is the same. The +time: field is the length of time in milliseconds before the animation will reset.
The subobject animation stuff should be in the latest CVS, I think. I've been playing around with it for SoL quite a bit. ;)
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oh ok, i just downloaded the recent builds too, mine were hellishly out of date. il see if i can get my gatlind turrets to rotate.
funny, i cant get it to work nor can i get any of my existing animations to work. they musta changed something with the syntax again.