Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kusanagi on April 20, 2011, 02:53:36 pm

Title: Animation code and docking
Post by: Kusanagi on April 20, 2011, 02:53:36 pm
Does the animation code actually work with docking? Following the wiki, I've tried every combination I can think of of subobject properties and table entries, but I just can't get the claws on the Junkyard Dawg to open up when it docks and grabs onto another ship.

Does the animation code work on the ship that's docking or the ship that's being docked with?
Title: Re: Animation code and docking
Post by: Nuke on April 20, 2011, 08:26:35 pm
i think it works on the ship thats docking. the idea was to make it make it possible for a cargo ship to clamp onto a cargo container. im not sure if the dockee also can have an animation or not. best bet is to play around with it and see what happens.
Title: Re: Animation code and docking
Post by: Dragon on April 20, 2011, 08:37:13 pm
I recall somebody saying that it's broken, but I'm unsure about it (that was some time ago, chances are this had been fixed).
Title: Re: Animation code and docking
Post by: Kusanagi on April 20, 2011, 09:49:37 pm
If it HAS been fixed it isn't on the wiki. None of the Blue Planet ships use it, and in fact the only ship that uses it at all is a vasudan transport in the FSPort MediaVPs. The lines however are commented out so it still doesn't show if it works or not.

Will try again with a few different things and see if it works.
Title: Re: Animation code and docking
Post by: Kusanagi on April 24, 2011, 06:14:48 pm
If it HAS been fixed it isn't on the wiki. None of the Blue Planet ships use it, and in fact the only ship that uses it at all is a vasudan transport in the FSPort MediaVPs. The lines however are commented out so it still doesn't show if it works or not.

Will try again with a few different things and see if it works.

A few days later and no progress. Is the trigger different than the one on the wiki?
Title: Re: Animation code and docking
Post by: Nuke on April 24, 2011, 08:29:31 pm
are you putting $triggered in the subsystem props?
Title: Re: Animation code and docking
Post by: Kusanagi on April 25, 2011, 01:24:03 am
$triggered both with the colon and without, as I know some effects can't use it and PCS2 adds it to certain fields ($gun_rotation for external weapons is a good example of this.)
Title: Re: Animation code and docking
Post by: Nuke on April 25, 2011, 05:33:42 am
well i pulled a nightly and tried some of nukemod's submodel animations and they all seemed to work. if its not an issue with triggered it could also be an issue with your $Subsystem: tag. be suere the third parameter is > 0. if its set to zero it will not rotate.
Title: Re: Animation code and docking
Post by: Kusanagi on April 25, 2011, 09:58:37 am
Let me doublecheck that then, if that was the issue, I'm gonna scream :P
Title: Re: Animation code and docking
Post by: Nuke on April 26, 2011, 11:25:46 am
does your lack of response indicate i was correct? perhaps might help to add this bit of info to the wiki if it proves to be the case.
Title: Re: Animation code and docking
Post by: Colonol Dekker on April 26, 2011, 11:36:23 am
Cool beans, docking pumpy clampy bits.

I want MOAR in WIH2.
Title: Re: Animation code and docking
Post by: Kusanagi on April 27, 2011, 01:28:31 am
does your lack of response indicate i was correct? perhaps might help to add this bit of info to the wiki if it proves to be the case.

No, it was not, unfortunately, even with the newest nightly.
Title: Re: Animation code and docking
Post by: Nuke on April 27, 2011, 01:53:03 am
might consider mantising it, it might just be a bug with that particular trigger type. though id want to exclude improper setup first. i looked at one of my models and i found that the proper usage of the triggered flag is "$triggered:" with the semicolon, this is the totality of my submodel props from pcs2 for one of my missile bay doors:

Code: [Select]
$special=subsystem
$name=baydoor
$triggered:

the subsystem entry looks something like this:

Code: [Select]
$Subsystem: bdoor2,0,2
$Flags: ( "untargetable" )
$animation: triggered
$type: secondary_bank
+sub_type: 1
+delay: 0
+reverse_delay: 500
+relative_angle: 0,0,60
+velocity: 0,0,90
+acceleration: 0,0,40
+time: 1000

only thing different for you should be type and subtype. another possibility is a glitch in the timing math caused by certain values.
Title: Re: Animation code and docking
Post by: Kusanagi on April 27, 2011, 09:48:58 pm
The names don't match up, does that make a difference?
Title: Re: Animation code and docking
Post by: Droid803 on April 27, 2011, 11:11:06 pm
you use the subobject name, not the $name= name.
Title: Re: Animation code and docking
Post by: Nuke on April 28, 2011, 05:46:37 am
actually considering the subsystem is untargetable, the $name= field in the subsystem props is probably not even required. so just ignore that. i dont change it because it works the way it is.

also i think you should run a debug build and see if it throws any subsystem errors. if maybe your submodel name doesn't match your subsystem name, that could be a source of the problem.
Title: Re: Animation code and docking
Post by: Kusanagi on May 05, 2011, 04:50:23 am
Nope, nothing in the debug build, everything matches in the POF and in the table. I still can't get a straight answer as to whether this works as intended or not, not just for my own ships.  :banghead: The only one who has said that this worked was Zacam, but he didn't give me any details. Grr.

So...anyone know how to do it with scripting?