Author Topic: Coupla new features  (Read 1767 times)

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Offline WMCoolmon

  • Purveyor of space crack
  • 213
For SoL and BSG, respectively.

Subobject anim stuff. There have been some issues with it.

Quote from: WMCoolmon
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.

Quote from: WMCoolmon
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:
Quote from: WMCoolmon
Alright, both warping in and out are working. Basically requires a TBL/TBM entry:

Code: [Select]
$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)
-C

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Is it still going to use that $Warpin speed: value as the warpin velocity if the game is set to use default warps?
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
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.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Axem

  • 211
Code: [Select]
$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. ;)

  

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
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.
« Last Edit: April 02, 2006, 07:04:20 pm by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN