Author Topic: Animation code and docking  (Read 1692 times)

0 Members and 1 Guest are viewing this topic.

Offline Kusanagi

  • A man, a van, a plan, Vanama!
  • 27
  • Enemy vessel captured
Animation code and docking
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?
Cum historia
mutat valde Razgriz
revelat ipsum
primum daemon scelestus est.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Animation code and docking
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.
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 Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Animation code and docking
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).

 

Offline Kusanagi

  • A man, a van, a plan, Vanama!
  • 27
  • Enemy vessel captured
Re: Animation code and docking
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.
Cum historia
mutat valde Razgriz
revelat ipsum
primum daemon scelestus est.

 

Offline Kusanagi

  • A man, a van, a plan, Vanama!
  • 27
  • Enemy vessel captured
Re: Animation code and docking
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?
Cum historia
mutat valde Razgriz
revelat ipsum
primum daemon scelestus est.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Animation code and docking
are you putting $triggered in the subsystem props?
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 Kusanagi

  • A man, a van, a plan, Vanama!
  • 27
  • Enemy vessel captured
Re: Animation code and docking
$triggered both with the colon and without, as I know some effects can't use it and PCS2 adds it to certain fields ($gun_rotation for external weapons is a good example of this.)
Cum historia
mutat valde Razgriz
revelat ipsum
primum daemon scelestus est.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Animation code and docking
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.
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 Kusanagi

  • A man, a van, a plan, Vanama!
  • 27
  • Enemy vessel captured
Re: Animation code and docking
Let me doublecheck that then, if that was the issue, I'm gonna scream :P
Cum historia
mutat valde Razgriz
revelat ipsum
primum daemon scelestus est.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Animation code and docking
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.
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 Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker- you've probably heard me
    • My old squad sub-domain
Re: Animation code and docking
Cool beans, docking pumpy clampy bits.

I want MOAR in WIH2.
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline Kusanagi

  • A man, a van, a plan, Vanama!
  • 27
  • Enemy vessel captured
Re: Animation code and docking
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.
Cum historia
mutat valde Razgriz
revelat ipsum
primum daemon scelestus est.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Animation code and docking
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.
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 Kusanagi

  • A man, a van, a plan, Vanama!
  • 27
  • Enemy vessel captured
Re: Animation code and docking
The names don't match up, does that make a difference?
Cum historia
mutat valde Razgriz
revelat ipsum
primum daemon scelestus est.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: Animation code and docking
you use the subobject name, not the $name= name.
(´・ω・`)
=============================================================

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: Animation code and docking
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.
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 Kusanagi

  • A man, a van, a plan, Vanama!
  • 27
  • Enemy vessel captured
Re: Animation code and docking
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?
Cum historia
mutat valde Razgriz
revelat ipsum
primum daemon scelestus est.