Author Topic: problem with animation - self solved  (Read 1446 times)

0 Members and 1 Guest are viewing this topic.

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
problem with animation - self solved
Hello again fine people who roam these boards.

I got a problem with a simple animation (rotation) when the afterburners are engaged. Odd thing is, I had it working once (using Getter's example data) but for some dark reason unknown to me I couldn't get power to the engine and the afterburner wouldn't recharge. So deleted that, copy pasted the data of an retail fighter and tried again. I got my power back but now it won't animate anything anymore.
I've compared the tables till my eyes hurt, I just can't find out why it won't work anymore.

Here's the code as I currently have it.
Code: [Select]
$Name: Test
$Short name: Test
$Species: Terran
+Type: XSTR("Mech", -1)
+Maneuverability: XSTR("Fair", -1)
+Armor: XSTR("Heavy", -1)
+Manufacturer: XSTR("Milargo", -1)
+Description: XSTR("Testing one two three", -1)
$end_multi_text
+Tech Description: XSTR("Nothing to see here", -1)
$end_multi_text
+Length: 15 m
+Gun Mounts: 1
+Missile Banks: 0

$POF file:                      test.pof
$Detail distance: (0, 80, 300, 900)
$Show damage: YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.35
$Max Velocity: 0.0, 0.0, 40.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward

movement
$Rotation time: 4.0, 4.5, 4.0
$Rear Velocity: 0.0
$Forward accel: 3.0
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Glide: Yes
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO                                                      ;; If set to Yes, then when the ship dies, the

explosion propagates through it.
$Shockwave Speed: 0.0                                             ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Prometheus R" "40mm Rapid fire cannon" "Shivan Super Laser")
$Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Lamprey" "Circe" )
$Default PBanks: ( "40mm Rapid fire cannon" )
$Allowed SBanks: ( "Rockeye"  "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "Infyrno" )
$Allowed Dogfight SBanks: ( "Rockeye D"  "Tornado D" "Infyrno D" "Piranha" )
$Default SBanks: ( "Tempest" "Hornet" )
$SBank Capacity: ( 60, 60 )
$Shields:                       0
$Shield Color: 100 100 255
$Power Output: 3.0
$Max Oclk Speed: 64.0
$Max Weapon Eng: 150.0
$Hitpoints:                     2500
$Flags:                         ( "player_ship" "default_player_ship" "fighter" "in tech database" "gun convergence")
$AI Class:                      Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 120.0
+Aburn For accel:       0.7
+Aburn Fuel:            300.0
+Aburn Burn Rate:       60.0
+Aburn Rec Rate:        25.0
$Countermeasures: 25
$Scan time:                     2000
$EngineSnd: 126                   ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Score: 10
$Trail:
+Offset: 6.59 -4.8 -3.33
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: -6.59 -4.8 -3.33
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: 0 -7.2 -3.2
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Subsystem: sensors,                                10,0.0
$Subsystem: LegL, 5.0, 1.0
$animation: triggered
$type: afterburner
+sub_type:       1
+delay: 0
+relative_angle: 0, -45, 0
+velocity: 0, 800, 0
+acceleration: 0, 200, 0
+time: 700
$Subsystem: LegR, 5.0, 1.0
$animation: triggered
$type: afterburner
+sub_type:       1
+delay: 0
+relative_angle: 0, -45, 0
+velocity: 0, 800, 0
+acceleration: 0, 200, 0
+time: 1000

$Subsystem: communications, 10,0.0
$Subsystem: weapons,                                10,0.0
$Subsystem: navigation,                     10,0.0
$Subsystem: engine,                         35,0.0
$Subsystem: gunturret-0, 10.0, 1.0
« Last Edit: April 26, 2009, 05:31:35 pm by Spoon »
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Re: problem with animation
May I suggest a diffing program such as winmerge?

http://winmerge.org/

Your eyes will likely hurt a lot less. :D

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: problem with animation
It wasn't my data, it was Shadow0000's and he disappeared almost right after he posted it.

Dammit I can't think of his name but there is a medium poly fighter pack full of animations, you should look at that. The THOR and LANCER come to mind... Steve-O  ?
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: problem with animation
It wasn't my data, it was Shadow0000's and he disappeared almost right after he posted it.

Dammit I can't think of his name but there is a medium poly fighter pack full of animations, you should look at that. The THOR and LANCER come to mind... Steve-O  ?
I checked out the Thor, wow just wow. It has all these awesome gadgets and looks pretty to boost.
Let's see if I can figure out the animation code with this.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

  

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: problem with animation
Can't exactly say I pinpointed the problem but fixed it by a lot of trail and error testing and changing value's.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them