Author Topic: submodel animation bugs -or- im an idiot  (Read 1857 times)

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Offline Nuke

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submodel animation bugs -or- im an idiot
using the release canidate 2 i was trying desperately all day to get my submodel animations to work, to make sure everything worked right before a new offitial build comes out. theres nothing i hate more than a feature ive been using for ages not working in an offitial build. now i know the animation table syntax changes faster than a drunks ice trays, but i cant even get initial positions to work anymore. i even cut and pasted the example from the wiki with no success. now theres a recent dev version of my mod up on the modding page if one of you coders would have a look. now i found a couple bugs today that werent fixed there (namely some flags that werent used anymore, the spelling of initial, the removal of quotes from around animation types, ect) but it still doesnt work. we need to determine wether the animation problems are a bug in the scp or a problem with my mod, and i suspect its a little of both.
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Offline Wanderer

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Re: submodel animation bugs -or- im an idiot
Entry for setting initial turret angles that is shown in wiki works just fine for me
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Offline Nuke

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Re: submodel animation bugs -or- im an idiot
even under rc2?
because ive checked every possible error on the things and i cant get my finger on whats wrong. cant get the door animation on the rumrunner to work, nor the gatling animation, and the missile bay doors on the chimera dont work. and its really odd.
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Offline Nuke

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Re: submodel animation bugs -or- im an idiot
i cant seem to get animations to work on fighters at all. everything works on capships, but i cant get any animation out of a fighter. is this a bug?
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.

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Re: submodel animation bugs -or- im an idiot
If you mean the gatling/vulcan guns rotation on a fighter, they work only for me on the GVF Seker only, in other ships they don't rotate.

 

Offline Nuke

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Re: submodel animation bugs -or- im an idiot
no those work fine, i need the submodel animation code to work. i got it to work on capships but not fighters. the pf chimera's missile banks are all stored internally and when you select one secondary bank the bay doors open and a missile launcher is lowered, the other bank is stored in retractable fins on the tail. they weere working back in 3.6.7 and now it doesnt work anymore. i updated to the new syntax and it doesnt work anymore.

for you coders, heres what my subsystems look like:
Code: [Select]
$Subsystem: bdoor1,0,1
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 1
+delay: 0
+relative_angle: 0,0,-60
+velocity: 0,0,4000
+acceleration: 0,0,80
+time: 5000
$Subsystem: bdoor2,0,1
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 1
+delay: 0
+relative_angle: 0,0,60
+velocity: 0,0,4000
+acceleration: 0,0,80
+time: 5000
$Subsystem: bpod,0,1
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 1
+delay: 0
+relative_angle: 1.5,0,0
+velocity: 1,0,0
+acceleration: 1,0,0
+time: 4000
$Subsystem: ml0,0,0
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 0
+delay: 0
+relative_angle: 0,0,92
+velocity: 0,0,5000
+acceleration: 0,0,100
+time: 2000
$Subsystem: ml1,0,0
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 0
+delay: 0
+relative_angle: 0,0,92
+velocity: 0,0,5000
+acceleration: 0,0,100
+time: 2000
$Subsystem: ml2,0,0
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 0
+delay: 0
+relative_angle: 0,0,92
+velocity: 0,0,5000
+acceleration: 0,0,100
+time: 2000
$Subsystem: ml3,0,0
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 0
+delay: 0
+relative_angle: 0,0,92
+velocity: 0,0,5000
+acceleration: 0,0,100
+time: 2000
$Subsystem: ml4,0,0
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 0
+delay: 0
+relative_angle: 0,0,92
+velocity: 0,0,5000
+acceleration: 0,0,100
+time: 2000
$Subsystem: ml5,0,0
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 0
+delay: 0
+relative_angle: 0,0,-92
+velocity: 0,0,5000
+acceleration: 0,0,100
+time: 2000
$Subsystem: ml6,0,0
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 0
+delay: 0
+relative_angle: 0,0,-92
+velocity: 0,0,5000
+acceleration: 0,0,100
+time: 2000
$Subsystem: ml7,0,0
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 0
+delay: 0
+relative_angle: 0,0,-92
+velocity: 0,0,5000
+acceleration: 0,0,100
+time: 2000
$Subsystem: ml8,0,0
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 0
+delay: 0
+relative_angle: 0,0,-92
+velocity: 0,0,5000
+acceleration: 0,0,100
+time: 2000
$Subsystem: ml9,0,0
+untargetable
$animation: triggered
$type: secondary bank
+sub_type: 0
+delay: 0
+relative_angle: 0,0,-92
+velocity: 0,0,5000
+acceleration: 0,0,100
+time: 2000

whats wrong with them?
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 Nuke

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Re: submodel animation bugs -or- im an idiot
i fixed it!!!!!

turned out to be 2 different things one of which could be called a bug.

1. the wiki is wrong. the ani type secondary bank should have an underscore. il fix the wiki in a sec.
2. animations wont work unless you give the subsystem hitpoints. i had all mine set to zero, which is natural when you want indistructable subsystems. that is of course unless animated subsystems are invulnerable by default.

still the initial positions in the apis refuse to work. thats driving me nuts, but sence the apis is due for an overhaul il let it slide
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 Wanderer

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Re: submodel animation bugs -or- im an idiot
Yeah.. the second one (hitpoints) was a pain to find out.. Same goes for other subsystem things, like subsys armor. That is for example if the subsys has 0 hitpoints then special armor assigned to that subsys wont function. I banged my head against the wall for sometime before figuring out the reason for the problem on another project.. Well good thing is that game no longer complains (or doesnt do that for me) if the object has more total subsys hps than 'real' hitpoints so you can set some subsys to have like 100 pct of main hull hitpoints.

And the underscore... i somehow missed while browsing the stuff from cvs repository...  :nervous:
Do not meddle in the affairs of coders for they are soggy and hard to light