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.
$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