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Do fire0anim and fire1anim actually do anything? [message #206295] Sun, 02 July 2006 05:00 Go to next message
jonwil is currently offline  jonwil
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Does anyone know if the fire0anim and fire1anim settings for vehicles actually do anything usefull?
Has anyone (with more 3d and leveledit skills than I have) tried to make them work?


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Re: Do fire0anim and fire1anim actually do anything? [message #206296 is a reply to message #206295] Sun, 02 July 2006 06:19 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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i have tried all of those overides for walk, run etc, and i couldnt get any of them to do anything at all. The animations were correct in W3D viewer, they worked like any other.

It did crash game.exe if there was something in the path and not in the pkg but as for using them, nothing.


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Re: Do fire0anim and fire1anim actually do anything? [message #206297 is a reply to message #206295] Sun, 02 July 2006 06:29 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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on a vehicle I tried them out once, one of them (cant remember which, think it was fire0anim) played the animation constantly (not linked to when it actually fired, which was what I was trying to do), the other didn't seem to do anything whatsoever.

http://steamsignature.com/card/1/76561197975867233.png
Re: Do fire0anim and fire1anim actually do anything? [message #206299 is a reply to message #206295] Sun, 02 July 2006 07:04 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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It looks like (from reading the code) fire0anim is for the primary weapon, fire1anim for the secondary.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Do fire0anim and fire1anim actually do anything? [message #206305 is a reply to message #206295] Sun, 02 July 2006 08:24 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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well the vehicle I was testing didn't have a secondary weapon, so thats probably why it was only working for fire0anim.

It's worth noting the vehicle had -1 clip size, so it never had to reload. Perhaps the animation plays constantly until it needs to reload? Just theorising.

And it was a base defense, and the animation played even when it was not shooting at anything.


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[Updated on: Sun, 02 July 2006 08:25]

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Re: Do fire0anim and fire1anim actually do anything? [message #206369 is a reply to message #206295] Sun, 02 July 2006 21:48 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Actually, no, fire0anim is for the first muzzle bone and fire1anim is for the second muzzle bone.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Do fire0anim and fire1anim actually do anything? [message #206371 is a reply to message #206295] Sun, 02 July 2006 21:58 Go to previous messageGo to next message
Spice
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Yes, it does work. There is a problem with it though. I've forgotten what it is, It's something like it keeps looping even after you have finished shooting.

I'll test it out.


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Re: Do fire0anim and fire1anim actually do anything? [message #206388 is a reply to message #206295] Mon, 03 July 2006 01:51 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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yeah, thats the problem I had then, it never stopped animating... I wanted it to animate once every time it shot, but it just kept going and going and going... Huh

http://steamsignature.com/card/1/76561197975867233.png
Re: Do fire0anim and fire1anim actually do anything? [message #206688 is a reply to message #206295] Wed, 05 July 2006 17:21 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Well here is what you do, first you attach the JFW_Timer_Send_Custom script to it. Once every few seconds have it send a message to and object with the JFW_Reflect_Message script. The on the object with the object with the animation have the JFW_Enable_Disable_Animation_On_Custom script (I think that is what it is called but I'm not sure) now set it up so when ever it recevies the message it enables and disables the vehicles seperate idle animation.
And just as a side note the fire animations will toggel every time you fire form fire0anim to fire1anim.
If you have any questions about this send the question the my e-mail at


[Updated on: Wed, 27 July 2011 13:03]

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