Refinery Animation [message #341205] |
Wed, 16 July 2008 04:01  |
DL60
Messages: 283 Registered: May 2006
Karma: 0
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Recruit |
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As you I know City2 will be a part of the TT patch and for this patch release I fixed and added some things from time to time in the past months.
But there is a problem which still remains: The unload-animation of the Nod refinery doesn't work when the harvester unloads its tiberium.
I nearly tried everything to fix that: exported the terrain again, exported with new ref, removed/re-added building controller, moved the unload point dummy around, changing waypaths, added blockers, recalculated pathfind sectors... nothing helped.
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Re: Refinery Animation [message #341463 is a reply to message #341394] |
Thu, 17 July 2008 16:09  |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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DeathLink6.0 wrote on Thu, 17 July 2008 23:51 | By the way: When I replace the ref with a new one, will this affect the VIS?
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Keep the old vis sectors if the new ref doesn't have them.
The building's geometry should be near-exactly the same.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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