Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » new discovery about Set_Animation
new discovery about Set_Animation [message #80542] Thu, 15 April 2004 18:32 Go to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

Set_Animation_Frame doesnt work in multiplayer...
However, its now possible to clone that effect by doing this:
Commands->Set_Animatrion(object,animation,false,"",0,framenumber,false)
The same applies to all my animation scripts, pass a number other than -1 as the frame parameter and it should go to that frame and stop.

Hopefully this opens up even more animation effects.


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
new discovery about Set_Animation [message #80630] Fri, 16 April 2004 03:54 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
Messages: 1503
Registered: February 2003
Karma: 0
General (1 Star)
Vehicle enter and exit anims?

(Humvee's doors open and APC's manhole lifts up)
new discovery about Set_Animation [message #80638] Fri, 16 April 2004 04:29 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

that is possible but it would require a lot of coding Smile

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
new discovery about Set_Animation [message #80642] Fri, 16 April 2004 04:37 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
Messages: 1503
Registered: February 2003
Karma: 0
General (1 Star)
Well, good to hear that it is at least possible. Smile

*takes a ride with Humvee and watches as the doors open and close as I leave the vehicle*
new discovery about Set_Animation [message #87471] Fri, 14 May 2004 10:33 Go to previous messageGo to next message
Sir Kane
Messages: 1701
Registered: March 2003
Location: Angerville
Karma: 0
General (1 Star)
Where's my credit?!

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
new discovery about Set_Animation [message #87498] Fri, 14 May 2004 12:08 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
Messages: 513
Registered: February 2003
Location: United Kingdom
Karma: 0
Colonel
lmao.

Set_Animation_Frame doesnt work in multiplayer...
However, its now possible to clone that effect by doing this:
Commands->Set_Animatrion(object,animation,false,"",0,framenumber,false)
The same applies to all my animation scripts, pass a number other than -1 as the frame parameter and it should go to that frame and stop.

Hopefully this opens up even more animation effects.

Special Thanks to Silent Kane Razz


new discovery about Set_Animation [message #87502] Fri, 14 May 2004 12:21 Go to previous message
Sir Kane
Messages: 1701
Registered: March 2003
Location: Angerville
Karma: 0
General (1 Star)
It fixes the Obelisk glow in multiplay.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Previous Topic: question about sound scripts
Next Topic: does the Play_Audio command in a cinematic script work in MP
Goto Forum:
  


Current Time: Tue Sep 24 05:32:15 MST 2024

Total time taken to generate the page: 0.00783 seconds