logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,617
Total Threads: 8,723
Posts: 95,213

Administrators:
DeeZire, Redemption

There are currently 40 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 05-10-2003, 04:14 PM   #1 (permalink)
Member
 
Join Date: May 2003
Posts: 31
Default ive got a project for you coders

im helping out a bit on a little warhammer40k mod, and one thing ive been trying to make is a little twitch to the construction of buildings for a certain side. its quite advanced so i dont know if its possible, so thats why i thought i might give it a shot in here.

step by step here now:

1. constructor unit places out "beacon" and a few barricades around the beacon.
2. drop pod enters the atmosphere (maybe slows down a little right before it hits the ground, but that is tricky)and hits the beacon
3. building starts to build


since it is only one team that is going to use this construction type, one might have to go deeper into the .ini's, and perhaps even into the game engine itself. pity we are not allowed to do that now
duke_Qa is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-10-2003, 05:25 PM   #2 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Canada
Posts: 400
Default

just make a "dropping in" animation and hard-animate the construction animation (ditch teh auto-rise-from-ground animation entirely).

The entire sequence would be the placement of the beacon, followed by the drop pod thing and it's retros fireing, then it hitting the ground. Beyond that the game would switch to the default conditionstate which would sue the standard building.

That should work if done properly, but who knows since I haven't tried it.
Proclone is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-11-2003, 02:03 PM   #3 (permalink)
Member
 
Join Date: May 2003
Posts: 31
Default

hmm, it seems logical, but still, if i sent away the worker right before the projectile hits, it would just stop in the air. i guess that it might be harder to stop that from happening, but it would still look good.

while im here, how can i add new animations to troops? we got ourselves an space marine that walks like a ranger atm and i dont really like that...
duke_Qa is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-11-2003, 02:09 PM   #4 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Canada
Posts: 400
Default

learn to animate n.n
Proclone is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-11-2003, 02:29 PM   #5 (permalink)
Member
 
Join Date: Feb 2003
Location: UK
Posts: 31
Default

On build have something like the paradrop drop the builder in changing the models obv and then have it cause the thing to animate and then replace the thing with a building (at the end of its lifetime or something)
Hot_Trout is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-12-2003, 10:22 AM   #6 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: Australia
Posts: 631
Send a message via MSN to Henford
Default

read the gmax tutorials on how to animate
Henford is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
AI Coders look here if you please.. Boomerang_Python Generals & Zero Hour Editing 11 04-28-2006 08:32 AM
Blitzkrieg 3 Looking for Coders! smurfbizkit LOTR: Battle For Middle Earth I & II Editing 0 03-14-2005 11:30 AM
Why coders shouldn't model: NVShacker Generals & Zero Hour Editing 12 08-25-2004 03:36 PM
ZH retro time mod needs coders 4hammer Generals & Zero Hour Editing 2 02-17-2004 02:33 PM
Imperial Assault-- Needs Coders! NEONecd888 Generals & Zero Hour Editing 14 01-06-2004 08:52 AM


All times are GMT -4. The time now is 04:15 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.