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

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Old 08-04-2005, 02:27 AM   #11 (permalink)
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well, if i did AVHarr.AVHarr wouldnt that just be the same?
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Old 08-04-2005, 07:10 AM   #12 (permalink)
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no it's not the same.
Your model which you enter here: "Animation = Model.Model" must have the animation. For infantry or some other things you can use a skeleton but don't ask me how this works... never did this before.
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Old 08-04-2005, 01:06 PM   #13 (permalink)
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They work because they are exported to use each other.
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Old 08-04-2005, 06:18 PM   #14 (permalink)
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so wait a sec...you saying that...i should have is at AVHarr.AVHarr because the animation is on the AVHarr and it will follow through that animation from the beginning AVHarr [idle] to the ending AVHarr [in the air]?
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Old 08-04-2005, 07:15 PM   #15 (permalink)
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No, it will play it all the time, there is no conditionstate for landed and airborn, so you can't make it only play it then, it would play it always if you had it on the DefaultConditionState.
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Old 08-04-2005, 07:20 PM   #16 (permalink)
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ohhhhh...well thats why i put it on jet afterburner tho...so it will always go through this animation when i want it to takeoff?
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Old 08-05-2005, 01:09 AM   #17 (permalink)
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Yes, but still if it's applied to the Default tag it plays always, which will also give it the look of hovering.
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Old 08-05-2005, 01:51 AM   #18 (permalink)
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ohh..i think i gotcha now...so what i should do is...save and export the same AVHarr model but give it an animation and that animation will follow thru every time it takes off?
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