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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
08-20-2003, 06:37 PM
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#11 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Re: Animations List Clean up
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Originally Posted by VashtheStampede
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Originally Posted by ziggy78
I want to get rid of some of the obsolete entries in the animations list, i need to know if the ones that say OLD_## i can get rid of?? are there any others that arent obvious that i can also get rid of.
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Well, as far as I have seen, you can do that. Unless you intend to make your mod SP compatible, I wouldn't worry. I did it and my mod is fine.
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Sure, as long as you stay away from any map that includes a 'play animation' trigger, no problem will be noticed.
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08-20-2003, 06:47 PM
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#12 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 241
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Organize
I have actually thought about it, Im not going to delete things just clean up the list it self. Like put all the Allied stuff together and so on.
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08-20-2003, 08:17 PM
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#13 (permalink)
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Senior Member
Join Date: Jul 2003
Posts: 328
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Re: Animations List Clean up
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Originally Posted by CannisRabidus
Sure, as long as you stay away from any map that includes a 'play animation' trigger, no problem will be noticed.
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My mod is meant for multiplayer only. It's not SP compatible.
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08-20-2003, 09:55 PM
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#14 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Who's talking about single-player? Anim triggers can be used on any map, including multiplayer. But hey, stay away from the really good maps like RVMECH and Wildefire maps, and you'll be fine.
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08-21-2003, 01:47 PM
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#15 (permalink)
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Senior Member
Join Date: Jul 2003
Posts: 328
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Oh yeah, forgot about multiplayer using triggers too. :/
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08-21-2003, 04:49 PM
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#16 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Quote:
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Originally Posted by CannisRabidus
Who's talking about single-player? Anim triggers can be used on any map, including multiplayer. But hey, stay away from the really good maps like RVMECH and Wildefire maps, and you'll be fine.
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hehehe...I love that subtile irony you're using... :lol:
"stay away from the good maps, and you'll be fine" 
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08-21-2003, 05:53 PM
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#17 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 343
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Quote:
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Originally Posted by ziggy78
I have actually thought about it, Im not going to delete things just clean up the list it self. Like put all the Allied stuff together and so on.
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That has exactly the same effect as deleting things, the triggers that use this list rely heavily on the exact relative ordering of that list. Why on earth do you want to make the list more tidy anyway? Once something is added to that list you can forget about it because you only need to change the images associated with it and the art.ini coding.
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08-21-2003, 07:02 PM
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#18 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Exactly.
The only possible "clean up" that would be OK to do, would be to replace any of the list placeholders (like OLD_57 or whatever is there) with any new animations you may be adding. That would keep the numbering of the animations list array intact, and no map trigger is ever going to call one of those placeholders anyway, since they are, well, just placeholders.
But that would scatter your own new animations throughout the list. Which would be the opposite of 'cleaning up' from the point of view of a modder who wants to keep track of his new stuff he added. It just makes so much more sense to simply add your new stuff to the end of the list, and leave the rest of the list completely alone.
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