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 Units Animations (Scripts)

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DeeKay
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PostSubject: Units Animations (Scripts)   Thu Feb 02, 2012 11:04 am

Hey guys.

I'm making a new cannoer, but I don't know how to make the animation, I put the correct name of the pieces from the 3do, to the scriptor, so I put it in the game, but it doesn't have animations... The original animation doesn't works too... Only when the cannoneer attacks, then only the cannon move, the cannoneer continues without animation. :/

Images of my cannoer :
http://imageshack.us/photo/my-images/846/imagemlolh.png/ - In 3do builder
http://imageshack.us/photo/my-images/252/pgtak2012020211593390.png/ - In game
http://imageshack.us/f/210/pgtak2012013013252234.png/ - In game

Thanks!

--Edit--
Idk if I'm gonna finish this cannoneer one day... If someone was waiting for this cannoneer, say for me, and I will finish it. ^^'


Last edited by DK-Manolo on Sun Feb 17, 2013 11:11 pm; edited 1 time in total
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Vaerun

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PostSubject: Re: Units Animations (Scripts)   Fri Feb 03, 2012 7:09 pm

Hello Henrique,

The animation problem stems from a bug in the scriptor program. To fix this, go to this part of the script:
MoveWatcher()
{
set-signal-mask SIG_MOVE;
while( TRUE )
{
moving = get CURRENT_SPEED > 5 OR direction;
sleep 100;
}
return;
}

See where it says get CURRENT_SPEED > 5, have to put parenthesis around the get CURRENT_SPEED to isolate the variable.
Ex:

moving = (get CURRENT_SPEED) > 5 OR direction;

Save and recompile the *.bos to *.cob and the animation should be there.
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PostSubject: Re: Units Animations (Scripts)   Sat Feb 04, 2012 3:44 pm

Yay! It Works! Thanks...

Now the man has animation. =)
BUT the wheels not... :'(

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Last edited by DK-Manolo on Sun Feb 17, 2013 11:12 pm; edited 1 time in total
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Vaerun

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PostSubject: Re: Units Animations (Scripts)   Sat Feb 04, 2012 4:17 pm

Hello Henrique,

Ok, the wheels do not have anims, but the man does. It seems the wheels are under a script set name Superwheelspinner or something, and it has a variable "get this variable".
Scriptor does not recognize that variable unfortunately. However, instead of using scriptor, use sciripteditor from the TAK french site and decompile and recompile with that program and it should fix the anims.
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PostSubject: Re: Units Animations (Scripts)   Sat Feb 04, 2012 4:34 pm

Hmm... Thanks again but I can't compile, ScriptEditor gets an error: "line 1573 unknow identifier weapon_launch_now". =/

Btw... Wheels don't have anims?? =P

The wheels spin...


Last edited by DK-Manolo on Sun Feb 17, 2013 11:14 pm; edited 1 time in total
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PostSubject: Re: Units Animations (Scripts)   Mon Feb 06, 2012 9:03 am

\o/

I fixed the wheels, the error was here (SuperDynamicWheelSpinner):

Func_Var_5 = get 29 * 100 / 62 * Func_Var_4;
Func_Var_6 = get 29 * 100 / 70 * Func_Var_4;
Func_Var_7 = get 29 * 100 / 62 * Func_Var_3;
Func_Var_8 = get 29 * 100 / 70 * Func_Var_3;

and I just put the parethesis around "get 29":

Func_Var_5 = (get 29) * 100 / 62 * Func_Var_4;
Func_Var_6 = (get 29) * 100 / 70 * Func_Var_4;
Func_Var_7 = (get 29) * 100 / 62 * Func_Var_3;
Func_Var_8 = (get 29) * 100 / 70 * Func_Var_3;

but I can't make my new person move... Razz

I put in "walk ()" function, commands like: move crnh to x-axis [5] now;
And nothing happens. Sad

Help pls!


Last edited by DK-Manolo on Sun Feb 17, 2013 11:16 pm; edited 1 time in total
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PostSubject: Re: Units Animations (Scripts)   Mon Feb 06, 2012 7:58 pm

HAHAHAHAHA

I find the error, it was in the pieces. Wink

THANKS THANKS THANKS THANKS!!! Razz

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Last edited by DK-Manolo on Sun Feb 17, 2013 11:17 pm; edited 1 time in total (Reason for editing : Sorry, double posting =D)
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PostSubject: Re: Units Animations (Scripts)   Mon Feb 13, 2012 10:20 pm

Haha it looks pretty cool.

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PostSubject: Re: Units Animations (Scripts)   Sun Feb 19, 2012 1:35 pm

Yeah... Thanks! Very Happy

But it's boring to do alone lol...

--Edit--
Maybe that's why I stopped doing it =D

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