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Error Free Destroy Animations
Moderators: Global Moderators, Red Alert 2 Moderators
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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Sat Jul 01, 2006 6:22 pm    Post subject:  Error Free Destroy Animations Reply with quote  Mark this post and the followings unread

It's very simple actually.

[GACNST]
DeathWeapon=AlliedYardExp
Explodes=yes

[AlliedYardExp]
Damage=1
Range=1
Speed=100
Warhead=AlliedYardWH
Report=ExplosionBarrel; <- not needed but sounds appropriate

Then make warhead with verses set to 0% and AnimList set to the desired animation.
You can add the screen shake for a nice touch but it's not necessary.

Credits: Allied General; assisted with confirmation


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI 

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sat Jul 01, 2006 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sweet. Good job to the both of you.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Wed Jul 19, 2006 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep works great!
but isnt it Report=BarrelExplosion?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Jul 19, 2006 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

[ExplosionBarrel] is a sound entry.
[BarrelExplosion] is a weapon.

Report= wants a sound entry.

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Wed Jul 19, 2006 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

there is error, why does it spawn down ward when the building exploses?

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Wed Jul 19, 2006 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Beowulf (ok, to AG):
really nice find!
I'll try that soon x)

@Gaffel:
you might have to go into further detail what your problem is... cause I can't figure it from your post Confused

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Wed Jul 19, 2006 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

http://img527.imageshack.us/my.php?image=fgt5.png

Look at that image, the black thing is the building and the blue is the destroy animition that spawns after the buildings explod, the problem is that the blue should be as the same place as the black square

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Wed Jul 19, 2006 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have to edit the animations to correct that.

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Wed Jul 19, 2006 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Beowulf wrote:
You have to edit the animations to correct that.


do u have the edit files? or someone else?

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Wed Jul 19, 2006 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, you have to edit the animations themselves.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Thu Jul 20, 2006 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe the remap will be red, tho, as.. technically.. the building no longer exists..

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Thu Jul 20, 2006 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

It will have that funky orange color. Best solution is to grayscale the remap colors. Looks better that way.

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Fri Jul 21, 2006 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

you don't have to edit the anim (shp),
you can use YDrawOffset=(negative value) to move it up
you'll have to figure a correct value for that.

remap doesn't work?
not even with AltPalette?
if not, no owner information is passed, a thing I might fix Wink

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Fri Jul 21, 2006 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dunno, actually, it's just something I read at Sleipnir's Stuff..

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Jul 22, 2006 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

PaD wrote:
you don't have to edit the anim (shp),
you can use YDrawOffset=(negative value) to move it up
you'll have to figure a correct value for that.

remap doesn't work?
not even with AltPalette?
if not, no owner information is passed, a thing I might fix Wink


good luck on that, only example where i can think of a remap anim working is the gendeath one but even then it needed a "weapon" for it to work correctly.

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