PDA

View Full Version : How to animate a death ...



Jen4
08-24-2011, 05:08 PM
i was browsing the various unit codes , and i cannot find any lines who refers to the death animation and the wreck model too excpet :

<SlowDeath
id="ModuleTag_Death"
SinkDelay="3s"
SinkRate="1.0"
DestructionDelay="8s">
<OCL
Type="INITIAL">
<OCL>OCL_GDIMammothTankDebris</OCL>
</OCL>
<DieMuxData
DeathTypes="ALL"
DeathTypesForbidden="TOPPLED" />
<Sound
Type="INITIAL"
List="GDI_Generic_VoiceDieMS" />
</SlowDeath>

what is OCL , and why in the code there's no reference about the GPMamm.w3x (that's obviously the crashed model)?

p.s.
im still having problems with muzzleflashes (custom) and tracers ... any help wold be really appreciated

Stygs
08-24-2011, 08:09 PM
No, the destroyed mammoth is GUMamm_R.w3x.

The SlowDeath triggers the DYING modelconditionstates that uses GUMamm_R.w3x (basicly a burned out tank chassis).
It also creates OCL_GDIMammothTankDebris that basicly consists of seperate turret parts that get spawned around the unit.
Note: Its no really a animation - the game just replaces the normal tank model with the destroyed one and then the game flings the debris randomly around.

_SKN is for the basic unit model
_SKL is for the skelleton
_D is for the damaged model
_R is for the destroyed model


GPMamm.w3x (GDI Prop MAMMoth) is just a prop that can placed on maps - unlike GUMamm_R, it contains the entire destroyed mammoth tank, but has no anims/debris.

Jen4
08-24-2011, 08:28 PM
No, the destroyed mammoth is GUMamm_R.w3x.

The SlowDeath triggers the DYING modelconditionstates that uses GUMamm_R.w3x (basicly a burned out tank chassis).
It also creates OCL_GDIMammothTankDebris that basicly consists of seperate turret parts that get spawned around the unit.
Note: Its no really a animation - the game just replaces the normal tank model with the destroyed one and then the game flings the debris randomly around.

_SKN is for the basic unit model
_SKL is for the skelleton
_D is for the damaged model
_R is for the destroyed model


GPMamm.w3x (GDI Prop MAMMoth) is just a prop that can placed on maps - unlike GUMamm_R, it contains the entire destroyed mammoth tank, but has no anims/debris.

-so the various R1 , R2 , R3 ... and co. they'll be randomly choosen by the game? or defined somewhere ?

-so GPmamm , supposed to be : Gdi , Prop model , Mammoth tank ----> used in world builder right?

-what shader use the exported *_FP.w2x model? (ive navigate some C&C shaders and i cant find anything)

-I've read a lot about asking of the "OCL" , what exacly is and what is used for

Stygs
08-25-2011, 06:27 AM
OCLs can be found in ObjectCreationLists.xml
Usually, a OCL consits of a list ob objetcs that spawn when the OCL is createt, like debris oder units from various specialpowers.

The debris is defined in the Neutral\Debris folder.

Jen4
08-25-2011, 02:45 PM
OCLs can be found in ObjectCreationLists.xml
Usually, a OCL consits of a list ob objetcs that spawn when the OCL is createt, like debris oder units from various specialpowers.

The debris is defined in the Neutral\Debris folder.



<CreateObject
Options="IGNORE_ALL_OBJECTS" -ignor all objects means that he can have the same coords of another obj's
Disposition="RANDOM_FORCE RELATIVE_ANGLE" -this is prety hard , i think , randomo force -> no accelleration ? ; relative angle---> angle of the pitch?
MinForceMagnitude="2.0" minimum force of ejection?
MaxForceMagnitude="7.0" maximum
DispositionIntensity="5.0" -----???????-------
MinLifetime="1.0s" duration of the flyn prop
MaxLifetime="3.s"
MinForcePitch="90d" force of ejection of the pitch
MaxForcePitch="75d">
<Offset angle of ejection
x="26.13"
y="4.87"
z="15.99"></Offset>
<CreateObject>MammothDebris_01</CreateObject> -- name of the object
</CreateObject>

tell me if i got it ...

but i got a nice strange problem , if i select my unit and i click on an enemy unit/structure , he engages with his mg turret (range) instead of the main cannon , than i've to move a bit forward to let the unit start firing with the main cannon , ive tried raising their attack range , but nothing ...
what dou you think it cold be