View Full Version : Creating a War Factory with different door anims for different units
Henford
09-13-2011, 02:28 PM
Is this possible in C&C3? The behavior I am trying to replicate is identical for Redeemer/MARV factories in KW, where the door opening animation is different when the factory creates the epic unit as opposed to regular units.
Stygs
09-13-2011, 04:22 PM
I doubt it.
KW uses a lot of new codes to get this to work, none of it is addvaible in TW.
Chronosheep
09-13-2011, 09:42 PM
It should definitely be possible to hack using LUA scripts, but I'm a bit too tried to write any code right now.
(The built unit triggering an event in anything within a small radius (read: the WF), which e.g. through an upgrade triggers a suitable ModelConditionState).
I can drop in again later if you don't figure out how to code it.
Golan2781
09-13-2011, 09:50 PM
Having the produced unit trigger an event will not create an effect as in KW as it requires the WF to open its regular door first as the unit is spawned only after the door has opened.
Chronosheep
09-13-2011, 09:56 PM
Ah, yes... forgot about that.
Note to self: If too tired to write code yourself: Don't make coding suggestions.
... might still work if you manage to imobilize the unit while the animation is playing, though... but without testing it, I can give no guarantee that the unit will move to the correct waypoint afterwards...
Henford
09-14-2011, 01:55 AM
It should definitely be possible to hack using LUA scripts, but I'm a bit too tried to write any code right now.
(The built unit triggering an event in anything within a small radius (read: the WF), which e.g. through an upgrade triggers a suitable ModelConditionState).
I can drop in again later if you don't figure out how to code it.
My inclination was that it would be something involving the LUA scripts, and having two door objects; hiding one based on what unit is produced.
Golan2781
09-14-2011, 08:05 AM
If you don't mind the door opening just as the unit is emerging, Chronosheep's approach should work. Do you just need separate door animations for the same exit direction or are they drastically different?
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