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2 WICHTIGE Fragen
Also, wr haben 2 Probleme :
1. Der YR Finalalert Editor zeigt die neuen TR einheiten etc. net an. Wie soll ich da missionen machen, wenn ich nicht shee, was ich tue ? Also wie löst man das prob ? 2. Der Visceroid in YR muss aus bestimmten gründen eine Infanterie sein. Also brauch er nen Art.ini eintrag. Aber seht selbst : [VISC_LRG] ; Boris Sequence=ViscSequence Crawls=no Remapable=no FireUp=3 Image=Vislr [VISC_SML] ; Boris Sequence=ViscSequence Crawls=no Remapable=no FireUp=3 Image=Vissml [ViscSequence] Ready=0,90,1 ; waiting doing nothing Guard=0,90,1 ; guarding - usually same as above Walk=0,90,1 ; while walking FireUp=0,90,1 ;firing while standing up Idle1=0,90,1,W ;facing one direction Idle2=0,90,1,E ;facing another direction Paradrop=0,90,1 ;when paradropped (holding parachute straps) Down=0,90,1 ;going from standing to prone Crawl=0,90,1 ; crawling and moving Up=0,90,1 ; going from prone to standing FireProne=0,90,1 ; firing while prone Cheer=0,90,1,E ;cheering anim (when user presses "c") Panic=0,90,1 (panic (usu. prone sequence if not a civilian) Fly=0,90,1 ;flying (moving in air) Hover=0,90,1 ;idle in the air FireFly=0,90,1 ;firing while flying Tumble=0,90,1 ;falling after dieing (e.g rocketeer crashing) Tread=0,90,1 ; treading water Swim=0,90,1 ; swimming WetAttack=0,90,1 ;attacking while in water WetIdle1=0,90,1,S ;idle anim in water WetIdle2=0,90,1,E ;idle anim in water WetDie1=0,90,1 ;dying anim in water WetDie2=0,90,1 ;dying anim in water Deploy=0,90,1 ; deploying (eg GI deploying) Deployed=0,90,1 ;deployed still frame DeployedFire=0,90,1 ; firing while deployed DeployedIdle=0,90,1 ;idle deployed Undeploy=0,90,1 ; undeploying Hier auch mal der Rules.ini eintrag : [VISC_LRG] UIName=0Name:Visceroid Name=Adult Visceroid Insignificant=no Image=VISLRG Nominal=yes AltImage=VISLGATK Strength=1000 Category=Civilian Armor=heavy TechLevel=-1 Sight=3 Speed=8 TiberiumHeal=yes Owner=Civilian AllowedToStartInMultiplayer=no Cost=1 Points=50 ROT=16 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal LargeVisceroid=yes ThreatPosed=20 Primary=SlimeAttack Secondary=MutatorSlime GuardRange=10 ImmuneToVeins=yes Crushable=false [VISC_SML] UIName=0Name:Visceroid Name=Baby Visceroid Nominal=yes Insignificant=no Image=VISSML Strength=400 Category=Civilian Armor=light TechLevel=-1 Sight=1 Speed=8 Owner=Civilian AllowedToStartInMultiplayer=no Cost=1 Points=50 ROT=16 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 TiberiumHeal=yes Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal SmallVisceroid=yes Primary=SlimeAttackSml ThreatPosed=0 GuardRange=5 ImmuneToVeins=yes Crushable=false So, und nun das Problem : Sobald man mit ner einheit in die nähe der viscs kommt, bleiben die stehen, rühren sich nicht mehr, und hängen in ihrer anim fest, also die bildanim bleibt sehen. Bei welchen, die aus Infanteristen mutiert sind, hängt das bild von anfang an. Mosch, du kannst doch bestimmt helfen. ![]() |