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 Minor Request Thread [Q&A] 
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Joined: Thu Mar 18, 2010 7:54 pm
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Post Re: Minor Request Thread [Q&A]
Duh102 wrote:
Darkstorm mod? Fallout mod?

i searched and could not find is there a link
thanks


Fri Apr 30, 2010 9:20 pm
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happy carebear mom
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Post Re: Minor Request Thread [Q&A]
Vault-Tec (Fallout mod)
Darkstorm


Fri Apr 30, 2010 9:24 pm
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Post Re: Minor Request Thread [Q&A]
This sniper sprite whenever used shows the outside wight and the rest is not there is it out of palette or what?


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SniperA000.bmp [2.18 KiB]
Not downloaded yet


Last edited by paco on Fri Apr 30, 2010 9:54 pm, edited 1 time in total.

Fri Apr 30, 2010 9:42 pm
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happy carebear mom
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Post Re: Minor Request Thread [Q&A]
Yes, it was out of palette.
Attachment:
SniperA000.bmp [2.18 KiB]
Not downloaded yet

Here it is in palette.


Fri Apr 30, 2010 9:46 pm
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Post Re: Minor Request Thread [Q&A]
In this ini the smoking shells only come out if you are looking to the right what is wrong?


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MachineShotgun.ini [6.36 KiB]
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Fri Apr 30, 2010 9:59 pm
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Post Re: Minor Request Thread [Q&A]
This is a completely separate question: Here I have illustrated the emission dial for AEmitters measured in radians. Based off of observations about emissions I have a series of questions.
Attachment:
File comment: Figure 1.0: If the spread of an emission is .9 then the emission will emit in a right angle.
Figure 1.1: If the spread is about 1.8 then the emission emits completely to the left or right.
Figure 1.2: If the spread is 0 then the emission is straight upward.
Figure 1.3: Is there a way to make the emission figure in two horizontal directions?

Emission Dial.png [13.57 KiB]
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Correct me if any of my deductions are false.


Wed May 05, 2010 2:05 am
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Post Re: Minor Request Thread [Q&A]
I think the angle is to both sides, so inputting a value of pi/4 would get you about pi/2 spread, centered on the 0 line. I could be wrong though.
To make it go in both directions, you'd have to have two emitters, one emitted by the other and with emission angle 180.
Emission angle of 0 should be to the right...

I have never made a very extensive research of AEmitters though, so all of the above is the extent of my knowledge. You could be right in all cases.


Wed May 05, 2010 4:24 am
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Post Re: Minor Request Thread [Q&A]
Dernit! Further experimentation will have to be conducted!


Thu May 06, 2010 6:37 am
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Post Re: Minor Request Thread [Q&A]
Alright so I figured out the sprite animation modes, but does anyone know how it would go faster or slower at a single speed? For example, the Coalition Mini-gun has a charge-up, I want my sprite to have a charge up but never change speed. So basically it plays all the frames in order at the same speed.

Right now, at the basic speed, it is way too slow. Any idea on a line that will boost the speed? Example: AnimSpeed = 1.0


Sat May 08, 2010 11:28 pm
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Post Re: Minor Request Thread [Q&A]
Try SpriteAnimDuration = 1000

The 1000 is a time in MS, replace as needed.

I'm not 100% sure it will work on spinup for guns, though. But it's worth a shot.


Sun May 09, 2010 3:50 pm
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Post Re: Minor Request Thread [Q&A]
If you mess with that, the maximum frame rate will be changed, but the spin-up will still gradually go from still to fully spinning when charging up, and vise versa when charging down.

Not sure if that's what you're going for, stranger, but that's how it is, as far as I know.


Fri May 14, 2010 5:39 am
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Post Re: Minor Request Thread [Q&A]
Can you have animated actors? Like, a torso that changes frames at a preset speed? Even a sprite superimposed on top that rotates correctly would be good too.


Fri May 14, 2010 6:08 am
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Post Re: Minor Request Thread [Q&A]
Yes, you can.

Uhh, look in the base.rte brains.ini file, it has an animation, looping I do believe. The two lines, SpriteAnimMode and SpriteAnimDuration, or something like that, are what you're looking for. SpriteAnimMode should be left as is for looping, and the duration one is the time, in milliseconds, it take to cycle through the frames once.


Mon May 17, 2010 10:35 pm
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Post Re: Minor Request Thread [Q&A]
Code:
SpriteAnimMode
0 = NOANIM
1 = ALWAYSLOOP
2 = ALWAYSRANDOM
3 = ALWAYSPINGPONG
4 = LOOPWHENMOVING
5 = LOOPWHENOPENCLOSE
6 = PINGPONGOPENCLOSE

Under Frame Count File:

   SpriteAnimMode = 1 //Mode of Animation
   SpriteAnimDuration = 2000 //As Azukki mentioned, how long it takes in milliseconds to scroll through all the sprites.


Mon May 17, 2010 11:18 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [1.6]
Okay, this is off topic, but I searched for so long to find this. Where is the so called "infectious cyborg zombies"? I looked for so long, but I couldn't find this. I decided not to create a whole new topic for this idea.

You could have made a new topic if you like, it's not too big of a deal. This is the better place though. -Duh


Mon May 24, 2010 2:04 am
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