Quote:is there ny specific way to find the anI. like the fireing animations of the scud L launcher
look at the INIs. in the art section of units that are animated, you should stuff like this;
Code:
Model = UVCargoPln
Animation = UVCargoPln.UVCargoPln
AnimationMode = LOOP
that was taken from the GLA's Cargo Plane's INIs.
In this case, the model holds the unit's animations. You can tell because the Model entry and Animation entrys are all UVCargoPln.
This was taken from Colonel Burton's Default and Moving conditionstates;
Code: Model = AIHERO_SKN
Animation = AIHERO_SKL.AIHERO_RNA 26
Here you can tell the model and animations are different files, because the names of the model, skeleton and animations are all different.
Quote:like the fireing animations of the scud L launcher
i went and looked at the scud launcher and didn't find any animation code, the code simply tells it's gun to fire strait up. im not exactly sure why it dosn't fire before the weapon is raised.
The nuke cannon is a good example of a weapon that deploys using animations, and has the animations combined with the model.
Note that the nuke cannon only has one animation, the one that you see when it is deploying. The one you see when it's packing up is the same one, just reversed.
The nuke cannon also has two turrets, one has all the animations and the other is the one it actually uses to fire.
Edit; and about the Mammoth tank; from the looks of all the things left in the code and files, Generals and ZH could have been a rather different game.
you might be interested in this site;
http://tcrf.net/Command_and_Conquer:_GeneralsEdited by user Thursday, January 9, 2014 4:47:04 PM(UTC)
| Reason: Not specified