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Just had an idea
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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Thu May 15, 2003 3:15 pm    Post subject:  Just had an idea Reply with quote  Mark this post and the followings unread

I'm in class, so I can't really test this at the moment, but would it be possible...?

My first question, do structures have specific active animations for damaged states? If not, could they be implemented?

The reason I ask, is, couldn't you put in a sound to the active animation (like the sound that goes with the explosion anims) for the last damaged state of the Construction Yard, that would either be an alarm or a "Our Construction Yard is almost destroyed" sound?

I think it'd be a pretty cool idea.

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Thu May 15, 2003 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think they do, rather than gacnst_a they use gacnst_ad for example

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Thu May 15, 2003 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just talked to thedvd and he said that you couldn't give sounds to active animations or buildups. Why is this?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu May 15, 2003 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes you need to declare a new active animation for every damage stage... the fact that every building only has one damaged animation, indicates there is only one damage stage for a building... no third damage stage imagery here...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu May 15, 2003 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

but you can put sounds in animations, so you could put a sort of looping sound "Our construction Yard is under attack!" if the animation loops....

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri May 16, 2003 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Firstly you can put sounds onto activeanims and damageactive anims

secondly u can have a max of 3 active anims and 3 damage active anims (without using other types of active anims which I wont go into) damage for Yellow 50% health only not Red

thirdly Looping anims do NOT loop the attached sound (which is annoying but there is a work around which i wont go into as its OT)

fourthly FinalMoon are you psycic or something, u seem to keep mentioning things that i have put int TS Retro. In TSR when your construction yard gets too 50% health you hear a loud alarm klaxon (alot different to the Spotlight towers Klaxon)
Its very effective

Oh and if u put an eva saying Our construction yard is under attack or something similar it would be silly (good idea just wouldnt work) because

You wouldnt hear it like an EVA voice so the further away from the incident the quieter the EVA voice would be till eventually u cant hear it (eventually means around 3 screen lengths away

Secondly the enemy players would be able to hear it

Nice idea FinalMoon, ive already used it #Tongue
I can thank SeaMan for the sound

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri May 16, 2003 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Well at least I didn't steal it from you (or did I?)...

1. "secondly u can have a max of 3 active anims and 3 damage active anims (without using other types of active anims which I wont go into) damage for Yellow 50% health only not Red "

2. "thirdly Looping anims do NOT loop the attached sound (which is annoying but there is a work around which i wont go into as its OT)"

Please, indulge us.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri May 16, 2003 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Simply adding report= to a building overlay (active animation) won't work, i think i tried that...

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