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Warhead with two animations displaying at the same time
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Frank123
Medic


Joined: 19 Sep 2016
Location: Somewhere in Asia

PostPosted: Thu Sep 22, 2016 6:21 pm    Post subject:  Warhead with two animations displaying at the same time
Subject description: Can I make it?
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Is there any way to make a warhead that has two animations displaying at the same time? I've tried to make it with Ivan bomb logic but the second animation only shows on the targeted unit.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Sep 22, 2016 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Few ways. One that requires Ares, for an example (with the limitation that it does not work where PreImpactAnim is not used such as some types of Superweapons):

Code:
[Warhead]
PreImpactAnim=DUMMYANIM
AnimList=ANIM2

[DUMMYANIM]
Image=FAKE ; A dummy SHP of your choice preferrably with only one frame.
Next=ANIM1

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Sep 22, 2016 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

The harder way is with SpawnsParticle= + NumParticles=. It can spawn more than two explosions, but you have to time the duration of the particle right.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Sep 22, 2016 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can also use Splits/Airburst to make a weapon detonate multiple warheads & thus multiple anims.

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Frank123
Medic


Joined: 19 Sep 2016
Location: Somewhere in Asia

PostPosted: Fri Sep 23, 2016 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you very much!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 23, 2016 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Or use a special art.ini anim which also works without Ares
art.ini
Code:
[DUALANIMINIT]
Image=DummySHP ;an SHP with 10 empty frames of a 1x1 pixel canvas size
Start=0
End=2 ;give TrailerAnim enough time to spawn 1 anim (Needs DummySHP with enough frames, so it doesn't ends already on frame 1)
Next=OneAnim ;add here one of the 2 anims that should play at the same time
TrailerAnim=TheOtherAnim ;here the other anim
TrailerSeperation=1


rules.ini
Code:
[Animations]
xxx=DUALANIMINIT

[TheWarhead]
Anim=DUALANIMINIT

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