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How do you get ActiveAnims to be anim pal? Possible?
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Feb 06, 2020 5:47 pm    Post subject:  How do you get ActiveAnims to be anim pal? Possible? Reply with quote  Mark this post and the followings unread

Before I remake my anim, just wanted to be sure I'm not missing something.

I want a red light blinking at the top of radio tower (building) and it's using the wrong palette. I have tried with NewTheater off, as well as adding AnimPalette=yes, but it still shows wrong.

Do I just have to remake it?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Feb 06, 2020 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, the building animations have to use the same palette as the building itself.

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PussyPus
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Joined: 14 Jul 2015
Location: Egypt

PostPosted: Fri Feb 07, 2020 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was going to ask the complete opposite of this question today, is it possible to use an animation that's using 'anim.pal' as an 'ActiveAnim(s)#='?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 07, 2020 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

set
ShouldUseCellDrawer=false
on the animation. then it's using anim.pal

See the fireball anim on the tiberian sun refinery or the uncommented code still left in ra2's art.ini

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Feb 07, 2020 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
set
ShouldUseCellDrawer=false
on the animation. then it's using anim.pal

See the fireball anim on the tiberian sun refinery or the uncommented code still left in ra2's art.ini

Well too late for me, but I never saw an explanation/example for that, so thanks. I'll try it one day...

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Fri Feb 07, 2020 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can do AttachEffect #Tongue

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Feb 08, 2020 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't burst his bubble of "YR+Ares added nothing worthwhile upon RA2" there. He mods vRA2, not YR.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Feb 08, 2020 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Even you have to admit knowing the non-Ares way to accomplish this has more value either way.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Feb 09, 2020 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Even you have to admit knowing the non-Ares way to accomplish this has more value either way.

How so?

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sun Feb 09, 2020 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
G-E wrote:
Even you have to admit knowing the non-Ares way to accomplish this has more value either way.

How so?
Building anim usually relates to some functionality of the building while AE is mostly independent. Note that ShouldUseCellDrawer=false doesn't remap either, there is no advantage here.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Feb 09, 2020 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there AttachEffectDamage, just like ActiveAnimDamage?
Smoke or fire (e.g. from chimneys) using anim.pal with normal and damage version seems useful enough to me.

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