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firestorms and ares
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Thu Mar 18, 2021 8:36 pm    Post subject:  firestorms and ares
Subject description: animation issues
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ive been tinkering with a building for a firestorm generator, but have run into an issue; the special anim for when it is charged dont play.  
ive checked the TS firestorm, but their art was rudimentary compared to ra2 superweapons, and upon checking the ra2 super weapon anims, ive
found that they work like this:  
Code:
SuperAnim=
the anim to play when the superweap is not ready
Code:
SuperAnimTwo=
the anim to play transitioning between non ready and ready
Code:
SuperAnimThree=
the anim to play when ready  
Code:
SuperAnimFour=
the anim to play when transitioning between ready and non ready  

now, SuperAnim= actually works, but it never transitions to two, three, or four, which makes SuperAnim= basically just another active anim.  
am i missing something, or could it be that all ares super weapons are half-assed in the sense that they cant properly render super weapon anims?

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Fri Mar 19, 2021 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC if a building provides multiple SWs with Ares feature, its SW active animations will only be played for the first one in its SW list. Other than that, there should be no difference between Ares and vanilla SW animation.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Fri Mar 19, 2021 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

ivs since found out what the problem was. it was a rules.ini tag having to do with charge time and not an art.ini issue at all

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