QUOTE (Bittah Commander @ Feb 5 2007, 02:32 PM)

About the bib having a damage frame... I think I got confused with _1 and _2 thingies then.
you know that for the building phase, the normal shp MECHFACT.shp doesn't gets used anymore. instead the game uses
UnderDoorAnim=MECHFACT_1
DeployingAnim=MECHFACT_2
_1 is for the background, that gets masked by the leaving unit
_2 is for the foreground, that masks the unit
To make _1 always behind the unit it seems to be hardcoded that this is set to absolute ground level. There is nothing that can be hidden by this except normal ground. So an anim, whatever zadjust-value it has, is shown over this one. Thus making an anim with a high zadjust value visible while the unit leaves, and not while it does nothing, because then the normal building masks it again.
i've tested a bit around.
now the small side exit anim (the spotlight) and the glowing yellow ring are separated from the press anim. (mechfact_b)
the press anim is now an own anim: mechfact_p.shp.
the zip with mechfact_b and _p:
LKOmechfactanim.zip ( 4.55K )
Number of downloads: 858mechfact_b is looped and plays always.
mechfact_p is a production anim.
for that i took the following code to make it work as good as possible
art.ini
CODE
[MECHFACT]
Remapable=yes
Cameo=MECHFACTICONG
Foundation=4x3
Height=3
AnimActive=0,0,0
Buildup=MECHFACTMK2
DemandLoadBuildup=true
FreeBuildup=true
DeployingAnim=MECHFACT_2
DoorAnim=MECHFACT_D
DoorStages=17
DamagedDoor=yes
UnderDoorAnim=MECHFACT_1
;NewTheater=yes
BibShape=MECHFACT_BB
NormalZAdjust=8
ActiveAnim=MECHFACT_A
ActiveAnimZAdjust=-119
ActiveAnimTwo=MECHFACT_B
ActiveAnimTwoZAdjust=-25
ProductionAnim=MECHFACT_P
ProductionAnimZAdjust=-125
ActiveAnimThree=NAREFN_B;just a test
ActiveAnimThreeZAdjust=-250
ActiveAnimThreeX=5
ActiveAnimThreeY=-30
ActiveAnimThreeYSort=-50
[MECHFACT_A]
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1
[MECHFACT_B]
Normalized=yes
LoopStart=0
LoopEnd=19
LoopCount=-1
Rate=300
Surface=yes
DetailLevel=1
[MECHFACT_P]
Image=MECHFACT_P
Normalized=yes
Start=20
End=24
LoopStart=20
LoopEnd=24
LoopCount=1
Rate=150
Surface=yes
DetailLevel=1
Next=MECHFACT_P2
[MECHFACT_P2]
Image=MECHFACT_P
Normalized=yes
Start=0
LoopStart=0
LoopEnd=19
LoopCount=10
Rate=300
Surface=yes
DetailLevel=1
mechfact_p.shp has now 5 empty frames, where's nothing to see.
Those are played for the time a unit needs to come out [MECHFACT_P]
then it starts [MECHFACT_P2] that plays the press anim 10 times and then stops, so it doesn't plays as soon as a new unit is leaving.
But don't forget to add MECHFACT_P and MECHFACT_P2 to the animationlist in rules.ini
btw ActiveAnimThree=NAREFN_B is just a test, taking the smokestack fire from the refinery for the big smokestack on top of the mech factory (not well adjusted at the moment)
QUOTE (El D34dlyto @ Feb 5 2007, 02:59 PM)

Will you add this to your signature LKO?

was already done
And thanks to all for your good comments and constructive criticism.
\EDIT
sorry, but i have to mention that i've found another error.
due to the fact that the building is very high and mechfact_1 (the part that gets masked by the leaving unit) is always on ground level, ALL units and buildings standing behind the factory are shown through this part. Damn, sometimes i hate TS. And i'm quite sure that this isn't avoidable. Except you can have a 4x4 foundation sized factory to avoid units/buildings standing direct behind this.
This post has been edited by Lin Kuei Ominae: Apr 26 2007, 11:10 PM