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GeneralCamo

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Everything posted by GeneralCamo

  1. Those were my first matches of TSR in a long time. They were actually quite fun. I actually noticed a bug with the Tiberium Silos in this video (it spawns an undestroyed silo instead of a destroyed silo). I'll see about fixing that in the next patch.
  2. Here is an old trailer for Command and Conquer Tiberian Dawn. It includes some older versions of in-game cutscenes, and even some that did not make it in-game (like the infamous sniper alley FMV): Video
  3. Plus, Steam can handle user-created content, server browsing, hosting, statistics, advertisement, and so much more. And it is not an exclusive deal, so you can continue to sell it where you want to. 30% non-exclusive for the stuff steam offers seems like a bargain to me.
  4. That was not available for regular users. Only for those who moderated at least one forum. The new button contrasts very badly with the forum theme, but hopefully we can fix that.
  5. Death Metal? Is that your native language? It would explain a lot.
  6. Any particular reason why you do not like the new unit?
  7. so is Source 2 Hopefully they have scrapped Hammer. Close, they completely redid the thing to be actually usable. It feels like something completely different.
  8. Author: Jonwil Skill Level: 5 This is intended to be a guide to all the various human animations in W3D using the information we have collected in the process of figuring out the soldier logic. Animation styles Leg Styles: (the values are used as part of the animation name) LEG_STYLE_STAND A0 LEG_STYLE_RUN_FORWARD A1 LEG_STYLE_RUN_BACKWARD A2 LEG_STYLE_RUN_LEFT A3 LEG_STYLE_RUN_RIGHT A4 LEG_STYLE_TURN_LEFT A5 LEG_STYLE_TURN_RIGHT A6 LEG_STYLE_WALK_FORWARD B1 LEG_STYLE_WALK_BACKWARD B2 LEG_STYLE_WALK_LEFT B3 LEG_STYLE_WALK_RIGHT B4 LEG_STYLE_CROUCH C0 LEG_STYLE_CROUCH_MOVE_FORWARD C1 LEG_STYLE_CROUCH_MOVE_BACKWARD C2 LEG_STYLE_CROUCH_MOVE_LEFT C3 LEG_STYLE_CROUCH_MOVE_RIGHT C4 LEG_STYLE_CROUCH_TURN_LEFT C5 LEG_STYLE_CROUCH_TURN_RIGHT C6 LEG_STYLE_JUMP_UP J0 LEG_STYLE_JUMP_FORWARD J1 LEG_STYLE_JUMP_BACKWARD J2 LEG_STYLE_JUMP_LEFT J3 LEG_STYLE_JUMP_RIGHT J4 LEG_STYLE_FLY_STATIONARY Z0 LEG_STYLE_FLY_FORWARD Z1 LEG_STYLE_FLY_BACKWARD Z2 LEG_STYLE_FLY_LEFT Z3 LEG_STYLE_FLY_RIGHT Z4 LEG_STYLE_FLY_UP Z5 LEG_STYLE_FLY_DOWN Z6 Weapon Hold Styles: (again these are used as part of an animation name, yes these match the settings you set on the weapon in LE) WEAPON_HOLD_STYLE_C4 A0 A WEAPON_HOLD_STYLE_NOT_USED A0 B ; Actually used as the relaxed animation. ~~Jerad WEAPON_HOLD_STYLE_AT_SHOULDER C2 C ; Blended when an infantry moves aim up or down ~~Jerad WEAPON_HOLD_STYLE_AT_HIP D2 D ; Blended when an infantry moves aim up or down ~~Jerad WEAPON_HOLD_STYLE_LAUNCHER E2 E ; Blended when an infantry moves aim up or down ~~Jerad WEAPON_HOLD_STYLE_HANDGUN F2 F ; Blended when an infantry moves aim up or down ~~Jerad WEAPON_HOLD_STYLE_BEACON A0 G WEAPON_HOLD_STYLE_EMPTY_HANDS A0 H WEAPON_HOLD_STYLE_AT_CHEST B0 I WEAPON_HOLD_STYLE_HANDS_DOWN A0 J For weapon animations, the code can use this pattern H_A_?1$$/H_A_?2$$/H_A_?3$$ where ? is the second letter after the weapon hold style above and $$ is the value after the leg style. Or it can use the pattern H_A_??$$ where ?? is the first value after the weapon hold style and $$ is the value after the leg style. For landing animations (landing after falling/jumping) the pattern is H_A_A0L? where ? can be 0/1/2/3/4 depending on the direction. Actual animations Tumbling animations: H_A_DIV1 - Forward H_A_DIV2 - Backward H_A_DIV3 - Left H_A_DIV4 - Right Scared from shot animations: (from a list in the code, dont know which one is which) H_A_SLD1_01 H_A_SLD1_02 H_A_SLD2_01 H_A_SLD2_02 H_A_SLD3_01 H_A_SLD3_02 H_A_SLD4_01 H_A_SLD4_02 Wound Animations: (from a list in the code, dont know which one is which) H_A_811A H_A_812A H_A_821A H_A_822A H_A_831A H_A_832A H_A_841A H_A_842A H_A_851A H_A_852A H_A_861A H_A_862A H_A_871A Death Animations: (from a list in the code, dont know which one is which) H_A_612A - Hit in the balls, land on back H_A_622A - Get on knees, land on face H_A_623A - Hit in the right side, roll around, land on face H_A_624A - Hit in the left side, land on back H_A_632A - Frontal death, land on back H_A_633A - Hit in the right side, land on face H_A_634A - Hit in the left side, land on face H_A_635A - Fly up into air death (strong weapon facehit) H_A_FLMB Ladders Ladders use H_A_412A, H_A_422A and H_A_432A Fire special damage uses H_A_FLMA Chem special damage uses h_a_6x01 Electric special damage uses h_a_6x05 Animation h_a_j12c is used when C4 is fired Random list H_A_G0A1_01 - Panic run H_A_G0B1_01 - Walking, looking around H_A_H0B1_01 - Carefully walking Other animations H_A_V20A is used as an animation when a soldier gets into a vehicle of type BIKE. H_A_V10A is used as an animation when a soldier gets into a vehicle that is not of type BIKE. The special Mendoza Boss object uses the animations H_A_FLMA, H_A_FLMB, H_A_H12C, H_A_A0A1, H_A_FLYKICK, H_A_CRESENTKICK, H_A_SIDEKICK, H_A_PunchCombo, H_A_690A, H_A_H11C, H_A_A0A0_L50 and H_A_635A. H_A_LEGPAIN - Got hit in the leg The special Raveshaw Boss object uses the animations H_A_BODYSLAM, H_A_FLY1, H_A_FLY2, H_A_FLY3, H_A_FLY4 and H_A_A0D0. The SSGM CTF plugin uses the animations H_A_SIDEKICK, H_A_PUNCHCOMBO, H_A_A0A0_L02, H_A_J22C, H_A_A0A0_L23, H_A_A0A0_L58, H_A_B0A0_L05, H_A_A0A0_L12, H_A_J14C, H_A_X33C, H_A_A0A0_L22 and H_A_A0A0_L24. The stock scripts.dll references the following animations: H_A_4243 H_A_442A H_A_601A - Struggling on the floor (Help me, oh please help me. Someone, anyone.) H_A_611A - Hit in the head, shake head, gets "dizzy" H_A_613A H_A_622A H_A_632A H_A_6X01 H_A_6X05 H_A_7002 H_A_891A H_A_A0A0_L01 H_A_A0A0_L02 H_A_A0A0_L03 H_A_A0A0_L04 H_A_A0A0_L05 H_A_A0A0_L08 H_A_A0A0_L13 H_A_A0A0_L20 H_A_A0A0_L21 H_A_A0A0_L26DA H_A_A0A0_L26DB H_A_A0A0_L26DC H_A_A0A0_L28A H_A_A0A0_L28B H_A_A0A0_L28C H_A_A0A0_L32 H_A_A0A0_L34 H_A_A0A0_L36 H_A_A0A0_L51 H_A_A0A0_L52 H_A_A0A0_L53 H_A_A0A0_L56 H_A_A0C0 H_A_A0F0 H_A_A0L0_L51 H_A_B0C0 H_A_B22A H_A_B26A H_A_B91A H_A_B92A H_A_B93A H_A_Con2 H_A_FLMA Get up from ground anims: H_A_H11C H_A_H12C H_A_H13C Hostage animations: H_A_HOST_L1A H_A_HOST_L1B H_A_HOST_L1C H_A_HOST_L2A H_A_Host_L2B H_A_HOST_L2C H_A_J01C H_A_J06C H_A_J11C - Look behind H_A_J12C - Place/deploy something on the ground H_A_J13A - Start pushups H_A_J13B - Do pushups H_A_J13C - Finish pushups H_A_J14C - Circle arms H_A_J15C - Rotate neck/head around H_A_J17C - Step on bug H_A_J18C - Wave at someone H_A_J19A - Start attention pose H_A_J19B - Attention pose H_A_J19C - Stop attention pose H_A_J19S - Chest salute from attention pose H_A_J20A - Fall asleep H_A_J20B - Sleep H_A_J20C - Wake up H_A_J21C H_A_J22C - Move/relax shoulders H_A_J23C - Follow me/beckon H_A_J24C H_A_J26C - Hit forward with fist (or push button?) H_A_J27C H_A_J33C H_A_J43A - Start jumping jacks H_A_J43B - Do jumping jacks H_A_J43C - Finish jumping jacks H_A_J99A - Start messing with EVA unit (on left arm) H_A_J99B - Messing with EVA unit H_A_J99C - Stop messing with EVA unit H_A_TroopDrop H_A_V11A H_A_V42A H_A_X1E_Run - Running with weapon held close, hip style H_A_X9C_SUIT H_A_X11D_Repel H_A_X33C H_A_X5D_ParaT_1 H_A_X5D_ParaT_2 H_A_X5D_ParaT_3 H_A_XG_NAPC_OUT Objects.ddb references animations in a few places (Human Loiter, Human Anim Override and some others) but I dont have the time to document all of them. In addition to this, the stock maps (Single Player specifically) may reference animations either through cinematics or through scripts attached to stuff but again I dont have time to document all of them. If anyone has any questions, wants more information or wants to know what the game does a specific animation (or what animation the game uses in a specific circumstance) please let me know and I will see what I can find out. Or if anyone has any info to add to this, feel free to add it here
  9. I'm going to pretty much confirm that for the forseeable future, the games are staying on w3d. So don't worry those who like w3d for reasons.
  10. You gain INFINITE KNOWLEDGE. The vast amount of knowledge gives you a long list of mental disorders, including Schizophrenia, Manic Depression Disorder, and Multiple Personality Disorder. As a result, no-one takes your knowledge seriously. I wish I would get out of my own grave.
  11. Granted, you only work 5 days a week. But now, there are only 5 days in a week... I wish stupidity and ignorance would dig its own grave.
  12. C&C Renegade (Made by the ORIGINAL westwood studios) had just as much (if not MORE) religious fanaticism in Nod as C&C3.
  13. Meh, in my part of the states, everyone is called "man". Even women, for some reason. You probably should not take it personally, wallywood probably lives in a similar area. And yes, welcome back. I remember you from back in 2010.
  14. Author: Mauler, Jonwil, Generalcamo Skill level: 4 This tutorial will show how to set up naval yards. It assumes you have properly set up boats/subs/naval transports and the various blockers per https://secure.w3dhub.com/forum/index.php?showtopic=414729#entry606272 It also assumes you have properly set up the sidebar per https://secure.w3dhub.com/forum/index.php?showtopic=414727 It doesn't cover all aspects but gives you an outline to the basics. The tutorial leaves out certain aspects of regular building creation components. It is written for experienced mappers. A few limitations: Amount of different boat types is currently limited to 6 per team. Preparation Ok, so the first thing you will want to know about is the NavalFactoryVehicleLimit keyword in the per-map tt.ini file. This works just like the AirFactoryVehicleLimit and VehicleFactoryVehicleLimit and sets the number of naval vehicles that can be built at once. You need to create an ini file. If your map is named C&C_MyMap, the ini file should be named C&C_MyMap_tt.ini. Alternatively, if you are creating a standalone mod, the ini file should only be named tt.ini. [General] NavalFactoryVehicleLimit=8 Create the naval unit presets1. Creating a naval yard structure is exactly the same process as a regular structure, Proceed to load up a map level in LE containing a naval yard. 2. Create naval unit preset, and once completed goto>settings and select type as "Boat". 3. Add TT's custom collision script to naval unit, Depending on collision type as per graph shown here, this instance requires collision group 20. So using 4.0 scripts and beyond you want to use "SH_CustomCollisionGroup" Create the spawn zones 4. Now that our preset boat is done, let's complete the naval yard components. We will need a controller and a spawn zone. Let's start with the spawn zone for the naval unit. Under the Object>Script Zone tab create a preset for our spawn location. 5. While still editing the spawn preset goto>Settings and make sure zone type is selected to "Naval Spawn" and that your naval unit preset is placed into the "Purchase Preset". (Create one script zone preset for each naval unit type you have.) Next up, place these zones in your level near your naval buildings. The center point of the zone is the center point where the naval vehicle will spawn so if the vehicle is a sub, this needs to be below the water surface, if its a surface ship it needs to be above the water surface. The size of the zone should match the size of the vehicle it spawns. If there is something in the zone it will not spawn the vehicle, and the player will be refunded. Create the Naval Yard controller 6. Next is our controller for the naval yard. Create a new preset under Buildings>Naval Factory for your new controller. 7. Once completed click on the "mod" button and goto the presets settings. Make sure the "Building type" is Naval Factory and set the timer to 7.00 (default renegade build time). The timer value controls the amount of time before the naval vehicle spawns (i.e. it's a construction delay so naval vehicles don't spawn instantly). The Construction Zone settings need to be set to the zone presets you created above (the ones for each unit type). If you have less than 6 boat types for your naval factory, leave the extra ones blank. Add the naval units to the purchase list 8. Now all that left is the actual purchase options! Create a new preset under "Global Settings>Purchase Settings" and add your naval vehicles' purchase settings.. set your parameters normally, making sure that the "Factory Building Type" is set to "Naval Factory". 9. Done! Now get ingame and test that baby out! This is my example level without water
  15. Indeed they do, but they sometimes mess up and clean up things you need. Like that paper you spent a month writing for work... STUPID NINJA EDIT GAH: Granted, but you constantly feel the pain and side effects of sleep deprivation, without the death unless you actually fall asleep, which causes you to sleep so deeply you enter a vegetative death. I wish moonsense715 would change his name back to dtrngd.
  16. Indeed you get the funds. But the people you pay think it is a 4x4 piece of wood, so you lose your jeep in exchange for a 4x4 piece of wood. Sorry. I wish youtube would remove their content warnings so I did not need to sign in.
  17. Just wanted to let you know: These are posted on our internal staff chats, and we love them. Keep up the good work.
  18. You finish moving all the files to your new PC and you throw out the old one. A week later, the hard drive malfunctions, and you discover your backups are non-existent. I wish I had a hard drive with an infinite amount of storage.
  19. It Works through time and space... but never the way you want it to! I wish this wish was not corrupted.
  20. Granted. Rather than crashing it, it freezes your system. I wish Tiberian Redux would be restarted and finished.
  21. Ahh, I remember this map now. I do not think this map is on the FTP. I think City might be though.
  22. http://youtu.be/_caOk6lycb0?t=1m7s That's the best I could find really.
  23. One thing: it looks like a metal rod was driven into the spine, as it is stiff. Perhaps just make it curve back and forth as it moves?
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