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 Post subject: Where are the animations?
PostPosted: Thu Sep 03, 2009 4:59 am 
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I wonder how to use the ComAnim (and AddComAnim respectively) function, because according to the guide, after the identifier there must be the name of the "animation type".
Now, the question is:

Where is a list of the animation type names?

I tried with numbers but a message (which includes a bad word in Czech :P :? ) appeared telling me that what I've placed was unrecognized, and the program freezed.

I ask you because I've searched in different mediums like Altar's code, constants and varibles lists, and so on, but there are no signs anywhere of them...

Hope you can come up with a solution ASAP (Yes, I'm very excited to know how to "trigger" certain animations... It will improve cinematics a lot).

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PostPosted: Sat Sep 12, 2009 8:20 pm 
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looks like a number.

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PostPosted: Tue Oct 06, 2009 9:14 pm 
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stucuk wrote:
looks like a number.

Would be interesting if you can tell me more, you know that there is an infinite list of numbers and its you who is the big man with the source code on his hands. :P Please.

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PostPosted: Wed Oct 07, 2009 1:26 am 
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I don't know how it works. Im not going to spend hours just to trace how it works. Hell it may take longer than just a few hours.

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PostPosted: Wed Oct 14, 2009 11:36 pm 
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Ok, I have the error number saved in my pc (I'm at another place now). If you think its useful for quickly tracing the error then I can give it to you.

Its a static list of numbers, it may be clear in the code.

Anyway if you use ComAnim("Unitname here", 2) for example, where unitname can be Robert, etc. while the unit exists, it will throw the same error number after you receive a "swearing message" in czech. :P

It will really help me make more interesting cinematics in-game. Probably funny videos, who knows. Hehe.

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 Post subject: Re:
PostPosted: Wed Feb 24, 2010 2:44 am 
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I've been fighting recently with this again.. Every unit has a set of animations. If I place a bigger number I get the message "Division by zero". But if I write 2,1,etc. what it says is: "What is this? Man can not do bullshit."

So looks like the programmers don't seem to like this function to be used or something, because this "clearly" shows its blocked somehow, by displaying this error message.

Wait, if I order a soldier to do ComAnim(soldier_name,2) he does the animation.. Checked with an engineer and works too... Hmm something should be wrong.

Error message:

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 Post subject: Re: Where are the animations?
PostPosted: Wed Feb 24, 2010 6:53 am 
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So there are only two animations, that can be triggered like that? '1' and '2'?


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 Post subject: Re: Where are the animations?
PostPosted: Wed Feb 24, 2010 3:19 pm 
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Gwrhkhsh wrote:
So there are only two animations, that can be triggered like that? '1' and '2'?

Nope only the number 2 is working, I haven't tested much, so I can't tell you if its the only one. And I don't like to see that horrible error that freezes my ow, so doing tests is pretty annoying.

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 Post subject: Re: Where are the animations?
PostPosted: Wed Feb 24, 2010 8:41 pm 
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Tested more. Numbers from 22 and 25 work (both included), but ONLY ON APES, from what I tested. Humans do absolutely NOTHING.

Current working numbers for humans that I found: "2". (Also works on apes but with a different animation).
For apes: "22,23,24,25".

Also discovered that "2" in mortar operators triggers a "fast paced" "constructing building" animation, and on desert warriors it triggers a normal "tame" animation.

Some news:

Discovered that "22,23,24,25" work for desert warriors too. Tough they will only do sets of "blade swinging" with their swords.

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 Post subject: Re: Where are the animations?
PostPosted: Wed Feb 24, 2010 10:15 pm 
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Nice, that's interesting. I can test stuff for apemen, if you wish, so you could stick to humans.


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 Post subject: Re: Where are the animations?
PostPosted: Wed Feb 24, 2010 11:38 pm 
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I will. Starting to do a complete test of all numbers for soldiers.

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 Post subject: Re: Where are the animations?
PostPosted: Thu Feb 25, 2010 12:19 am 
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Test finished.
Well, looks like this applies to all units. If I/you go ahead than 34 (included) then the program returns the "Division by Zero" message.
There is only a few set of numbers that work. I think this is the Final list:

For normal humans(soldiers, mechanics, bazookas, etc. Except Desert Warrior:)

2,6,15. (on 15 mortars do nothing)

For apes and Desert Warriors: 2,6,15,22,23,24,25

And some animations have too fast speed or are plain weird (combination of animations, etc.).
What a pity there are so few and some look useless... Well, so this is it.

Looks like our clowns will be the apes and the sheiks, they have the bigger quantity of "available" animations. :P

And I had to do it through trial and error, there was no logical count to guess which will work or won't.

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 Post subject: Re: Where are the animations?
PostPosted: Thu Feb 25, 2010 2:14 pm 
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gwren1 wrote:
And I had to do it through trial and error, there was no logical count to guess which will work or won't.


Maybe because you never thought to load the units model to see how meny frames it has and then try to work out what relation the frame amount has on the number you use.

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 Post subject: Re: Where are the animations?
PostPosted: Thu Feb 25, 2010 2:57 pm 
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Hurm, yes, I did, Stu. But if you try you can see that the animations "available" aren't the same as the total animations the unit can do...

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