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Infantry sequence problem
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Kosmonov
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PostPosted: Sun Aug 24, 2008 10:42 pm    Post subject: Infantry sequence problem Reply with quote

Hi everybody,

I have a made a new infantry but I don't manage to make it work correctly in the game. Could someone please help me to correct my art.ini sequence. I already read tutorials about infantry sequence, but some points are still unclear for me... Crying

Here are the shp file, the ingame preview and the sequence I made.
Thanks in advance for your help,

[ParaSequence]
Ready=0,8,1
Guard=0,8,1
Walk=7,11,11,
Idle1=96,26,0,W
Die1=122,15,0
Die2=137,15,0
FireUp=152,15,6
Cheer=272,15,0,SE


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Amadeus
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PostPosted: Wed Jul 29, 2009 5:54 pm  Reply with quote

I think I know the problem, comrade.
You have 11 walking frames for example... And limit off walking frames is 6... Same with firing frames. Try to delete some frames in walking and firing frames. So that it looks nice in your eyes and that the amount of frames is that 6.
Hope that helps.
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BobingAbout
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PostPosted: Mon Sep 14, 2009 12:23 pm  Reply with quote

don't worry about the number of walking frames, more than 6 per facing works fine aslong as you adjust the code accordingly

i once wrote a tutorial about "what the numbers mean" but its been lost in history, and i can't remember what they mean off the top of my head, because i quit modding like, 2 years ago.

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PostPosted: Wed Sep 16, 2009 3:57 pm  Reply with quote

I found this on my HDD, by XGamer.

Quote:

• Infantry Sequences

Infantry Sequences tell the game which frame in an Infantry’s SHP file should be used for what purpose. Each tag has 3 or 4 possible values:

The first number is the starting frame for that particular action. Note that RA2 counts the SHP frames starting from 0, so the first frame is considered 0 by RA2.

The second number is the number of frames to be used, including the starting frame.

The third number is complex. It says how to get to the starting frame of a particular direction for that action. Starting with the Starting frame, the game will multiply the facing number (which is 0 for facing “up” and moving counter-clockwise increases the number by one) by the third number to reach the starting frame of the facing direction. This is used to get Prone frames without having to draw them and add new frames. I’ll give an example:

Conscript
Crawl=86,6,6
The game will start a 86, and use the six frames including frame #87 for facing north, calculate the frame number of the next direction, and then use the next 6 frames from there, and so on.

Prone=86,1,6
Here, the game will only take the first frame (#87), and then calculate the frame number of the next direction, and use that frame for the next direction.

The fourth value is a North, South, East, West, system on a compass rose. The game’s directions are different than yours. The game considers north to be in the top left of your screen. Basically the game’s compass is rotated 45° clockwise. The fourth value is only used on the Idle1=, Idle2=, WetIdle1=, WetIdle2=, and Cheer= tags.

Here are the valid action tags:

Ready=
Used when the infantry unit is just standing there idle.

Guard=
Used when the infantry unit is set to guard mode. This doesn’t seem to be used much by RA2.

Tread=
Specifies frames used when an infantry unit is swimming in the water, and is treading to keep itself above the surface of the water.

Prone=
Specifies all the frames the infantry unit uses while lying on the ground (to reduce damage taken).

Walk=
Specifies frames used when the infantry walks.

Swim=
Specifies frames used when the infantry unit is swimming in the water.

FireUp=
Specifies frames used when the infantry unit is standing and firing at an enemy unit.

WetAttack=
Specifies frames used when the infantry unit is swimming in the water and firing at an enemy unit.

Down=
Specifies frames used when the infantry unit drops to the ground when it is going from standing to prone.

Crawl=
Specifies frames used when the infantry unit is crawling. That’s when a unit is taking fire but is told to move.

Up=
The Opposite of down=. Specifies frames for when the infantry unit is getting up after the danger has passed.

FireProne=
Specifies frames used when an infantry is prone and returning fire.

Idle1=
Idle2=
Specifies frames used when an infantry unit is standing around. This makes it look less like a statue when idle.

WetIdle1=
WetIdle2=
Specifies frames used when an infantry unit is swimming in the water. This makes it look less like a statue when idle.

Die1=
Specifies frames used when an infantry unit is killed by a weapon with a warhead that has InfDeath=1.

Die2=
Specifies frames used when an infantry unit is killed by a weapon with a warhead that has InfDeath=2. This may be randomly chosen between Die2= and Die3=.

Die3=
Specifies frames used when an infantry unit is killed by a weapon with a warhead that has InfDeath=1. This may be randomly chosen between Die3= and Die2=.

Die4=
Specifies frames used when an infantry unit is killed by a weapon with a warhead that has InfDeath=3.

Die5=
Specifies frames used when an infantry unit is killed by a weapon with a warhead that has InfDeath=4.

WetDie1=
Specifies frames used when an infantry unit is killed while swimming in the water. It’s randomly chosen between WetDie1= and WetDie2=.

WetDie2=
Specifies frames used when an infantry unit is killed while swimming in the water. It’s randomly chosen between WetDie2= and WetDie1=.

Deploy=
Specifies frames used when an infantry unit is ordered to “deploy” and thus activate some function (like the GI placing sandbags and mounting a machine gun).

Deployed=
Specifies frames used when an infantry unit is deployed and currently doing nothing.

Undeploy=
Specifies frames used when an infantry unit is order to “undeploy”.

Cheer=
Specifies frames used when an infantry unit cheers.

Paradrop=
Specifies a frame used when an infantry unit is being paradropped onto the battlefield. This frame should NOT have a shadow in the frame.

(YR) SecondaryFire=
Same as FireUp=, except it is used when the secondary weapon is fired.

(YR) SecondaryProne=
Same as FireProne=, except it is used when the secondary weapon is fire, while prone.

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BobingAbout
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PostPosted: Wed Sep 16, 2009 4:45 pm  Reply with quote

a little addition

the first number is the starting frame, zero based, so, 0 is the first frame of the SHP
the second number is the frame play number, the number of frames in each facing of each stance
the third number is the frame skip, how many frames after the first facing of the sequence until the second facing starting frame of the sequence

using these rules, there could be a problem with FireUp=152,15,6 because you say the sequence has 15 frames, but the second facing starts after the 6th frame.

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