Problem with buildup displaying
I wanted to add a long buildup to a Vehicle-to-Building to show that it takes a long time to deploy and undeploy.
I've provided a gif to give a good idea.
However, the buildup displays only the first frame and then the building.
I've have no idea what's causing this behaviour, but does it have to do with buildings being hardcoded to have a limited number of frame?
link: http://
=Rulesmd=
;Devil's Breath
[DEVBRTH]
UIName=
Name=Devil's Breath
Prerequisite=
Nominal=yes
Category=
Strength=300
Armor=medium
TechLevel=7
Sight=4
Speed=3
Owner=Kouma,
AllowedToStartI
CrateGoodie=yes
Cost=1000
Soylent=500
Points=55
ROT=5
Crusher=yes
Crewed=yes
Explosion=
VoiceSelect=
VoiceMove=
VoiceAttack=
DieSound=
MoveSound=
CrushSound=
DeploySound=
VoiceDeploy=
MaxDebris=3
Locomotor=
Weight=3.5
MovementZone=
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleS
ImmuneToVeins=yes
ImmuneToPsionic
ImmuneToRadiati
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Trainable=no
DeploysInto=SABRTH
DeployFacing=0;0 = N, 7 = NW
DeaccelerationF
Accelerates=false
Bunkerable=no; Units default to yes, others default to no
[SABRTH]
UIName=
Name=Devil's Breath (Deployed)
BuildCat=Combat
Strength=300
Armor=steel
TechLevel=-1
Prerequisite=
Adjacent=2
Sight=10
Owner=Kouma,
Cost=1000
Points=30
Power=0
Crewed=yes
ROT=1
Primary=
Capturable=false
Explosion=
DebrisAnims=
MaxDebris=3
MinDebris=1
;DamageParticle
Turret=yes
TurretAnim=
TurretAnimIsVox
TurretAnimX=0
TurretAnimY=25
TurretAnimZAdju
TurretRecoil=yes
TurretTravel=7
TurretCompressF
TurretHoldFrames=3
TurretRecoverFr
FireAngle=1
BarrelTravel=7
BarrelCompressF
BarrelHoldFrames=3
BarrelRecoverFr
TurretRotateSou
VoiceSelect=
VoiceMove=
VoiceAttack=
BaseNormal=no
UndeploysInto=
DeploySound=
ClickRepairable=no
Repairable=no
DeployFacing=0;0 = N, 7 = NW
AIBuildThis=no
ImmuneToPsionic
Drainable=no
Insignificant=yes
RadarVisible=yes
Unsellable=yes
Trainable=yes
=ArtMD=
[DEVBRTH] ;Devil's breath
Cameo=DEVBRTHICON
Remapable=yes
Voxel=yes
[SABRTH]
Remapable=yes
NewTheater=yes
Cameo=DEVBRTHICON
Foundation=2x2
Height=2
Buildup=SABRTHMK
DemandLoadBuild
FreeBuildup=true
PrimaryFireFLH=
CanHideThings=false
CanBeHidden=true
OccupyHeight=1
DamageFireOffse
Question information
- Language:
- English Edit question
- Status:
- Solved
- For:
- Ares Edit question
- Assignee:
- No assignee Edit question
- Solved by:
- Renegade
- Solved:
- 2012-01-10
- Last query:
- 2012-01-10
- Last reply:
- 2012-01-09
Renegade (renegade) said : | #1 |
Try giving all your code elements proper theater name (http://
Renegade (renegade) said : | #2 |
Actually, make that proper theater and side names - i.e. try [NABRTH] and friends, for example.
Point is, try properly naming your objects.
Graion Dilach (graiondilach) said : | #3 |
Honestly, Ren, SABRTH is a proper name since Ares 0.1.
I suspect that the issue is that the buildup is just too long. Somewhere on Sleipnirstuff a while ago I read that a long buildup (IIRC over 24 frames, but searching for the reference) and that causes your trouble.
Graion Dilach (graiondilach) said : | #4 |
I couldn't find the reference of the buildup. -_-
Ren, here is why SABRTH is valid, tho. http://
Rogan (pdrogan) said : | #5 |
Alternate theater art for building with first character not G,N,Y, or C still works up to 1169 (I'm currently using that).
I tried adding in every theater from generic to lunar and yet it still doesn't show properly...
I had to reduce it to 96 frames (shadows included) in order to get it working...
Sleipnir and Graion was right, buildups has to be less than 100 frames for it to work. But I wonder why?
DCoder DCoder (dcoder1337) said : | #6 |
We can investigate that in the code, but I guess they wanted a constant length buildup anim or something. There was a discussion about buildup lengths on DZ a long time ago that might give you ideas.
Renegade (renegade) said : | #7 |
-_-
Drogan...I know the shiny buttons all look the same (except for, you know, their explanatory text), but please watch what you click next time. Instead of confirming this as solved, you used your comment saying it was solved to tell the system it was, in fact, not solved.
You should have a "This solved my problem"-Button in the vincinity of Graion's answer; please click that to bring the question back to its proper state. If you just want to add a comment later on, use the button saying "Just Add a Comment". (You might see a connection there.)
|
#8 |
I have created an FAQ entry for this issue, for easier search/response in the future.
FAQ #1847: “Why does my long buildup sequence not work?”.
Rogan (pdrogan) said : | #9 |
Ah, sorry. I was curious with why there's a frame limit with buildups in the first place and sought for any further explanation or answer.
I didn't see the button under Graions' So I'm just going to set this as "Problem Solved" and Click the button under your FAQ post.
Rogan (pdrogan) said : | #10 |
Thanks Renegade, that solved my question.