Ambrosia Garden Archive
    • Alternate image use


      I'm developing a plug-in for Nova. In this expansion I have designed a ship carrier that use alternate image from shan resouce for animation during the launch of the fighters, but EV Nova engine use this image for all weapons too. There is someone that know as I can solve the problem?

      ------------------

      (This message has been edited by liagor (edited 10-14-2003).)

    • Ummmm... there is a flag for weapons that says "Activates ship animation" or something similar. Maybe it says weapon animation, I don't know. Anyhow, de check this box for other weapons, keep it checked for the bay. That way only the one will trigger the animation. An example of this is one of the heavilly modified enterprises has custom ion cannons, so they don't trigger the weapon animations, but do on manticores.

      Got it?

      (The author of the above suggestion has asserted a. his right to be named as the producer of this work, and b. the right to be totally wrong about what he is saying, and it is subject to the principals of "ithinkitis" and all subclauses)

      ~A~

      ------------------
      "How can I make it go faster?" -Me-

    • I believe that you're looking for the "weapon" sprite layer. I don't think that this can be animated, however. You can in the ship resource (I think) say which weapon uses the weapon sprite. Um, you can add additional frames after the normal 360° (go to next frame and rotate, etc) and check the "unfolds to fire," but I believe that this will happen for each weapon fired.

      Matrix

      ------------------
      "Nothing is fool-proof to a sufficiently talented fool."
      (url="http://"http://htf.mondominishows.com/valentine/main.asp?seed=7375&serial;=214877")The funniest valentine I've ever gotten.(/url)

    • I have tried all possibility and conbination of Nova Graphic Engine and I think that's impossible animate ships as I want. I know yhe use of the "weapon effect" pict and of the extra set added to the usually for rotation.

      If Nova Developers Team can, I suggest they to modify the actual NGE, for example, add a field in the shan resource to specify for which weapon (or kind of weapon: in this case, fighter bay) Nova must use additiona set and which not.

      I think it's the only way...

      Hope that there is someone that can heard me...

      liagor

      ------------------

    • Go to (url="http://"http://www.aznt.com/EVN/")www.aznt.com/EVN/(/url) and download the Pigdor Corvette. This ship appears to do what you want it to do, sort of. It may give you an idea of how to do what you are trying to do. I cant see why you wouldnt be able to dow what you are trying to do, i dont think.
      -Az

      ------------------

    • I'm sorry, Azratax2, I've tried your plug-in, but it don't run either. I'm thinking that my idea is on the way for the trash, because an Engine Graphic change only can allow to view realized my brain's things...

      Hope to wrong me...

      liagor

      ------------------

    • In the weapons resource, you need to set 'use ship's weapon animation' to off for all the other weapons than the fighter launch, and to on for the fighter launch. Then it will work.

      ------------------
      M A R T I N • T U R N E R
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FrozenHeart104.sit.bin")Frozen Heart(/url)
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FemmeFatale.sea.bin")Femme Fatale(/url)
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=evo/plugins&file;=Frozen Heart - the No.hqx")Frozen Heart - the Novel(/url)

    • Quote

      Originally posted by Martin Turner:
      **In the weapons resource, you need to set 'use ship's weapon animation' to off for all the other weapons than the fighter launch, and to on for the fighter launch. Then it will work.

      **

      Thank you for help, but I've tried this mode too and don't run. Allow me to explain what I'm searching to do. An example could be the Asteroid Miner. When I fire with mining lasers, the graphic engine use the extra set of the base image for animate the ship. I would make the same thing for a carrier ship, that open his hangars when I launch fighters.
      I'm sorry, but I think that only a change of the graphic engine could solve the problem.

      Thanks to all, al the same...

      ------------------
      liagor
      (url="http://"mailto:liagor@libero.it")mailto:liagor@libero.it(/url)liagor@libero.it

    • Quote

      Originally posted by liagor:
      **Thank you for help, but I've tried this mode too and don't run. Allow me to explain what I'm searching to do. An example could be the Asteroid Miner. When I fire with mining lasers, the graphic engine use the extra set of the base image for animate the ship. I would make the same thing for a carrier ship, that open his hangars when I launch fighters.
      I'm sorry, but I think that only a change of the graphic engine could solve the problem.

      Thanks to all, al the same...

      **

      On the contrary. If ATMOS did it, you can too.

      Start thinking a little more out of the box. If you're developing a plug-in (especially one using clever work-arounds), you have to. Just look at the shan, ship, and weap resources for the Asteroid Miner as well as the Bible. You'll come up with something.

      ------------------
      The programmer's code of etemology: there's always another bug.

    • Quote

      Originally posted by orcaloverbri9:
      **On the contrary. If ATMOS did it, you can too.

      Start thinking a little more out of the box. If you're developing a plug-in (especially one using clever work-arounds), you have to. Just look at the shan, ship, and weap resources for the Asteroid Miner as well as the Bible. You'll come up with something.

      **

      My convinction that ATMOS only can solve the problem, came to fact that the Asteroid Miner too use the extra frame for all kind of weapons...

      ------------------
      liagor
      (url="http://"mailto:liagor@libero.it")mailto:liagor@libero.it(/url)liagor@libero.it

    • Quote

      Originally posted by liagor:
      My convinction that ATMOS only can solve the problem, came to fact that the Asteroid Miner too use the extra frame for all kind of weapons...

      (/B)

      Um...unless you have trouble speaking English (from a foreign country or something), it would be helpful if you could improve your grammar. That message made little sense to me.

      ------------------
      The programmer's code of etemology: there's always another bug.

    • Quote

      Originally posted by orcaloverbri9:
      **Um...unless you have trouble speaking English (from a foreign country or something), it would be helpful if you could improve your grammar. That message made little sense to me.

      **

      Well, if you look at his Location, it says "Italy", so it would appear that he is from a foriegn country.

      I think what he is trying to do is have an Unfold to Fire type animation, but only for launching fighters. I do not know if this is possible. It very well may not be.
      -Az

      ------------------

    • No, look again at the 'use ship's weapon animation' in the weapons section. If you set this correctly for each weapon, you will get the result you want. I've tried this and it works.

      ------------------
      M A R T I N • T U R N E R
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FrozenHeart104.sit.bin")Frozen Heart(/url)
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FemmeFatale.sea.bin")Femme Fatale(/url)
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=evo/plugins&file;=Frozen Heart - the No.hqx")Frozen Heart - the Novel(/url)

    • Quote

      Originally posted by Azratax2:
      **Well, if you look at his Location, it says "Italy", so it would appear that he is from a foriegn country.

      I think what he is trying to do is have an Unfold to Fire type animation, but only for launching fighters. I do not know if this is possible. It very well may not be.
      -Az

      **

      Oh. Didn't notice. I'm so observant. 😛

      ------------------
      The programmer's code of etemology: there's always another bug.

    • Quote

      Originally posted by Martin Turner:
      **No, look again at the 'use ship's weapon animation' in the weapons section. If you set this correctly for each weapon, you will get the result you want. I've tried this and it works.

      **

      His problem is that he wishes to use an animation, but wëap-activated sprites are only static, i.e. muzzle flashes, converging beams, etc. He wants to run the "unfold to fire" animation from the shän resource, but for one weapon only. liagor is correct, this will not work.

      ------------------
      "Before you judge someone, walk a mile in their shoes. That way, when you judge them, you're a mile away and you have their shoes." -Eric Drobile
      (url="http://"http://www.livejournal.com/~rootski")Rootski's Blog(/url) | (url="http://"http://www.AmbrosiaSW.com/games/evn/addons.html")Free Stuff That's Still Overpriced(/url) | (url="http://"http://www.winternet.com/~mikelr/flame1.html")Webboard Personality Test(/url) | (url="http://"http://www.evula.com")World Domination HQ(/url) | (url="http://"http://www.joecartoon.com")Yield to Immaturity(/url) | (url="http://"http://www.newgrounds.com")Prepare to be Offended!(/url) | (url="http://"http://macaddict.com")A Better Machine, a Better Magazine(/url) | (url="http://"http://www.maximonline.com")Sex, Gear, Sports, Entertainment, More Sex(/url) | (url="http://"http://homepage.mac.com/neonsoldierx/PhotoAlbum3.html")Sephil Saga(/url) | (url="http://"http://www.theonion.com")Because Turnips Suck(/url) | (url="http://"http://homepage.mac.com/neonsoldierx/.Pictures/studmuffin.jpg")Neon's Mug Shot(/url)

    • Quote

      Originally posted by Neon Soldier:
      **His problem is that he wishes to use an animation, but wëap-activated sprites are only static, i.e. muzzle flashes, converging beams, etc. He wants to run the "unfold to fire" animation from the shän resource, but for one weapon only. liagor is correct, this will not work.

      **

      Thanks Neon Soldier, you are on the mark. There is someone that know if ATMOS developers team read these pages? There is someone that know how I can to suggest my changes to ATMOS? There is some hope that my question find its answer?

      Excuse me for time I pinch to you and for my english. I don't believe that it could be so bad :p.

      ------------------
      liagor
      (url="http://"mailto:liagor@libero.it")mailto:liagor@libero.it(/url)liagor@libero.it

    • ATMOS were responsible for the scenario. They were not responsible for the game engine in Nova - that was Matt Burch, a freelance programmer who has been responsible for the game engine in EV, EVO and EVN. And unfortunately...

      Quote

      Repeatedly stated by Matt Burch:
      No new features will be added.

      So I'm afraid you won't be able to implement this.

      ------------------
      (url="http://"http://www.mazca.com/")Mazca(/url) , Moderator, (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=9&SUBMIT;=Go&urgaylol;=yes")EV Developer's Corner(/url)
      -esw-dragoon_77 is in my signature for no apparent reason

    • Solution to your problem.

      Ok, here's a solution.
      You can set a sprite for a weapon to spin until it reaches the last frame and then stick on that frame until it reaches its target.

      In this way, it is possible (although you would have to work it out and test it very carefully) for the weapon ammo itself to give the impression of initial animation as it leaves the ship, and then flip into its steady flight mode until it hit its target. This would probably be most effective using the freeflight rocket type, as it's initial speed is slow and it increases towards its maximum acceleration. Obviously the final particle would have to have radial symetry, otherwise it would be facing in the wrong direction most of the time.

      ------------------
      M A R T I N • T U R N E R
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FrozenHeart104.sit.bin")Frozen Heart(/url)
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FemmeFatale.sea.bin")Femme Fatale(/url)
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=evo/plugins&file;=Frozen Heart - the No.hqx")Frozen Heart - the Novel(/url)

    • Sorry, read your initial post again.
      This is actually much easier. You can set the carried fighter to have its own animation while landing/docking. Again, you would need to test very carefully exactly how this works out, but by putting the onus on the ammo (a carried ship) rather than the ship for the animation, the problem is solved.

      ------------------
      M A R T I N • T U R N E R
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FrozenHeart104.sit.bin")Frozen Heart(/url)
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FemmeFatale.sea.bin")Femme Fatale(/url)
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=evo/plugins&file;=Frozen Heart - the No.hqx")Frozen Heart - the Novel(/url)

    • Although this could be made to look good when launching, since the fighter's vector will always be aligned with your ship, it will probably appear extremely awkward while docking from an arbitrary angle.

      -reg

      ------------------
      "Oh crap. I'm going to hell - I put the Bible next to Mein Kampf again."
      -Her Holiness, Pope Jenne "Kirby" Hubbs