Building Animation
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Building Animation
How do you get one of those nice building animations they have in complete annihilation where the verticies appear in blue then the textures slowly come in?
Re: Building Animation
If i understand you right, the engine does that by default.
Re: Building Animation
yes, that is the default building animation.
that can be changed though (via Lua scripting) atm I do not remember any game that does it...
that can be changed though (via Lua scripting) atm I do not remember any game that does it...
Re: Building Animation
It did do it by default, but has stopped.oksnoop2 wrote:If i understand you right, the engine does that by default.
Re: Building Animation
That's odd. Can I have a screenshot?
Re: Building Animation
Check your unitdefs, there are tags that disable the default animation, you may have set them by accident
Re: Building Animation
The unitdef is:
Code: Select all
local unitName = "mushroom1"
local unitDef =
{
-- Internal settings
BuildPic = "infantry.pcx",
Category = "BUILDING NOTSCOUT NOTHEAVY NOTAIR NOTEPIC NOTSHIP NOTSTEALTHY ALL",
ObjectName = "mushroom 1.s3o",
name = "Infantry Shroom",
Side = "MACROBES",
TEDClass = "PLANT",
UnitName = "Infantry Shroom",
script = "mushroom1script.lua",
-- Unit limitations and properties
ActivateWhenBuilt = true,
BuildTime = 1000,
commander = true,
Description = "Produces infantry",
MaxDamage = 1500,
Name = "Base",
RadarDistance = 0,
SightDistance = 400,
SoundCategory = "BUILDING",
Upright = 1,
WorkerTime = 80,
levelground = 1,
-- Energy and metal related
BuildCostEnergy = 500,
EnergyStorage = 0,
EnergyUse = 0,
MetalStorage = 0,
EnergyMake = 0,
MakesMetal = 0,
MetalMake = 0,
-- Pathfinding and related
FootprintX = 3,
FootprintZ = 3,
MaxSlope = 10,
MaxWaterDepth = 0,
YardMap = "cccc cccc cccc cccc",
-- Abilities
Builder = 1,
Reclaimable = 0,
ShowNanoSpray = 1,
CanBeAssisted = 0,
buildoptions =
{
"tank",
"builder",
"sphericalvirus",
},
-- Abilities new to Spring
-- Weapons and related
ExplodeAs = "BUILDINGLARGEDEATH",
SelfDestructAs = "BUILDINGLARGEDEATH",
SelfDestructCountdown = 5,
}
return lowerkeys({ [unitName] = unitDef })
- Attachments
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- bad unitdef.jpg
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- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Building Animation
Also paste your gamedata/unitdefs_post.lua file here. It might be in there.
Re: Building Animation
I don't have a unitdefs_post.lua.CarRepairer wrote:Also paste your gamedata/unitdefs_post.lua file here. It might be in there.
Re: Building Animation
the teal selection is not the engines default.
default is a green square.
so it might be some other widget or gadget?
(probally not the selectin circle widget, but what else are you running)
default is a green square.
so it might be some other widget or gadget?
(probally not the selectin circle widget, but what else are you running)
Re: Building Animation
I temporarily removed all widgets, still no building animation.knorke wrote:the teal selection is not the engines default.
default is a green square.
so it might be some other widget or gadget?
(probally not the selectin circle widget, but what else are you running)
Re: Building Animation
I think you need to set this unitdef to true
showNanoFrame(false)
showNanoFrame(false)
Re: Building Animation
https://github.com/spring/spring/blob/0 ... f.cpp#L465SinbadEV wrote:I think you need to set this unitdef to true
showNanoFrame(false)
showNanoFrame defaults to true. (It's only initialized to false)
Re: Building Animation
AddingSinbadEV wrote:I think you need to set this unitdef to true
showNanoFrame(false)
Code: Select all
showNanoFrame = 1,
Re: Building Animation
Protip: showNanoFrame is a boolean. But it defaults to true anyway, as I already said.
Re: Building Animation
When I add:
The unit looks completed straight away, so this is not the problem.
Code: Select all
showNanoFrame = false,
Re: Building Animation
So it's not this variable causing the problem.
Re: Building Animation
You say you disabled all the widgets and still have the same problem, what gadgets do you have?
Re: Building Animation
I have disabled all but game_spawn.lua which contains this:
Code: Select all
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
-- file: game_spawn.lua
-- brief: spawns start unit and sets storage levels
-- author: Tobi Vollebregt
--
-- Copyright (C) 2010.
-- Licensed under the terms of the GNU GPL, v2 or later.
--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function gadget:GetInfo()
return {
name = "Spawn",
desc = "spawns start unit and sets storage levels",
author = "Tobi Vollebregt",
date = "January, 2010",
license = "GNU GPL, v2 or later",
layer = 0,
enabled = true -- loaded by default?
}
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- synced only
if (not gadgetHandler:IsSyncedCode()) then
return false
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local modOptions = Spring.GetModOptions()
local function GetStartUnit(teamID)
-- get the team startup info
local side = select(5, Spring.GetTeamInfo(teamID))
local startUnit
if (side == "") then
-- startscript didn't specify a side for this team
local sidedata = Spring.GetSideData()
if (sidedata and #sidedata > 0) then
startUnit = sidedata[1 + teamID % #sidedata].startUnit
end
else
startUnit = Spring.GetSideData(side)
end
return startUnit
end
local function SpawnStartUnit(teamID)
local startUnit = GetStartUnit(teamID)
if (startUnit and startUnit ~= "") then
-- spawn the specified start unit
local x,y,z = Spring.GetTeamStartPosition(teamID)
-- snap to 16x16 grid
x, z = 16*math.floor((x+8)/16), 16*math.floor((z+8)/16)
y = Spring.GetGroundHeight(x, z)
-- facing toward map center
local facing=math.abs(Game.mapSizeX/2 - x) > math.abs(Game.mapSizeZ/2 - z)
and ((x>Game.mapSizeX/2) and "west" or "east")
or ((z>Game.mapSizeZ/2) and "north" or "south")
local unitID = Spring.CreateUnit(startUnit, x, y, z, facing, teamID)
end
-- set start resources, either from mod options or custom team keys
local teamOptions = select(7, Spring.GetTeamInfo(teamID))
local m = teamOptions.startmetal or modOptions.startmetal or 1000
local e = teamOptions.startenergy or modOptions.startenergy or 1000
-- using SetTeamResource to get rid of any existing resource without affecting stats
-- using AddTeamResource to add starting resource and counting it as income
if (m and tonumber(m) ~= 0) then
-- remove the pre-existing storage
-- must be done after the start unit is spawned,
-- otherwise the starting resources are lost!
Spring.SetTeamResource(teamID, "ms", tonumber(m))
Spring.SetTeamResource(teamID, "m", 0)
Spring.AddTeamResource(teamID, "m", tonumber(m))
end
if (e and tonumber(e) ~= 0) then
-- remove the pre-existing storage
-- must be done after the start unit is spawned,
-- otherwise the starting resources are lost!
Spring.SetTeamResource(teamID, "es", tonumber(e))
Spring.SetTeamResource(teamID, "e", 0)
Spring.AddTeamResource(teamID, "e", tonumber(e))
end
end
function gadget:GameStart()
-- only activate if engine didn't already spawn units (compatibility)
if (#Spring.GetAllUnits() > 0) then
return
end
-- spawn start units
local gaiaTeamID = Spring.GetGaiaTeamID()
local teams = Spring.GetTeamList()
for i = 1,#teams do
local teamID = teams[i]
-- don't spawn a start unit for the Gaia team
if (teamID ~= gaiaTeamID) then
SpawnStartUnit(teamID)
end
end
end