Nmenth 290 Posted June 28, 2011 I'm having a bit of a problem with a new animated base defense, when power is low, the animation disappears rather than stops. This makes the device lose part of itself as the animated section does not exist on the base image which is all that shows during low power conditions. I cannot figure out what is wrong... The Prism Tower does not have its spinning top on its base image, but during low power conditions, the top is no longer animated while still visible. I set the Art codes for the Prism Tower and my defensive structure side by side and they have all the same codes. So what is it that tells a structure to stop animating, but keep one frame of the animation visible during low power? Share this post Link to post
Doctor Destiny 41 Posted June 29, 2011 Same type of code in the rules too? Share this post Link to post
Nmenth 290 Posted June 30, 2011 ArtMD [YAGENE] ;Genetic Tower Cameo=GENEICON Image=YAGENE Remapable=no Foundation=1x1 Height=6 Buildup=YAGENEMK DemandLoadBuildup=true FreeBuildup=true PrimaryFireFLH=50,0,500 SecondaryFireFLH=50,0,500 NewTheater=yes ActiveAnim=YAGENE_A ActiveAnimDamaged=YAGENE_AD ActiveAnimZAdjust=-30 ActiveAnimPowered=no ActiveAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered SpecialAnim=YAGENE_B SpecialAnimDamaged=YAGENE_BD SpecialAnimZAdjust=-30 SpecialAnimPowered=no ; SJM: This means anim goes away when underpowered SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered IsAnimDelayedFire=yes ; SJM: Firing anim (SpecialAnim) delays firing of weapon DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too CanBeHidden=False OccupyHeight=4 DamageFireOffset0=0,14 [YAGENE_A] ; Genetic Tower active anim Image=YAGENE_A Normalized=yes LoopStart=0 LoopEnd=15 LoopCount=-1 Rate=450 Layer=ground NewTheater=yes Shadow=yes [YAGENE_AD] ; Genetic Tower damaged active anim Image=YAGENE_A Normalized=yes Start=10 LoopStart=16 LoopEnd=31 LoopCount=-1 Rate=450 Layer=ground NewTheater=yes Shadow=yes [YAGENE_B] ; Genetic Tower firing anim Image=YAGENE_B Normalized=no Start=0 End=9 Rate=300 Layer=ground NewTheater=yes Report=GeneTowerPowerUp Shadow=yes [YAGENE_BD] ; Genetic Tower damaged firing anim Image=YAGENE_B Normalized=no Start=10 End=19 Rate=300 Layer=ground NewTheater=yes Report=GeneTowerPowerUp Shadow=yes RulesMD [YAGENE] UIName=AddedNew:gene Name=Yuri Gene Tower BuildCat=Combat Prerequisite=NAPSIS,YACNST Primary=GeneShot TechLevel=7 Adjacent=2 Strength=600 Armor=steel Sight=5 Points=30 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1500 Power=-100 Powered=true Capturable=false Crewed=no Turret=no TurretAnimZAdjust=-100 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=15 MinDebris=1 ThreatPosed=30 ; This value MUST be 0 for all building addons DamageSmokeOffset=450, 200, 150 IsBaseDefense=yes BaseNormal=no HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff AIBuildThis=yes ImmuneToPsionics=no Drainable=yes AntiInfantryValue=25 AntiArmorValue=25 AntiAirValue=0 Share this post Link to post
Doctor Destiny 41 Posted July 1, 2011 Maybe try solely with Active/SpecialAnimPowered? I'm pretty sure it will work the way you want using the old school method. Share this post Link to post
Nmenth 290 Posted July 1, 2011 Not sure what you're saying, I should remove some code? Which ones? Share this post Link to post
Doctor Destiny 41 Posted July 2, 2011 Remove ActiveAnimPoweredLight and SpecialAnimPoweredLight. Then change ActiveAnimPowered and SpecialAnimPowered to yes. That should do the same thing. Share this post Link to post
Nmenth 290 Posted July 6, 2011 Aye, it works. Makes me wonder why the Prism Tower does then... Share this post Link to post
Doctor Destiny 41 Posted July 7, 2011 No clue. I've never used XPoweredLight before. The Tesla Coil has the same code on it and it seems unusually verbose for something done with a tag that already exists. I have no idea what XPoweredLight even does. Share this post Link to post