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Author Topic: # of frames  (Read 914 times)
Weylin
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« on: October 27, 2009, 01:51:13 AM »

I'm having some huge problems related to the number of ship frames.

See, I have a few ships, that instead of using 36 frames, use 72.

Now the problem, is really weird, it makes no sense, and it seems to be totally random.


moduleid*0*0*0*-5*5 would make a forward facing arc that covers an area a little bit to the left and right... correct?
Well appearently, on 3 different ships, it behaves like so.
On one, it works properly (as I expected it to)
On another, the arc covers the AFT of the ship (It's exactly the same as the first!)
On another, it covers the upper right area, but not straight forward. I gotta turn the ship to the side a little for the auto attack to work.

bah, I give up, this makes no sense. I've checked and double checked.
I'll post the code below...


Code:
>>THIS WORKS CORRECTLY<<
Kushan      StdDestroyer   0  no  0   .31   stddestroyer  4  expl3 0014  0  12000   12 (07015,01001,02001,03001,09001,06014*0*30*0*-30*30,06014*0*10*0*-30*30,06018*-20*20*0*-2*2,06018*20*20*0*-2*2)

>>THIS ONLY SHOOTS BACKWARDS?<<
Kushan      StdFrigate     0  no  0   .32   stdfrigate    4  expl3 0010  0   9000   12 (07013,01001,02001,03001,09001,06010*-9*30*0*-30*30,06010*9*30*0*-30*30,06010*0*20*0*-30*30,06010*0*25*0*-30*30,06011*-5*0*0*-3*3,06011*5*0*0*-3*3)

>>THIS ONLY SHOOTS TO THE FRONT RIGHT<<
Kadesh      BeamFrigate   0  no  0   .28   multibeam     4  expl3 2003  2   8000   12 (27004,01001,02001,03001,09001,06018*-4*0*0*-4*4,06018*4*0*0*-4*4,06018*-14*12*0*-4*4,06018*14*12*0*-4*4)

All of these use 72 frames.
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NiteHawk
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« Reply #1 on: October 27, 2009, 06:54:23 AM »

I am not sure myself, maybe you can send me a 72 frame ship so I can look and see if its a easy fix.

P.S. did you change the max_frames to 72 instead of 36 too? That might do something.

I do know I'm aiming for more then 72 frames in the 2.0 version (Alot more smoother when you have more then 16 fps..Wink)
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Weylin
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« Reply #2 on: October 27, 2009, 11:41:47 AM »

Oop, that did it!
Just added the line max_frames 72 to the game data section.

That line wasn't there to begin with, so I never knew it existed -_-
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warfighter67
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« Reply #3 on: October 27, 2009, 11:52:33 AM »

lol i bet the ships would only turn half-way when you meant to do a full 360 or something like that, but when you did a 180 [or meant to], you could go backwards, but the ship image would just look like it's turned sideways.
« Last Edit: October 27, 2009, 11:58:54 AM by warfighter67 » Report to moderator   Logged

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NiteHawk
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« Reply #4 on: October 27, 2009, 12:38:07 PM »

Oop, that did it!
Just added the line max_frames 72 to the game data section.

That line wasn't there to begin with, so I never knew it existed -_-

Oh sorry, I have it in 1.3.7 then. I added it since it was probably needed, wasn't sure if I did 'state' it was there since 1.3.6 or 1.3.7 Smiley But yeah!

What was most likely happening is that you were creating invalid arrays this way, aka each frame is 'stored'  so if you went over 36, most likely after the first one, the next one was being 'corrupt'.

I don't know how to explain it, basically, need to make sure to define the max Wink It is there for the reason of not creating 'extra frames' for all the ships that are unused, most likely. (I would think?)
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