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Thread: Animations in UIs

  1. #11
    HCE Information Library Kirby_422's Avatar
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    Re: Animations in UIs

    I was just using a device as an example (because I apparently don't have any standard animated scenery laying about.. not even a freaking h2 teleporter where it just sits there spinning.. srs? I don't even have a h2tele laying about?.. I am disappointed in myself)

    It should be fine for everything, although I don't think it likes units. I was gonna use elites originally, and it exceptioned. I'll do more tests on units I guess.

    Also, nobodies guessing at what I did yet, rawr. It's a PVS camera I'm using. The reason animations don't play in UI's is because there is no player; that's the requirement for playing animations. If you flycam into another cluster in SP, the things wont move. if you have a sync room in MP in another cluster, it wont activate, etc. So, the same answer to both of those things is the answer to UIs; the pvs camera commands.
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  2. #12
    chilango Con's Avatar
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    Re: Animations in UIs

    It's not really helping OP if you're making us guess how you made these animate.
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  3. #13
    HCE Information Library Kirby_422's Avatar
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    Re: Animations in UIs

    ... read the post directly above yours. I expressed my displeasure that nobody even cared to think with the clues I gave them, and then told the solution, and explained the reasoning.. How is that not helping them?
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  4. #14
    Kid in the Hall Kornman00's Avatar
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    Re: Animations in UIs

    If someone uploads a simple UI map with an object that's suppose to be animating, I can try a patch via OS which ignores whether or not the player can see the object.
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  5. #15
    Kid in the Hall Kornman00's Avatar
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    Re: Animations in UIs

    So I take it then that no one really cares about this?
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  6. #16
    The Silent Photographer Zeph's Avatar
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    Re: Animations in UIs

    Quote Originally Posted by Kornman00 View Post
    So I take it then that no one really cares about this?
    Just take any bsp, switch the type from multiplayer/singleplayer to UI and drop a warthog into the scene.
    If a warthog's wheels/turret don't run into an exception, then drop an ai in.
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  7. #17
    Kid in the Hall Kornman00's Avatar
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    Re: Animations in UIs

    I don't care enough to build the test case myself, it was only an offer for the community. If someone wants to possibly see a hack to make animations in the mainmenu work in OS 3.1, someone will need to create the test environment and upload it. Else, I have more important things to do.
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  8. #18
    Movie Maker Siliconmaster's Avatar
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    Re: Animations in UIs

    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.

    Too busy
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  9. #19

    Re: Animations in UIs

    So I threw a hog in to my tutorial map, with everything deleted but game points and a camera and a single warthog. It seemed to start alright, flashed the UI for a second and crashed. In that split second I saw the hog sitting there. So I dunno if that means anything. I'm still goofing with it.
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  10. #20

    Re: Animations in UIs

    D-Double post. So I did a double check to make sure that I could compile a UI without anything, and sure enough I could. So when I threw the hog in, it gathered exception. So I tried an elite too, and it crashed. So anyway, here's the map with only the hog in it and include is my dump file.

    https://docs.google.com/open?id=0B7F...WExYjM2YTI4QTA
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