
EffectSequences not so easy to do correctly

Can anyone tell me what exactly these numbers represent ? Is there a duration ?
Actually we have :
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The pure duration of the separate effects is defined through the "effects.txt" file.terminator wrote: ↑Thu Dec 06, 2018 5:34 pm EffectSequences not so easy to do correctly![]()
Can anyone tell me what exactly these numbers represent ? Is there a duration ?
This means that in my example "0.7 BarrelSmoke 0"(ligne 127) begins 0.7 units of time after "1.0 damage"(ligne126) ?GabeKnight wrote: ↑Thu Dec 06, 2018 8:58 pmThe pure duration of the separate effects is defined through the "effects.txt" file.terminator wrote: ↑Thu Dec 06, 2018 5:34 pm EffectSequences not so easy to do correctly![]()
Can anyone tell me what exactly these numbers represent ? Is there a duration ?
The "effectSequences.txt" file defines how these effects will be strung together - i.e. the order in which they are played. And the first number's the timer; in other words the starting time of said effect. I guess it represents seconds and deciseconds.
(Please correct me if I'm wrong, I haven't worked on these files for some time now.)
No, it's not cumulative, but absolute.terminator wrote: ↑Thu Dec 06, 2018 5:34 pm This means that in my example "0.7 BarrelSmoke 0"(ligne 127) begins 0.7 units of time after "1.0 damage"(ligne126) ?
This sequence is the same as before (?), I have ranked the effects in chronological order :GabeKnight wrote: ↑Thu Dec 06, 2018 9:24 pmNo, it's not cumulative, but absolute.terminator wrote: ↑Thu Dec 06, 2018 5:34 pm This means that in my example "0.7 BarrelSmoke 0"(ligne 127) begins 0.7 units of time after "1.0 damage"(ligne126) ?
It means, that it will fire 0.7 seconds after the sequence began. The other one at time index 1.0s. The position in the queue (line) is irrelevant. If there are multiple entries with the same time index, they'll just start playing simultaneously.
This is the impression I got from testing my PanzergrenadiersGabeKnight wrote: ↑Thu Dec 06, 2018 9:24 pmNo, it's not cumulative, but absolute.terminator wrote: ↑Thu Dec 06, 2018 5:34 pm This means that in my example "0.7 BarrelSmoke 0"(ligne 127) begins 0.7 units of time after "1.0 damage"(ligne126) ?
It means, that it will fire 0.7 seconds after the sequence began. The other one at time index 1.0s. The position in the queue (line) is irrelevant. If there are multiple entries with the same time index, they'll just start playing simultaneously.
Yeah, I would say that it should have the same results: changing nothing in the sequence.terminator wrote: ↑Thu Dec 06, 2018 9:36 pm This sequence is the same as before (?), I have ranked the effects in chronological order :
Thank you, it has saved me a lot of timeGabeKnight wrote: ↑Fri Dec 07, 2018 1:23 amYeah, I would say that it should have the same results: changing nothing in the sequence.terminator wrote: ↑Thu Dec 06, 2018 9:36 pm This sequence is the same as before (?), I have ranked the effects in chronological order :
But from your post I did not quite understand whether it worked for you or not? Did you test it with your new units?
-> Panzerknacker = VolkssturmGabeKnight wrote: ↑Fri Dec 07, 2018 2:39 pm Works and looks okay. Good job with the effect sequences! But I wondered why the "Panzerknacker" units have such weak stats against, well, Panzers.![]()
You have to copy your core from the core folder and create a core folder in the mod where you put it.
I guess they are supposed to be Italians fighting for Germany? Then it's "Italienische Freiwillige".