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xdxxdy
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Nice. Well made and much smoother then the last video. :)

There is one issue though. I guess you can't select the unit in the editor after it has been placed? And also, it won't have any kind of interaction with anything else so it would only be good for backdrops where the players can't reach or throw grenades at it.

Why? Because it doesn't have any body. So it has no physical existents in the game.

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substitute the content of sfera.xml with this:

<?xml version="1.0" encoding="ISO-8859-1" ?>

<dynamic_object>

<diesel file="/data/objects/sfera.diesel" orientation_object="root_point" materials="/data/objects/materials.xml"/>

<object name="root_point"/>

<animation_group name="test" playing="true">

<object name="sfera"/>

</animation_group>

<body name="bo" keyframed="true">

<object name="sfera" collision_type="mesh_mopp" shadow_caster="true"/>

</body>

</dynamic_object>

How has said wolfsong the units without the body or wrong body declaration are unselectable in the editor after placement.

Note the

<object name="sfera"/>

and

<object name="sfera" collision_type="mesh_mopp" shadow_caster="true"/>

they have the same name chosen in 3dsmax "sfera".

In the unit file u_sfera.xml lacks the line "network sync" that allow the sync of the animations for the on-line game. I have removed that because increase network traffic but this can cause graphics difference in the clients

especially in coop.

substitute the content of u_sfera.xml with this:

<?xml version="1.0" encoding="ISO-8859-1"?>

<units>

<unit type="prop" name="test_sfera_anim" slot="20">

<network sync="bodies" />

<model file="sfera.xml"/>

<script_class name="base" class="Base"/>

<stats block="base_data">

</stats>

</unit>

</units>

Bye

Edited by xdxxdy
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