This is example for parrot https://openxcom.org/forum/index.php/topic,4451.15.htmlThis will not work for 2x2 unit because it use different offset for graphic parts (but you still can test it and see some bizarre effects
), but if you provide some sample rulsest of unit you want to animate I could change this script to be compatible with it.
it´s the cyberdisc armor with 20 on drawing routine
- type: CYBERDISC_ARMOR #Flying Deamon
spriteSheet: FDEAMON.PCK
allowInv: false
corpseBattle:
- CYBERDISC_CORPSE_1
- CYBERDISC_CORPSE_2
- CYBERDISC_CORPSE_3
- CYBERDISC_CORPSE_4
corpseGeo: STR_CYBERDISC_CORPSE
frontArmor: 50
sideArmor: 50
rearArmor: 50
underArmor: 50
drawingRoutine: 20
constantAnimation: true
movementType: 1
size: 2
damageModifier: #DEAMON ARMOR
- 1.0 #none
- 1.0 #AP
- 1.0 #FLAMES
- 1.0 #HE
- 1.0 #LASCANON
- 1.0 #PLASMA
- 1.0 #STUN
- 1.0 #MELEE
- 1.0 #ACID
- 0.0 #SMOKE
loftempsSet: [ 92, 89, 90, 91 ]
The constant animation also don´t work for i can see, must be a drawing routine 20
![](https://s14.postimg.org/mnbfxjf99/fdeamon.png)