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How to get updown gates to not hide things traveling over
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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Mon Feb 15, 2016 12:50 am    Post subject:  How to get updown gates to not hide things traveling over
Subject description: How to get updown gates to not hide things traveling over it
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So my gates for the post part works great, when vehicle or guy walkes up to it, it closes then let's them through just like in Tiberian sun EXCEPT! the gate when closed hides things traveling 'over' it instead of being hidden, heres my code:



Code:

Rules:
[KamuixGateA]
UIName=Name:GATE5
Name=Nog Gate A
BuildCat=Combat
Strength=1200
Armor=steel
TechLevel=4
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=11
Owner=British,Germans
Cost=200
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.1
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no
; Light post
Image=ncgate_a

RequiredHouses=British,Germans
GateDownSound=Gatesdown
GateUpSound=Gatesup

ART:


[ncgate_b]
Image=ncgate_b
Remapable=yes
Cameo=ncgatbaicon
Foundation=1x3
Buildup=ncgate_b
SpecialZOverlay=nbgateza
GateStages=7
NewTheater=yes
CanHideThings=true
CanBeHidden=false
Height=2
OccupyHeight=0
Flat=yes



NOTE for ART: I tried switching CanHideThings to false and CanBeHidden to True i thought it would make sense for it to then work but that setting must be for something else. Then i trieds adding occupy heights and the flat setting lol


Thanks for any help guys!

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon Feb 15, 2016 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

There was how to do this under Tutorials Vault but not sure where exactly.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 15, 2016 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

-remove all those Image keys and use the sections directly (the Image key is known to skip/forget certain ZAdjust settings from art.ini)
-
Quote:
[KamuixGateA]
Image=ncgate_a
[ncgate_b]
Image=ncgate_b

How should that work?

-SpecialZOverlay=nbgateza
This is what you're looking for. This is what is rendered over the unit and objects standing behind the gate.
The gate itself is rendered on ground layer.
Though IIRC RA2/YR broke the special render layer logic of gates, so it might be necessary to use keys like BibShape
e.g.
Put in BibShape the open gate image
Then make the last frame of the open-animation an empty frame, so the BibShape is all you see, while on other frames the open-gate animation is covering the BibShape

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon Feb 15, 2016 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Wed Feb 17, 2016 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh wow thanks alot guys and thanks alot for taking the time to find that link!

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