Posted: Thu Nov 30, 2017 9:39 am Post subject:
Component Tower issue
Subject description: Upgrade wont show up
Yeah, I have been screwing with this for hours, about half day and still could not find where problem is.
I made component tower, then sam upgrade for it. Component tower got weapon, but it did not change appearance, there is no sam anim.
So, cause I suck at this kind of TS modding, I changed rules/art entries to original ones, [GACTWR] for component tower, [GACSAM] for upgrade, [GACTWR_D] for this animation, i changed files as well, and still upgrade wont show up.
Then I even changed everything to TS stock values (except few necessery YR things), and it even is not working again.
So, guys, what I did wrong?
This is how it looks like ingame
Left is component tower, which is upgraded, but looks same as non upgraded (here in my mod, component looks like SM without turret), but still can fire its missiles (which means that it got upgraded at all). Right is regular NASAM, for comparison how should upgraded component look like.
And these are entries, basic TS with some basic changes:
Rulesmd:
WallTower=GACTWR
[BuildingTypes]
463=GACTWR
464=GACSAM
[Animations]
47=GACTWR_D
[GACTWR]
Name=Component Tower
Strength=500
Armor=light
Prerequisite=GAPILE
TechLevel=2
Sight=6
Adjacent=3
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=200
Turret=yes
Points=50
Power=-10
Sensors=yes
BaseNormal=no
Crewed=no
ROT=12
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
TurretAnimZAdjust=-45 ;WST 6/18/99 was 50 but cause z buffer problem: Component towers turret animation depends on what the player attaches :
HasSpotlight=false;
MaxDebris=2
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
DamageSmokeOffset=500, 500, 400
HasStupidGuardMode=false
Nominal=yes
Powered=yes
BuildCat=Combat
Upgrades=1
; SAM addon for component tower
[GACSAM]
Name=SAM Upgrade
Image=GACSAM
Prerequisite=GACTWR,GARADR
TechLevel=5
Armor=wood
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=300
Points=30
Power=-30
Crewed=no
Capturable=no
Explosion=TWLT070
PowersUpBuilding=gactwr
PowersUpToLevel=-1 ;3
Primary=HoverMissile ;RedEye2
Secondary=HoverMissile ;RedEye2
Turret=yes
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBaseDefense=yes
Powered=yes
BuildCat=Combat
In TS PowersUpToLevel= is used with positive numbers 1 to 3, this way assigning a unique upgrade image to the component tower.
It could be that you need at least 3 upgrades with each using one of the 3 numbers, so the whole logic works. No clue exactly since i never experimented that much with the component tower logic.
Since you use the prefix GA and NewTheater, are you sure all the necessary SHPs for each theater are present? _________________ SHP Artist of Twisted Insurrection: Nod buildings
LKO,
Thank you man!
RA2 modders were so helpful here that TS modder had to come here and help me. AlexB only saw this and said he has no idea what is wrong.
PowersUpToLevel=3 should be for some reason, even though I do not have level 1 or 2 or even anims. Seems hardcoded or something like that. Also as you can see, I can even place components at walls. Those two bottom, left is SAM component and right is regular SAM. No difference between them, so this worked so far. If I have more issues regarding this I will post. _________________
IIRC, the hard-coding was from TS-days. Nice to see it's still in RA2. Did you try it for YR/Ares too?
As for PowersUpToLevel: 1 & 2 are used for the Gun and RPG component upgrades. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
All four versions, and four versions over wall, plus upgraded and non upgraded power plants.
TAK02 wrote:
IIRC, the hard-coding was from TS-days. Nice to see it's still in RA2. Did you try it for YR/Ares too?
It is actually for Ares. I did not know it had some hard coding that is why I had problems at first place.
TAK02 wrote:
As for PowersUpToLevel: 1 & 2 are used for the Gun and RPG component upgrades.
Yeah, I got them all. But it is weird that some hard coding still suffers from TS, like Vulcan tower must have both primary and secondary weapon to fire two shoots, otherwise it wont shoot at all. However, I gave HoverMissile for test to SAM upgrade, and it could fire two shoots from primary weapon. Seems that its hardcoded to vulcan.
LKO, since you are using TS, what is purpose of WallTower stuff? You can place component tower over wall and what is advantage over it? We can just sell wall's cell and place any defense in that empty cell, so why is this method different? _________________
LKO, since you are using TS, what is purpose of WallTower stuff? You can place component tower over wall and what is advantage over it? We can just sell wall's cell and place any defense in that empty cell, so why is this method different?
It's for the AI so they can place a base defense atop a wall since they'll never sell a wall piece to replace with a tower. It's a feature that was never used AFAIK.
you can't use 4 and above. only 1-3 work.
If you look in a map on a building in the Structures section, you see it has only max 3 places for upgrades (the last 3 "...,None,None,None,...") and component tower logic is using each of these places for one of the 3 upgrade graphics. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Upgrades= is needed to show the upgrade graphics but the hardcoded
component tower doesn't even need that in TS. By using a different ID
like GACSAMX etc., PowersUpToLevel=-1 should work.
When using +ve values in PowersUpToLevel, that is 1, 2 and/or 3, the
upgrade slot count is limited to 1. With -1, you can have more than 3
upgrades but slots are limited to a max of 3. Whichever is built first
takes the first slot and so on upto 3 slots. QUICK_EDIT
Hmmm, so it is hardcoded for component tower only....
I wondered all time why the hell does not it have Upgrades tag as all building need that since that tag defines if structure is upgradeable or not. Power plant for example has that tag, I am using it.
E1 Elite, that was helpful information _________________
when using -1 in TS, the turret logic does not work anymore. You can then only have looping animations.
Only with positive numbers, the turret logic works, means the 32 frames are not looped but pointed towards the target.
However weapons do indeed also work with -1.
So if you don't need a pointing towards target turret graphic and a looping anim is enough, you can use -1 as well. _________________ SHP Artist of Twisted Insurrection: Nod buildings
So things like the Tesla Component Tower from ROTR would work with -1... _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
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