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Component Tower issue
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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Nov 30, 2017 9:39 am    Post subject:  Component Tower issue
Subject description: Upgrade wont show up
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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


Artmd:
[GACTWR]
Image=GACTWR
Remapable=yes
Normalized=yes
Cameo=TOWRICON
Foundation=1x1
Buildup=GACTWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
;ActiveAnim=GACTWR_A
;ActiveAnimZAdjust=-39
Height=3

[GACSAM]
Image=GACTWR_D
Remapable=yes
Cameo=TWR3ICON
Foundation=1x1
MidPoint=66
PrimaryFireFLH=152,50,192
SecondaryFireFLH=152,-50,192
NewTheater=yes

[GACTWR_D]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Layer=ground
NewTheater=yes


So, what am I missing all time?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Nov 30, 2017 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Dec 01, 2017 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO, Very Happy
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.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Dec 01, 2017 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Dec 02, 2017 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, here is how it looks like

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?

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Dec 02, 2017 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
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.

For your SAM upgrade, you used GACSAM which is PowerUp3Anim on the component tower from TS, that's why you needed to PowersUpToLevel=3. I'm not sure if this changed but,
"While the simultaneous firing of both Primary and Secondary weapons is applicable to all the upgrade numbers, in TS there is hardcoded restriction for the Component Tower to not allow this for PowersUpToLevel=2 and PowersUpToLevel=3 as those are coded for RPG and SAM Upgrades.",
so PowersUpToLevel=4+ should be able to use any combination.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Dec 02, 2017 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Dec 02, 2017 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Dec 06, 2017 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 06, 2017 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Dec 06, 2017 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

So things like the Tesla Component Tower from ROTR would work with -1...

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