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SHPs turrets proplem
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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Thu Nov 15, 2018 1:17 am    Post subject:  SHPs turrets proplem Reply with quote  Mark this post and the followings unread

well I just don't know why this happens now, when the turret is a SHP the game or the building go nerdy

like some times the turret never show up
some times it shows up on the snowed maps while not the others

here is my codes

{RULES CODES}


Code:
[BuildingTypes]
XX=SRSAM


[Aniamtions]
xx=SRSAMTUR

[SRSAM]
UIName=Name:SRSAM
Name=Short Range Sam
Image=SRSAM
BuildCat=Combat
Primary=SRR
LandTargeting=1
NavalTargeting=6
Strength=900
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,RADAR
Adjacent=4
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
Maxdebris=3
MinDebris=2
ThreatPosed=0   ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=no
Powered=yes
Turret=yes
TurretAnim=SRSAMTUR
TurretAnimIsVoxel=false
TurretAnimZAdjust=55
;TurretAnimX=0
;TurretAnimY=0
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong
AIBuildThis=yes




{ART CODES}

Code:
[SRSAM]
Cameo=SAMICON
Remapable=yes
Foundation=2x2
Buildup=SRSAMMK
Height=2
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=470,0,350
SecondaryFireFLH=90,-50,100
NewTheater=yes
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20


[SRSAMTUR]
Normalized=yes
LoopStart=0
LoopEnd=31
LoopCount=-1
Rate=0
Layer=ground
NewTheater=yes
Shadow=yes
Surface=yes



What the hell could be wrong!!!

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Nov 15, 2018 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Because you don't have files for generic theaters, i.e. sgsamtur.shp
The second letter in filename determines in which theater it will be used.
g - generic
a - snow
t - temperate
u - urban
n - new urban
d - desert
l - lunar
Most time you only need generic and snow

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Thu Nov 15, 2018 3:07 am    Post subject: Reply with quote  Mark this post and the followings unread

how the hell I forgot about that, my bad sorry about that Embarassed

THANKS ANY WAY
Smile

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Thu Nov 15, 2018 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any new modders can learn from the SHP turret itself, not the theater.

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If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Fri Nov 16, 2018 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

PussyPus wrote:
Any new modders can learn from the SHP turret itself, not the theater.


sorry I didn't understand what do you mean by this, any way I fixed it.

I just forgot about the theater files of the main SHP file, Do you think it was another thing was behind it!!!!

Also I have another question

What are the right codes for a SHP projectile which makes it act like voxel ones
here is my code:

{RULES CODES}


Code:
[AniamtionsList]
xx=SAM6rocket

[SAM6prj]
Arm=1
High=yes
Shadow=no
AA=yes
AG=yes
;AN=no
Image=SAM6rocket
ROT=50
Scalable=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no


{ART}


Code:
[SAM6rocket]
Normalized=yes
Rate=900
SpawnDelay=1
Trailer=EXPLOMED2
Rotates=yes
Frames=64


It's a projectile for anti-air turret, but it doesn't tilt on it's way to the target, It just climb up while paralleled to the ground!!!!

Also What is the palette to use for it because it gives me another color other than the color in the SHP editor.


here is the projectile



sam6rocket.shp
 Description:

Download
 Filename:  sam6rocket.shp
 Filesize:  25.78 KB
 Downloaded:  12 Time(s)


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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Nov 16, 2018 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

SHPs can't tilt, only rotate, and you need to use FirersPalette=yes in rules code (See other similar projectiles like DOGJUMP).

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"Don't beg for things; Do it yourself or you'll never get anything."

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Fri Nov 16, 2018 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, but I have another question about voxel projectile


Why when it's meant to be a ground to air VXL projectile, it fly's in a straight course untill it become 3 cell close to the target then it tilt and climbs up to hit the target


for example:

the range of the weapon is (100) cells

and the target is in range in the 90th cell, the turret uses it's given anti-air weapon and launch's it's projectile

but the projectile takes about 85 cell paralleled to the ground in the same height untill it's 5 cells close to the target and tilts upwards the target and climb up to hit it sort of vertically


so why it deosnt tilt up from the exact moment it get's fired from the turret
and from the exact moment it get's fired

here is my projectile code, you will notice that the (CourseLockDuration=1)

Code:
[SAM6PRJ]
Arm=1
High=yes
Shadow=no
AA=yes
AG=yes
;AN=no
Image=SAM6rocket
ROT=55
Scalable=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
"""''CourseLockDuration=1""""
Ranged=yes
Degenerates=yes

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Nov 17, 2018 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's just how homing missiles work in RA2, it's part of the reason most projectiles have a short range. Look at the Aegis cruiser's missiles, the only reason they first go up is because the CourseLockDuration is long enough.

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Sat Nov 17, 2018 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

You know it's weird that WESTWOOD made a strange unreal logics,

Any way may be that's my own problem because of my strict commitment to REALISM

Anyway thanks

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