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[SHP] Problems with building upgrade
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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Sun Jun 15, 2008 8:49 pm    Post subject:  [SHP] Problems with building upgrade Reply with quote  Mark this post and the followings unread

Hello,

I try to create an upgradable radar center.
The building is already done and i also finished the first upgrade. I can build the upgrade in-game, but in won't show up. I relatively sure thats everything is labeled correct. There must be something wrong with the layer order. I've tried various high values for the following keys:

Code:

PowerUp1LocXX=
PowerUp1LocYY=
PowerUp1LocZZ=
PowerUp1YSort=
PowerUp2LocXX=
PowerUp2LocYY=
PowerUp2LocZZ=
PowerUp2YSort=


But it still don't show up. Can someone tell me how to do it right?

There is also an small other problem, if I place my radar beside an specific other building, the active anim of that building will overblend my radar. How I can get rid of this bug? I am thankfully for any help.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 15, 2008 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you added the anim of the upgrade to the [Animations] list in rules.ini?

Is the upgrade shp placed correct in an ecacheXX.mix file? (XX = number between 02-99)

If you used an original upgrade image, do you added the Image= key to your upgrade?

LocXX LocYY and LocZZ are used to place the upgrade at the correct point.
YSort is used to adjust the layer at which this is drawn, so you should change this first if it doesn't show up. (btw, afaik this accepts only values between 125 and -125)


Change (lower) the ZAdjust value of the Animation that is shown through your radar. But don't lower it too much, or the animation is drawn under the building itself.

I posted bugfixes for the ZAdjust values for various buildings here. Maybe yours is listed there too.

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Sun Jun 15, 2008 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for your reply.

The plug works now, it was my fault there was a strange logic error. XD - The "specific" building is my own and only my radar gets overlapped by the active anim, no other building. I will try to lower the value even more.

-edit- solved!

Another question, is it possible to add a further active anim to the main building, by adding a plug?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 15, 2008 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry, what? Do you want another activeanim or another upgrade?
You can have up to 3 upgrades for one building.
You can of course add new anims. Up to ActiveAnimFour.

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Mon Jun 16, 2008 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, its hard to explain.

I have a building with three floors, one light source on every floor. There is allready an active anim for the light on the first floor. There are two upgrades. My intention was thats with every upgrade, one of the other two lights would also become animated. Is it possible to add further active anims to the building by placing an upgrade on it? I ask because I've found that 'PowerUp1Anim' I know I could add those lights to the upgrades itself but those are already finished and there are differences in the frame count. And it would be a lot of additional work.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 16, 2008 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

ah i see.
hmm, difficult.
The problem is that you can't even add the anim to the upgrade, because you have no predefined positions for each upgrade. So the anim would follow the upgrades relative position, what isn't always the place where you want the anim.

One solution i can think of is, if you give the upgrade the Next key to start the other anim. But this requires that the upgrade doesn't loop, because the next key starts only if the anim ends. So you can only replace the upgradeanim with the floor anim.

Another possible solution would be, if you give the upgrades predefined positions. PowerUp1 2 and 3 have the same LocXX YY and ZZ and the position of each upgrade is done in the shp. Then you can give each upgrade the floor anim by adding this to the upgradeanim (yes a lot of work).
Though there is one problem. There's no way to stop the player building 2 times the same upgrade, so in the end there would be a free plug, because 2 are on the same position. I never tested it but maybe BuildLimit=1 works on each upgrade, so you don't have the problem with doubled upgrades.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Mon Jun 16, 2008 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works if I do it the hard way. I will rerender the upgrade to a fitting frame count and add the light to it. The BuildLimit key seems not to affect upgrades. Thank you Lin Kuei Ominae for the help.
I'll send you a PM with an image of it.

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