Posted: Sat Aug 15, 2009 1:54 am Post subject:
SHP turret problem
Hey all having trouble to set up madhqs flame and gun turret but having trouble with the turret code
[NAFLAME]
UIName=Name:GattCannon
Name=Yuri Flame turret
Image=NAFLAME
BuildCat=Combat
Strength=810
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,YACNST
Adjacent=4
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=400
BaseNormal=no
Points=30
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=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=no
Turret=yes
TurretAnim=NAFLAME_T
TurretAnimIsVoxel=Flase
TurretAnimX=1
TurretAnimY=30
TurretAnimZAdjust=1
ROT=10
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
Primary=FThrower
HasRadialIndicator=true
[GAPILL]
UIName=Name:GAPILL
Name=Allied Pill Box
BuildCat=Combat
Strength=400
Armor=steel
Prerequisite=BARRACKS,GACNST
TechLevel=1
Adjacent=4
ROT=10
Sight=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=500
BaseNormal=no
Points=30
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
;MaxDebris=15
;MinDebris=5
Primary=Vulcan2
Turret=yes
TurretAnim=GAGUN_T
TurretAnimIsVoxel=Flase
TurretAnimX=1
TurretAnimY=30
TurretAnimZAdjust=1
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
Image=GAGUN
HasRadialIndicator=true
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
Here is the code but I think the problem is around the anim tags really ingame pic included if anyone could direct me to fix this it would be sweet
flame turret and grinder tank.PNG
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Last edited by SSTG on Sat Aug 15, 2009 2:59 am; edited 1 time in total QUICK_EDIT
The only thing I can think of is you don't have the right SHPs in the directory or a MIX file and you misspelled false on TurretAnimIsVoxel. QUICK_EDIT
Well first it would have been useful if you said what's the actual problem.
From what i can see on the pic, do all SHPs work ingame and your only problem is, that the turrets position is too low and should be moved upwards.
A simple question like "how can i move the turret upwards" would have done it
So my suggestion is, that you either try adding YDrawOffset= to the turret anim in art.ini and this way move it pixelwise upwards (e.g. YDrawOffset=-40 could be enough)
or adjust the TurretAnimY= value in rules.ini and see if you can move it this way upwards. _________________ SHP Artist of Twisted Insurrection: Nod buildings
It's what I use for turret code in RulesMD.ini, and works perfectly ingame. Last edited by ShadowStar on Sat Aug 15, 2009 9:43 am; edited 3 times in total QUICK_EDIT
this one tells the game to move the turret downwards, what makes the turret look wrong
use 0 on X and Y and it should work.
If the Base is shining through the turret, use a better ZAdjust value.
-25 for buildings with the height of approx. one cell should be enough. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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