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A Lot of Questions
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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Sep 14, 2009 2:59 am    Post subject:  A Lot of Questions Reply with quote  Mark this post and the followings unread

So I have collected some of my questions through the past few days, and decided to post them all together here.

1:

How do I make a firing animation for a superweapon structure? For example, I want to make the Weather Control Device shoot a beam upwards when its superweapon is initiated.

2:

How do I make the Genetic Mutator superweapon animation different from the Ion animation? When I set the Ion explosion animation to IONSECONDANIM, the Mutate superweapon takes the same animation.

3:
OMITTED

4:

Can AIs build upgrades? Can AIs build upgrades as they do to buildings? If so, how?

5:
SOLVED

6:
SOLVED

7:
When I upgrade my Gattling Cannon, which I have made, with IsGattling=no and Primary= Secondary= all set to its 3rd stage weapons. When the cannon fires at aircrafts, directly below the aircraft gets damaged as well... anyone help?

8:
When I want to add Assault Mode to my game, everything works fine except that the flag is invisible. When my mouse hovers over it it shows the HP bar and string name, but the FLAG IS INVISIBLE! Here are the codes:

Code:

Art:

[CAFLAG]
Normalized=yes
Remapable=no
Foundation=1x1
Height=8
NewTheater=yes
ActiveAnim=CAFLAG_A
ActiveAnimZAdjust=-100
DemandLoad=true
OccupyHeight=2

[CAFLAG_A]
Image=CAFLAG_A
Layer=ground
NewTheater=yes
LoopEnd=15
LoopCount=-1
Rate=250
DemandLoad=true
Shadow=yes


Rules:

[CAFLAG]
UIName=Name:CAFLAG
Name=RA2 Flag
TechLevel=-1
Strength=2000
Nominal=yes
Insignificant=no
Points=100
Cost=20000
Crewed=no
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
MinDebris=1;10
Adjacent=2
Sight=10
Capturable=no
Spyable=no
ToProtect=yes
ProtectWithWall=yes
LightningRod=true
IsBaseDefense=yes
ThreatPosed=1
SpecialThreatValue=1
LegalTarget=yes
EligibileForAllyBuilding=yes
ImmuneToPsionics=yes
CanC4=no
IsPlug=true
IsTemple=true
Warpable=no
CanBeOccupied=no


The CAFLAG_A is in Animations and CAFLAG is in BuildingTypes registered as 430.... Why won't it show up? I have CAFLAG.shp and CAFLAG_A.shp in ecachemd02.mix but nothing is working!



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Last edited by 001010011100101110 on Fri Sep 18, 2009 3:07 am; edited 2 times in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Sep 14, 2009 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

1: You have to add the anim to the building using a SuperAnim, look at the Nuke silo.

2: Eh..? The Ion Cannon anims are controled by IonBlast & IonBeam in the [General] section & have nothing to do with the Genetic Mutator.

3: AFAIK can't be done but never tried myself.

4: AIBuildThis=yes should work

5: BerserkFriendly=yes

6: Could be Warhead related, check any recently added weapons.

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Mon Sep 14, 2009 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

You can't pull aircraft from the sky. You could simply make a normal AA only weapon which uses the Magnetron's graphics (that purple flat laser beam) though.

BeserkFriendly is a strange name. Simply think of it like this:
Is the unit which has the tag friendly to beserk weaponry, thus can it be beserked? #Tongue

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Mon Sep 14, 2009 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:

4: AIBuildThis=yes should work

nope, they are buggy. I have some building upgrades and AI never buy them

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Sep 14, 2009 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

IE is definitely warhead related.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Sep 15, 2009 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Well apparently IonBlast is linked to the Genetic Mutator... should I make a new FireWH and giving it to the Genetic Mutator to solve???

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Sep 15, 2009 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

No idea, but your warhead problem is because some warhead lacks 11 Verses values.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Sep 16, 2009 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

OK, so how do I get the rest of the probs fixed?

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Sep 16, 2009 6:23 am    Post subject: #4 Reply with quote  Mark this post and the followings unread

Well question 4 is something I think I can anwser for you. When I did upgrades, they bought them if these conditions were met. Or maybe I just think they did, I swear i saw the new weapons fire. You do know that upgrades are invisible right? Yes you must nvm.

Make sure your upgrade is lsited here.
[AI]
ThirdBaseDefenses=
AlliedBaseDefenses=
SovietBaseDefenses=

Make sure your Defense building upgrade have theses in thier code.

[Defensebuidlingupgrade]
Power=25
AntiArmorValue=
AntiInfantryValue=
AntiInfantryValue=

Theses tell the comp how to build defenses, make them high. I'm pretty sure there was some kind of bug, where ai only want to build power upgrades. So set the original defense building Power=-100 or something, and then when you build upgrade it makes it -75.

If that doesn't work I'm stumped.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Thu Sep 17, 2009 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

NEW PROBLEM:

When I upgrade my Gattling Cannon, which I have made, with IsGattling=no and Primary= Secondary= all set to its 3rd stage weapons. When the cannon fires at aircrafts, directly below the aircraft gets damaged as well... anyone help?

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Thu Sep 17, 2009 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Post the codes for your Gattling Cannon's Weapons.
I think CellSpread is too high.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Fri Sep 18, 2009 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

No, I didn't change the cellspread. I just read ModEnc's view on upgrade with 2 weapons, it is known to cause errors... maybe thats the problem, anyone want to help? The above is all I have changed.

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