Aint it facing the wrong way for a start.
As long as the code is the same as a standard WF but with things that need to be changed edited it should work. QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Mon Oct 05, 2009 2:23 am Post subject:
Your wactory is facing the wrong direction, which is harcoded AFAIK.
Besides that, I've experienced something similar with warfactories that had a different foundation to the default one (smaller than default), where the first unit produced would stay on the warfactory, until I ordered it to manually leave it, extra units on the queque would sometimes refund their cost (just like when a unit production is finished, while the door animation hasn't), or move the unit stuck in the warfactory. It was easy to solve, ingame, by giving the warfactory a rally point manually. QUICK_EDIT
Oh, my bad Mig. I thought you ment to switch my foundation from 5x3 to 3x5 cause my building was facing opposite direction. Crap, that means I will have to remake all my anims too.
Ya know tho, It wouldnt be a bad idea to use it as a tank storage facility. Even though the tanks dont come out automatically, they do if I order them too. QUICK_EDIT
Um, well, I mirrored it and set it to use 5x3 foundation, but it still does the same thing as mentioned and shown above. even setting a rally point dosent work either. but I have to click on the one it shows then click somewhere on the map then they all come out. Hmmm, I dont know guys.
My door anim dosent work either.
I'll post my codes again, cause they are different again, maybe somebody can catch something I may have botched up.
and what do I do to make it Sellable? or cant I...
[WARFAC]
UIName=WARFAC
Name=Allied War Factory
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=GAPILE,GACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
;Bib=yes <--- havent made it yet
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=no
ExitCoord=394,106,0 ;;;;;384,96,0 ;gs dude, logically this should be 512,256,0
Spyable=yes
Sellable=true
;WantsExtraSpace=yes
@suraj_geddam98
You know I really already knew that. Sometimes I get alot on my mind and forget things. Thanks for refreshing my memory.
I was just sitting here looking at the code, and something struck me. Does the WarFactory need a Bib to make the tanks come out of the building? QUICK_EDIT
I dont know, I can't get frickin nothing to work on this darn thing, At All!!
door anim dosent work
bib dosent even show, just blank spot on ground
window anim dosent work
units dont come out unless forced too
toilet dont work
sink leaks
and every darn thing else.....
I also renamed everything too,
warfactory <------ building
warfactory_a <------ door anim
warfactory_b <------ window anim
warfactorybb <------ Bib
warfactorymk <----- BuildUp QUICK_EDIT
You probably need UnderDoorAnim, RoofDeployingAnim & UnderRoofDoorAnim too, I've never had problems because I always add everything to make it fully working.
TBH you should just use the code already ingame & then override the Gfx, so just rename your shp files to ggweap etc. _________________
O.K. I changed the names to ggweap, gtweap, gtwaep_a, gtweap_b, etc... Nothing seems to work still.
I am only using this building for Temperate only, so does that make it theater specific? and if so should I use the tag Theater=yes and NewTheater=no?
crap my ride to work is here, will have more questions later. Thanks guys. QUICK_EDIT
See the difference? RA2 (like TS) is case sensitive! If you write once in lowercase, then in uppercase and somewhere else in a mixture it can't work at all. Use allways uppercase to avoid this!
2. Do you put the anims in the [Animations] list in rules.ini? Every anim that has its own art.ini entry needs to be listed there.
crevio wrote:
[WARFAC]
;Bib=yes <--- havent made it yet
that's plain worng. It has nothing to do with the graphics.
Bib=yes tells the game to make the south west row of cells passable so units can drive on them. Your warfactory doesn't has these passable cells, so units can't leave the factory as the row in front of the door is impassable. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Alright, this is driving me completly nuts. I managed to get everything working except the door anim. It kinda works, only shows half the door when it's used (pic). I kinda dont understand what tag to use for the door anim. here's my new code for Art.ini. and I know the building looks wacked out, I have to re-photoshop it cause of resizing.
[TANKWEAP]
Remapable=yes
Cameo=warficON
Foundation=5x3
Height=4
AnimActive=0,1,0
ZShapePointMove=30,15
Buildup=TANKWEAPMK
DemandLoadBuildup=true
FreeBuildup=true
DeployingAnim=TANKWEAP_AD -------------> do I use this for door anim or
ActiveAnim=TANKWEAP_B ->"Working"
ActiveAnimZAdjust=-145
ActiveAnimYSort=10
;DoorAnim=TANKWEAP_A -------------------> this one
;DoorStages=17
;DamagedDoor=no
BibShape=TANKWEAPBB
;ActiveAnimTwo=TANKWEAP_A
ProductionAnimX=0 --------------------> How do you determine what these are supposed to be
ProductionAnimY=0 --------------------> "" "" """ "" "" "" "" "" ""
ProductionAnimYSort=0 -----------------> "" "" """ "" "" "" "" "" ""
ActiveAnimTwoZAdjust=-70
DamageFireOffset0=-10,-10
DamageFireOffset1=27,30
DamageFireOffset2=0,70
OccupyHeight=3
RemoveOccupy1=0,-1
RemoveOccupy2=1,-1
RemoveOccupy3=2,-1
RemoveOccupy4=3,-1
RemoveOccupy5=2,0
RemoveOccupy6=2,1
RemoveOccupy7=3,1
RemoveOccupy8=4,1
CanBeHidden=False
I want the doors to remain completely closed and only open when I build a tank.
Animation1.gif
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Last edited by crevio on Mon Oct 12, 2009 12:00 am; edited 1 time in total QUICK_EDIT
If it's possible look at TS war factories, or Yuri or Soviet war factories (though Yuri and Soviet ones the door just instantly is open, no animation) QUICK_EDIT
O.K. I figured out the door anim problem, got it working,I forgot to cut out where the door goes, but now by doing that I posed another problem I dont know how to resolve. What do I do now to make it look like the door is always there? The door will open and close when i build a unit but then disappear.
yeah but I just had to cut it out to make the door anim work. If I put something back in the anim wont work again. Ah hell I dont know.
This mod has givin me jello brains.... QUICK_EDIT
This is how it works in TS
DeployingAnim= ;a 2 frames shp with the part that is drawn above a leaving unit (e.g. the roof)
UnderDoorAnim= ;a 2 frames shp with the part that is at ground level and shown under a leaving unit (e.g. the floor)
DoorAnim= ;the animation for the opening/closing door
DoorStages= ;the key which sets the number of frames of the dooranim _________________ SHP Artist of Twisted Insurrection: Nod buildings
the tags above are in the code but comented out and not used. Then I goto thinking that if they were to be used it would require the ProductionAnim= tag. So thats it, if ya want a door anim use that tag and uncomment the 3 tags above and leave the 0's alone. and you dont have to cut out the door area either just leave it there, just make it look like it opened thru your door anim QUICK_EDIT
you forgot to mention that with the usage of ProductionAnim you also have to include the door closing anim and leave an adequate number of open-door-frames, so the door stays open as long as the unit leaves the warfactory.
The TS way of dooranims does the closing anim automatically by playing the dooranim backwards. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Thats the same way it works with production anim, atleast how I have it set up. my anim runs forward, pauses, then runs backwards, all automatic. QUICK_EDIT
really? Seems like they moved the dooranim code to the productionanim then.
I wonder how you then make a working productionanim like flashing lights, which flash only during the time the unit is leaving the warfactory.
RA2 seems to be more and more messed up to me and just hastily cobbled together for a release. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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