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WarFactory trouble
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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Mon Oct 05, 2009 1:13 am    Post subject:  WarFactory trouble
Subject description: ***Solved***
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Anyone know what causes my units to stay inside the warfac?

pic1= I just build 40 IFV units, but dont come out of building

pic2= but if I click on the building it shows where only one of the units are, and then when I click somewhere on the map they all come out at once.

I cloned the original warfactory codes, changed the art code a little and the foundation to 3x5 instead of 5x3 cause of building direction. any clues?

Art Code:
[WARFAC]
Remapable=yes
Cameo=warficon
Foundation=3x5
;Foundation=5x3
Height=4
;AnimActive=0,1,0
ZShapePointMove=-30,-15
Buildup=WARFAC
DemandLoadBuildup=true
FreeBuildup=true
DeployingAnim=WARFACANIM1
ActiveAnim=WINDANIM
ActiveAnimZAdjust=145
ActiveAnimYSort=-10
DoorAnim=WARFACANIM1
DoorStages=17
ActiveAnimTwo=WINDANIM
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

could it be that my RemoveOccupy coordinates are wrong?



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Last edited by crevio on Mon Oct 12, 2009 12:04 am; edited 1 time in total

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!DarkRose
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Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Mon Oct 05, 2009 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Oct 05, 2009 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
As long as the code is the same as a standard WF but with things that need to be changed edited it should work.


ROFLMAO!!!

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Rico
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Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Oct 05, 2009 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

If only it were that simple Laughing

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Machine
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Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Mon Oct 05, 2009 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Oct 05, 2009 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I already told you to flip it & use Foundation=5x3 >.>

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crevio
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Joined: 19 Apr 2009

PostPosted: Mon Oct 05, 2009 3:19 am    Post subject: Reply with quote  Mark this post and the followings unread

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. Laughing Even though the tanks dont come out automatically, they do if I order them too.

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crevio
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Joined: 19 Apr 2009

PostPosted: Mon Oct 05, 2009 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

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]
Remapable=yes
Cameo=warficON
Foundation=5x3
Height=4
;AnimActive=0,1,0
ZShapePointMove=30,15
Buildup=WARFAC
DemandLoadBuildup=true
FreeBuildup=true
;DeployingAnim=warfacanim2
;ActiveAnim=GAWEAP_A
;ActiveAnimDamaged=GAWEAP_AD
;ActiveAnimZAdjust=-145
;ActiveAnimYSort=10
DoorAnim=warfacanim2
DoorStages=17
DamagedDoor=no
;UnderDoorAnim=GAWEAP_1
;NewTheater=no
;BibShape=GAWEAPBB
;ActiveAnimTwo=GAWEAP_B
;ActiveAnimTwoDamaged=GAWEAP_BD
;ProductionAnimX=0
;ProductionAnimY=0
;ProductionAnimYSort=0
;ActiveAnimTwoZAdjust=-70
;RoofDeployingAnim=GAWEAP_3
;UnderRoofDoorAnim=GAWEAP_4
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

[WARFACANIM2]
LoopStart=0
LoopEnd=17
LoopCount=-1
Normalized=yes
Rate=400
Layer=ground
DetailLevel=1

[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



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suraj_geddam98
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Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Tue Oct 06, 2009 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
Try changing Buildup=WARFAC to Buildup=WARFACMK and rename the buildup anim to warfacmk.shp

IIRC a proper buildup is enough to make a building sellable.

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue Oct 06, 2009 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

@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?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 06, 2009 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe, I've never made one without a bib TBH.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Oct 06, 2009 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

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..... Mad Mad Mad

I also renamed everything too,
warfactory <------ building
warfactory_a <------ door anim
warfactory_b <------ window anim
warfactorybb <------ Bib
warfactorymk <----- BuildUp

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Wed Oct 07, 2009 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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crevio
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Joined: 19 Apr 2009

PostPosted: Wed Oct 07, 2009 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

O.K. I'll try that.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Oct 10, 2009 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Sat Oct 10, 2009 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use the generic specification instead of theater specific. That usually does it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Oct 10, 2009 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

crevio wrote:

[WARFAC]
DoorAnim=warfacanim2

[WARFACANIM2]

See the difference? Wink 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.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Oct 11, 2009 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

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.



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Last edited by crevio on Mon Oct 12, 2009 12:00 am; edited 1 time in total

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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Oct 11, 2009 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

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)

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Oct 11, 2009 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

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.



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raminator
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PostPosted: Sun Oct 11, 2009 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

just make your basic shp with a closed door

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Oct 11, 2009 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

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. Confused
This mod has givin me jello brains.... Laughing

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Darkstorm
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Location: Texas

PostPosted: Sun Oct 11, 2009 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

As I said before look at another war factory, it is the best thing to do in these situations.

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raminator
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PostPosted: Sun Oct 11, 2009 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

but the ra2 weaps don´t have door anims...
take a look at ts

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 11, 2009 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Stupid RA2 doesn't even has dooranims. Confused

This is how it works in TS Wink
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

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Oct 11, 2009 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO Wrote:
Stupid RA2 doesn't even has dooranims.


It does now Razz (The TS way dosent work in RA2)

Anyway, what a pain in the arse this building was. Had me ready to throw my com out the window, sheeeesh!

Thanks for all the support and idea's guy's. no matter the outcome they are always appreciated.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Oct 11, 2009 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crap, I forgot to mention somethings so the next person who wants animated doors on thier weapons fac doesnt go thru hell like I did.

DoorAnim= >
DoorStages= ------> these tags are worthless for RA2, dont use them.
DamagedDoor= >

I tried many, many different combonations of things and the whole time it was right in front of me.

;ProductionAnimX=0
;ProductionAnimY=0
;ProductionAnimYSort=0

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

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 12, 2009 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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crevio
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Joined: 19 Apr 2009

PostPosted: Mon Oct 12, 2009 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 12, 2009 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

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. Confused

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