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WarFac Help
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Mar 10, 2010 5:53 am    Post subject:  WarFac Help Reply with quote  Mark this post and the followings unread

Can some one tell me why this isnt working. I Know this thing is coded right, but for some reason it's not showing ingame, not even an icon, It's like the rules.ini isnt reading it at all. here's me coding. All 3 Rules.ini, Art.ini, and ecache20 are in the RA2 Directory.

Code:

Rules.ini

; Building prerequisite categories are specified here.
PrerequisiteFactory=GAWEAP2,NAWEAP

[BuildingTypes]
310-GAWEAP2

[Animations]
969=GAWEAP2_A
970=GAWEAP2_B
971=GAWEAP2_C
972=GAWEAP2MK
973=GAWEAP2BB

; Allied weapons factory 2
[GAWEAP2]
UIName=Name:GAWEAP2
Name=Allied War Factory2
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,GAPILE,GACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
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=yes
ExitCoord=384,96,0 ;gs dude, logically this should be 512,256,0 because 96 is not the center of a cell
;The 96 is messing up the CMiner, but fixing it breaks the CMiner even more ;corection to make blimps/jumpjets work
Spyable=yes
;WantsExtraSpace=yes

Art.ini

[GAWEAP2]
Remapable=yes
Cameo=gwepicon
Foundation=5x3
Height=5
AnimActive=0,1,0
ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25
Buildup=GAWEAP2MK
DemandLoadBuildup=true
FreeBuildup=true
;DeployingAnim=GAWEAP_2
ActiveAnim=GAWEAP2_A
;ActiveAnimDamaged=GAWEAP_AD
ActiveAnimZAdjust=-145
ActiveAnimYSort=10
;DoorAnim=GAWEAP_B
;DoorStages=10
;DamagedDoor=yes
;UnderDoorAnim=GAWEAP_1
NewTheater=yes
BibShape=GAWEAP2BB
;ActiveAnimTwo=GAWEAP_B
;ActiveAnimTwoDamaged=GAWEAP_BD
ProductionAnim=GAWEAP2_C
ProductionAnimX=0
ProductionAnimY=0
ProductionAnimYSort=0
;ActiveAnimTwoZAdjust=-70
RoofDeployingAnim=GAWEAP2_B
;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

[GAWEAP2_A]
Normalized=yes
LoopStart=0
LoopEnd=3
LoopCount=-1
Rate=200
Layer=ground
DetailLevel=1

[GAWEAP2_B]
Normalized=yes
LoopStart=0
LoopEnd=5
LoopCount=1
Rate=200
Layer=ground
DetailLevel=1

[GAWEAP2_C]
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=1
Rate=200
Layer=ground
DetailLevel=1

.shp files in ecahe20.mix
gaweap2
gtweap2
guweap2
ggweap2
gaweap2mk
gaweap2bb
gaweap2_a
gaweap2_b
gaweap2_c

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Mar 10, 2010 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

[BuildingTypes]
310-GAWEAP2

It should be:

310=GAWEAP2

Don't worry I've done that plenty of times myself over the years XD

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Mar 10, 2010 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

wow, thats wierd, cause I got it to work and didnt even change that. Infact it still is

[BuildingTypes]
310-GAWEAP2

But still works. Whats up with that?

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