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cameo wont apear on building ._.
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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri May 14, 2010 8:33 pm    Post subject:  cameo wont apear on building ._.
Subject description: I have tested a working cameo i made and it wont show either, causes ie to cancel building
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[CRANETOWER]
Normalized=yes
Remapable=yes
Foundation=2x2
Height=3
NewTheater=no;yes
DemandLoad=true
BuildUp=CANADIANCRANE
Cameo=MARVICON

i dont know what all you want or need, but here it is.

I know im a noob, so i may be missing something obvious but i couldnt find anything on this. (search engine here didnt help me either, just brought up little of everything ._.)

So i made a cameo for it, but it wont show ingame. Another problem is when its done building, it still does that thing where it says on hold and when you build something else, it loops too kind of thing... nothing new there. Though when I right clcik and select cancel, it causes ie.

So like, i decided to use the unit i have now's Cameo since i know it works, to find it doesnt change cameo either. It still apears as missing. The building itself works properly, does everything i want it to... just its cameo is a problem... :( Anyone have any idea whats wrong?

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Fri May 14, 2010 9:00 pm    Post subject: Re: cameo wont apear on building ._. Reply with quote  Mark this post and the followings unread

wardeathfun wrote:
Another problem is when its done building, it still does that thing where it says on hold and when you build something else, it loops too kind of thing... nothing new there. Though when I right clcik and select cancel, it causes ie.
show rules

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Fri May 14, 2010 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let me guess, this has ConstructionYard=yes and Factory=BuildingType on it.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri May 14, 2010 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

My guess is he dont have Buildcat= in the code. Without it causes the dreaded "OnHold" to appear after built and placed. Asfar as the Cameo goes, either you dont have the shp in an ecache(md) or you mispellled the name.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri May 14, 2010 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

High Templar X wrote:
Let me guess, this has ConstructionYard=yes and Factory=BuildingType on it.


._. yes... Is that the problem? *twitches*



[CRANETOWER]
UIName=Name:CCRANE
Name=Canadian Crane
Strength=400
Armor=concrete
TechLevel=11
Adjacent=3
Factory=BuildingType
Sight=8
Owner=British,French,Germans,Americans,Alliance,AHQC,STRMGEN,ROBGEN,Canada,Japan
RequiredHouses=Canada
Cost=2000
Points=80
Power=-100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=7
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=no
TogglePower=no
Prerequisite=GATECH,GACNST
EligibileForAllyBuilding=yes
ImmuneToPsionics=no
Upgrades=1
BuildLimit=5
BuildTimeMultiplier=5

code since its been asked. :/

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri May 14, 2010 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Confused didnt you read my reply?

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri May 14, 2010 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes. :/ and cameo is not only spelt properly but as stated, i used another cameo that already worked (infact, its the marv cameo seen in first post.)

as for buildcat, i did not bother trying since if i recall, you dont need to specify since defualt is where i want it now :p

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat May 15, 2010 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

You can't build ConYards. Engine limit. Sorry man.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat May 15, 2010 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

You can't build a building which builds buildings, but you can build a building which builds an MCV which builds into a building which builds buildings.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat May 15, 2010 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Holy Cow thats a tongue twister there Orac. Razz

But anyway, why not? I build cnst yards all the time.



gdicnst.png
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gdicnst.png



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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat May 15, 2010 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

You lucky bastard xD

copy and paste please? :3

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sat May 15, 2010 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac I barely can follow what you just said but after reading it a couple times I got it.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat May 15, 2010 4:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Go to cancel building one of those. You'll get an IE.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat May 15, 2010 4:46 am    Post subject: Reply with quote  Mark this post and the followings unread

is there a way to make it so it speeds up building but doesnt cause ie? Im not letting it build buildings anyways (everything requires gacnst, nacnst, or yacnst... or whatever they are)

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat May 15, 2010 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

M7 wrote:
Go to cancel building one of those. You'll get an IE.


You are correct, Hmmm, I never knew that, though I never tried to cancel the build either. Well guess I wont be using that anymore. What a shame.

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Sat May 15, 2010 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

It just needs BuildCat=somethingvalid.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 16, 2010 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Na, like I said earlier BuildCat= only fixes the "OnHold" bug. It dosent fix the Cancel build IE.

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Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Mon May 17, 2010 12:45 am    Post subject: Reply with quote  Mark this post and the followings unread

High Templar X wrote:
It just needs BuildCat=somethingvalid.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon May 17, 2010 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
M7 wrote:
Go to cancel building one of those. You'll get an IE.


You are correct, Hmmm, I never knew that, though I never tried to cancel the build either. Well guess I wont be using that anymore. What a shame.


Fixed in Ares, hang on a while longer.

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