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Voxel turret will not show on AA defense structure~ Solved
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wardeathfun
Commander


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

PostPosted: Fri Oct 15, 2010 6:06 am    Post subject:  Voxel turret will not show on AA defense structure~ Solved
Subject description: Most likley a dumbass mistake but I cant figure the damn thing out, help please :(
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Code:
[GAPHLX]
UIName=NOSTR:Phalanx Anti Air
Name=Phalanx
BuildCat=Combat
Strength=800
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,GACNST
Adjacent=4
Sight=10
ROT=8
Owner=STRMGEN
RequiredHouses=STRMGEN
AIBasePlanningSide=0
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=PHLXWEP
LandTargeting=6
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=PHLX
TurretAnimIsVoxel=true
TurretAnimZAdjust=-20
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong
ImmuneToPsionics=no
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
Upgrades=1
AIBuildThis=no


So like, the building shows and is buildable and everything. However, the voxel turret does not show. The voxel file and hva file are inside the ra2 folder and are named "PHLX.vxl" (hva too). Am I fogetting something or is it something else I did wrong completely? :O this is mig eaters Phalanx thingy btw if that matters. I do not know what else to add :@ but I will answer any questions... or atleast try.

Last edited by wardeathfun on Sun Oct 17, 2010 5:45 am; edited 3 times in total

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Oct 15, 2010 4:15 pm    Post subject: Re: Voxel turret will not show on AA defense structure Reply with quote  Mark this post and the followings unread

wardeathfun wrote:

TurretAnim=PHLX(TUR)


Well there's your problem! You're missing what's in bold! I take it your files are correctly named?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 15, 2010 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

But he said he named them phlx.vxl/.hva too and since building turrets don't need to follow the unitturret naming convention with the tur suffix, it should work with any name.

I once simply assigned a tank chassis to the turret and it worked too.

So i actually have no clue why his turret won't show. Maybe there is a small typo in filenames so they don't have the same name as in the ini. (e.g. stupid windows hides the fileextension and you have phlx..vxl and phlx..hva or something similar)

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
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PostPosted: Fri Oct 15, 2010 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

It might be the offsets as well, but I'm not sure... I'm thinking that the HVA offsets might be a little off that show the turret missing. This is just an assumption of mine, but it might be right, might be wrong. If I'm wrong, then I learned something new.

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

PostPosted: Fri Oct 15, 2010 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

unless the l in phlx.vxl is actually an I (which i doubt considering everything is in lower case and id imagine captial i would look to odd to be an l, plus phix is stupid, so im sure its L), its named correctly. Also NASAM has it as SAM. If that matters any Surprised


Edit~
Tested it with SAM in place of PHLX and still dont show, so it be my codings :# I will play with the offsets for a long while, but I have no idea how the dang things work.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Oct 15, 2010 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

try these settings:

TurretAnimX=-0
TurretAnimY=-0
TurretAnimZAdjust=-32

After looking at you code and names of things, I for the life of me dont see why it wouldnt show up.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 15, 2010 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

It could be indeed a too high (it's negativ) TurretAnimZAdjust value, thus the turret is rendered behind the building.
Even if i assumed that vxl turrets are always rendered above the building.
Though i might be wrong and something like TurretAnimZAdjust=-127 would make it visible.

btw, is it a very big or very high building on which you're using the turret?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Oct 16, 2010 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

post an ingame of the structure.

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

PostPosted: Sat Oct 16, 2010 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Copied and pasted the code given above. No go. I tried the turret on regular nasam and the PHLX turret showed, same time, I tried SAM on the new building and it does not show.

Its a copy and paste of NASAM almost entirley... So I am kinda confused on what I changed. I am almost about to just redo it. Here is art settings, I suppose it would of been worth posting earlier but whatever. Maybe you guys will see something.


[GAPHLX]
Cameo=PHLXICON
Remapable=yes
Foundation=1x1
Buildup=GAPHLXMK
Height=3
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
SecondaryFireFLH=90,-50,100
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20



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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Oct 16, 2010 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you have art coding of the turret?

Does the turret name has to be listed in the BuildingType list, or not?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Oct 16, 2010 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

The name of the structure is GAPHLX, which is theater specific imagery. Try putting NewTheater=yes and then try it again.

@Comrade, voxel turrets dont need to be listed or have an art entry.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Oct 16, 2010 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I doubt that it's a theater specific problem, since the base is correctly visible ingame. In addition is the turret a voxel for which the theater prefix doesn't work.

@wardeathfun: remove the Upgrades=1 key and try it again.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Oct 16, 2010 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try

TurretAnimY=6
TurretAnimZAdjust=-50

Worked fine with the Patriot by Mig Eater

Edit: WTF did you download it from? If you downloaded it from

http://forums.revora.net/index.php?showtopic=75709

You fail the internet hard because Mig Eater posted the code.

Pro Tip: Read comments in original posts before posting

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Oct 16, 2010 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is. Next time, read the full topic, you might find art coding. I don't like the new post system of IP.Board though :S

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

PostPosted: Sat Oct 16, 2010 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks Allied General, but I did try that code. It does not work, so I tried the original SAM's code, then others, then posted here. The turret is still invisible. Did someone actually use this structure and got it to work? I am kinda curious what would make my codings different from a working one :/ I am going to copy and pate nasam again .-.


Edit:
Got it working. Should of done this at start but I was hoping to find the problem to better avoid it later. I got it to work:

Working new one:

[GAPHLX]
Cameo=PHLXICON
Remapable=yes
Foundation=1x1
Buildup=GAPHLXMK
Height=3
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
SecondaryFireFLH=90,-50,100
NewTheater=yes
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20

[GAPHLX]
UIName=NOSTR:Phalanx
Name=Storm General Phalanx Defense
BuildCat=Combat
Strength=800
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,GACNST
Adjacent=5
Sight=10
ROT=8
Owner=STRMGEN
AIBasePlanningSide=0
RequiredHouses=STRMGEN
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=PHLXWEP
LandTargeting=1
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=0
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=PHLX
TurretAnimIsVoxel=true
TurretAnimY=6
TurretAnimZAdjust=-50
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong
ImmuneToPsionics=no
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25

Old non working:

[GAPHLX]
Cameo=PHLXICON
Remapable=yes
Foundation=1x1
Buildup=GAPHLXMK
Height=3
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
SecondaryFireFLH=90,-50,100
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20

[GAPHLX]
UIName=NOSTR:Phalanx Anti Air
Name=Phalanx
BuildCat=Combat
Strength=800
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,GACNST
Adjacent=4
Sight=10
ROT=8
Owner=STRMGEN
RequiredHouses=STRMGEN
AIBasePlanningSide=0
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=PHLXWEP
LandTargeting=6
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=PHLX
TurretAnimIsVoxel=true
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong
ImmuneToPsionics=no
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
Upgrades=1
AIBuildThis=no
TurretAnimY=6
TurretAnimZAdjust=-50
FireAngle=0

I do not see any differences... So grr Dx Well other then the art entries. Turns out as weird as it seems to me that NewTheater matters... I thought Iwould only need that if I have a snow version too, so I removed it in fear it would disapear or something on snow maps ._. So it works now. Thanks for everyones help. If anyone thinks they know better what the problem is, tell me. lol. I wish to avoid it later.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Oct 16, 2010 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I kinda figured thats what it was.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Oct 16, 2010 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
@wardeathfun: remove the Upgrades=1 key and try it again.

I still think it's the Upgrades key in the old code.

It simply can't be NewTheater=yes imo, because
-the base was visible ingame and only the turret invisible
-the turret is a voxel for which the theater specific image doesn't work
-even if vxl would follow the theater specific image, it wouldn't be the case here since the turret doesn't has the prefix in the name (it was PHLX and not GAPHLX)

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Oct 16, 2010 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its just some simple renaming error

Upgrades=1 isn't the cause as I used that for the flak cannon without error.

Also a good habit is not to put loose files in directory but in one mix, it helps with general management of files, etc.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Oct 17, 2010 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

in my experience theater specific imagery requires NewTheater=yes. Even though the base itself will appear "for some odd reason" the turret will not.
I downloaded Mig's Phlx, and coded it in using the Upgrades=1 and NewTheater=no. The turret did not appear. I changed it to NewTheater=yes and works just fine.

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

PostPosted: Sun Oct 17, 2010 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I agree with ya on that allied G. I had a ra2 folder with like 300 files of crap and it was overwhelming xD Now I plan to just place things in ra2 folder and then when I am sure its a for sure thing that I will keep it that way, i place in a mix Smile Though something I am not so proud is im also lazy. :p

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