Posted: Thu Jul 16, 2009 3:20 pm Post subject:
Help Getting an Ore Refinery to Animate.....
Subject description: it won't.
OK, so I'm trying to give my Second Yuri Side a method of ore collecting that doesn't involve a slave miner, but for some reason, my ore refinery will not animate.
y,Arabs;gs 0 for Good, 1 for Evil
AIBasePlanningSide=2
Cost=2000
Soylent=300
Points=80
Power=-50
Storage=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HalfDamageSmokeLocation1=0,0,0
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=10
MinDebris=5
PipScale=Tiberium; This value MUST be 0 for all building addons
ThreatPosed=0;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
Spyable=yes;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the
computer places, but will settle for AIBasSpacing
; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive
on you assumption. It counts from game west
NumberImpassableRows=3; defaults to yes for buildings, no for others
ImmuneToPsionics=no;gs for the AI to handle the slave miner, it has to understand what
makes money
ResourceDestination=yes
Drainable=yes
RequiredHouses=Arabs
ForbiddenHouses=YuriCountry
Art:
[YARAFN]
Remapable=yes
Cameo=YREFICON
Foundation=4x3
Height=6
ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48
Buildup=YARAFNMK
DemandLoadBuildup=true
FreeBuildup=true
BibShape=YARAFNBB
QueueingCell=4,1 ;gs A harvester will aim for this cell if it wasn't allowed to reserve the docking cell and therefore the refinery
NewTheater=yes
ActiveAnim=YARAFN_1
ActiveAnimZAdjust=-5
ActiveAnimDamaged=YARAFN_1D
ActiveAnimTwo=YARAFN_2
ActiveAnimTwoZAdjust=-5
ActiveAnimTwoDamaged=YARAFN_2D
ActiveAnimThree=YARAFN_3
ActiveAnimThreeZAdjust=-5
ActiveAnimThreeDamaged=YARAFN_3D
ActiveAnimFour=YARAFN_4
ActiveAnimFourZAdjust=-5
ActiveAnimFourDamaged=YARAFN_4D
SpecialAnim=NAREFNOR
SpecialAnimZAdjust=-50
OccupyHeight=4
CanBeHidden=False
CanHideThings=true
RemoveOccupy1=0,-2 ;I don't know the exact settings for these.
RemoveOccupy2=1,-1
RemoveOccupy3=1,-2
RemoveOccupy4=2,-1
RemoveOccupy5=-2,0
RemoveOccupy6=-2,-1
RemoveOccupy7=-2,-2
RemoveOccupy8=3,1
DamageFireOffset0=30,30
The real reason is rather dumb one, infact Westwood has special handling for the refinerys (so even original refinerys have the issue) so ActiveAnim= works but the other activeanim slots do not and then also SpecialAnim/ProductionAnim Worked else other ones aren't used what I recall. Cannis for one worked around the issue in past by merging all animations into 1 anim regards normal game refinerys. QUICK_EDIT
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