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Help Getting an Ore Refinery to Animate.....
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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Jul 16, 2009 3:20 pm    Post subject:  Help Getting an Ore Refinery to Animate.....
Subject description: it won't.
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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.

My rules:

anim:
685=YARAFN_1D
686=YARAFN_2D
687=YARAFN_3D
688=YARAFN_4D
689=YARAFN_1
690=YARAFN_2
691=YARAFN_3
692=YARAFN_4


Rules:
[YARAFN]
Image=YARAFN
UIName=Name:YAREFN
Name=Yuri ore Refinery
BuildCat=Resource
DockUnload=yes
Refinery=yes
NumberOfDocks=1
Bib=yes
Prerequisite=POWER,YACNST
Strength=1000
Adjacent=3
Armor=wood
TechLevel=1
FreeUnit=YRMIN
Sight=6
Owner=British,French,Germans,Americans,Russians,Confederation,Africans,Alliance,YuriCountr

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

[YARAFN_1]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=1
Layer=ground
NewTheater=yes

[YARAFN_1D]
Image=YARAFN_1
Normalized=yes
Start=2
LoopStart=2
LoopEnd=3
LoopCount=1
Layer=ground
NewTheater=yes

[YARAFN_2]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=1
Layer=ground
NewTheater=yes
Next=YARAFN_1

[YARAFN_2D]
Image=YARAFN_2
Normalized=yes
Start=2
LoopStart=2
LoopEnd=3
LoopCount=1
Layer=ground
NewTheater=yes
Next=YARAFN_1D

[YARAFN_3]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=1
Layer=ground
NewTheater=yes
Next=YARAFN_2

[YARAFN_3D]
Image=YARAFN_3
Normalized=yes
Start=2
LoopStart=2
LoopEnd=3
LoopCount=1
Layer=ground
NewTheater=yes
Next=YARAFN_2D

[YARAFN_4]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=1
Layer=ground
NewTheater=yes
Next=YARAFN_3

[YARAFN_4D]
Image=YAREFN_4
Normalized=yes
Start=2
LoopStart=2
LoopEnd=3
LoopCount=1
Layer=ground
Next=YARAFN_3D

Any help would be appreciated.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Wed Feb 08, 2012 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Is this by any chance the one from Tiberian Graveyards? Because I can't get it to work either. WTF?

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aka SavebearingBoss

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Feb 08, 2012 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Feb 08, 2012 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

right, thanks for the reply dude.

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MIdAS - Turning wages into beer since 2002

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