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Crucio Artillery Problem
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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Fri May 25, 2012 9:55 pm    Post subject:  Crucio Artillery Problem
Subject description: Vxl by ICEDRAGON200
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i recently started modding TS again and already i have got a problem 3 days have gone by and i still can't figure it out i have also found a post about this problem which was posted 3 years ago here... http://www.ppmsite.com/forum/viewtopic.php?highlight=crucio&t=23441

the issue i'm having is ICEDRAGON200's deployed Crucio.shp is invisable meaning it will not shoot, undeploy, move or do anything other than be selected once the unit is deployed. but the units undeployed vxl shows up and does everything just fine and i have no problems with it.

in the 3 days i've been trying to get this working i have gone though many codes (1 even got it to fire at one point) but none have got the deployed shp (or buildup) to show so i'm just gonna post my original code...

Code:

(art)
;vehicle art
[SHADART]
Cameo=SHADICON
Remapable=yes
TurretOffset=-56
PBarrelLength=224
Voxel=yes
PrimaryFireFLH=0,0,64

;building art
[SHADD]
Normalized=yes
Remapable=yes
Foundation=1x1
Buildup=SHADDMK
DemandLoadBuildup=true
FreeBuildup=true
Height=1
PrimaryFireFLH=-0,0,64

(rules)
;vehicle art
[Shadow Artillery]
Name=Shadow Artillery
FireAngle=42
Prerequisite=NODFACTORY
Primary=155mm
Category=LRFS
Strength=300
;DeployTime=1.0
Turret=no
DeploysInto=Deployed Shadow Artillery
Armor=light
TechLevel=6
Sight=9
Speed=5
Owner=Nod
AllowedToStartInMultiplayer=no
Cost=975
Points=35
CrateGoodie=yes
ROT=2
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
NoMovingFire=yes
DeployToFire=yes
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Crusher
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
EliteAbilities=SELF_HEAL
ZFudgeColumn=10
ZFudgeTunnel=14
Image=SHADART

;building art
[Deployed Shadow Artillery]
Name=Deployed Shadow Artillery
TechLevel=8
Strength=300
Points=50
Cost=975
Power=0
Armor=light
Sight=9
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
UndeploysInto=Shadow Artillery
BaseNormal=no
VoiceSelect=15-I004,15-I006,15-I008,15-I010,15-I012,15-I038,15-I040,15-I048
VoiceMove=15-I014,15-I016,15-I018,15-I020,15-I022,15-I024,15-I060
VoiceAttack=15-I026,15-I032,15-I044,15-I046,15-I050
Crewed=yes
Primary=155mm
Turret=yes
ROT=5
Artillary=yes
TurretAnim=SHADD_A
TurretAnimIsVoxel=false
TurretAnimX=-8
TurretAnimY=15
TurretAnimZAdjust=-20
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=500, 500, 400
EliteAbilities=SELF_HEAL
Trainable=yes
TogglePower=no
HasStupidGuardMode=false
Image=SHADD


ICEDRAGON200 Crucio Download Page...
http://www.ppmsite.com/forum/viewtopic.php?t=22443&highlight=crucio

i hope someone can help me fix this problem i'm having thx.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat May 26, 2012 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

DeploysInto=Deployed Shadow Artillery Confused

Just like any other unit or building, the [ID] of the deployed shadow artillery should be written in all caps and not contain any spaces.
Also, when the ID of the building isn't the same as that of its image (Im assuming SHADD in this case), its image should be specified after Image=; although since the ID you currently gave to it can't possibly work anyhow, you're best off to just change it to SHADD.

So in short;
change
DeploysInto=Deployed Shadow Artillery
to
DeploysInto=SHADD

and change
[Deployed Shadow Artillery]
to
[SHADD]

Also make sure SHADD is entered in the [BuildingTypes] list.

Note: this will only work if the building's SHP is named shadd.shp; if it's named something else, either rename the SHP, or rename SHADD in both rules.ini and art.ini.


The building aside, it actually surprises me the voxel itself is working for you and I'd recommend for you to rename it the same way (in other words, rename its ID to SHADART in rules.ini).



So for future reference, try to always write IDs of units and buildings in caps, without spaces and try to keep them short. It's also most convenient to give things the exact same ID in both rules.ini and art.ini.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat May 26, 2012 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread


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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sat May 26, 2012 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

i knew having spaces in names and having differnt names was a bad idea for years but had never had anything bad go wrong before thx for finally getting me not to do this now my unit will show up but i still have one problem the barrel of the turret isn't showing do you know how to fix this quickly already had 3 days of pure agony getting this working (can't believe it was so simple the fix so all those pproblems over the years were probebly this oh why im i such a nob)

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat May 26, 2012 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Has SHADD_A been coded in art.ini? If not, add this code:
Code:
[SHADD_A]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Surface=yes


Also make sure SHADD_A is entered in the [Animations] list.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sat May 26, 2012 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

thx but everythings fine now still i'll tryed your code and works great cheers for all the help (mainly for teaching not to have put in names a task many have tryed and failed to accomplish)

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