Posted: Mon Nov 12, 2012 3:07 pm Post subject:
SHP Turret on Building Help
Basically here is all the code. The Turrets of the Building is supposed to render on top of it. Right now its not even appearing at all I assume and if it is its underneath it.
This is what it looks currently in-game.
Code:
;Allied Turret
[GATUR]
UIName=NOSTR:Turret
Name=Turret
BuildCat=Combat
Strength=600
Armor=steel
Prerequisite=GAPILE,GACNST
HasRadialIndicator=true
TechLevel=1
Adjacent=4
ROT=10
Sight=8
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=700
BaseNormal=no
Points=35
Power=0
TogglePower=no
Powered=false
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=ATGUN
ElitePrimary=ATGUNE
Turret=yes
TurretAnim=GUNTUR
TurretAnimDamaged=GUNTURD
TurretAnimIsVoxel=false
TurretAnimX=-8
TurretAnimY=10
TurretAnimZAdjust=-20
TurretRotateSound=FutureTankRotate
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER,ROF
Insignia.Veteran=buildingvet
Insignia.Elite=buildingelite
It seems I've noticed something else... the Building sure was funky... it was in the same style as the other Voxel Buildings.
The Base of the building was the actually the Rivets. The rest of it was a SHP Turret. highlighted in Red, you'll notice how the Grey Plating on the bottom also changes position.
You sure the SHPs are in the correct mix so the game can find them?
remove the NewTheater key from the turret, as this has no theater specific prefix.
Are you sure the key Layer=top exists? Though I'm not that familiar with RA2.
Try renaming them from GUNTUR to GUN_A, so they don't have the TUR suffix which the game might interpret with the usual special turret logic for vehicles or something. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The problem is newtheater in turret art entry seemingly, basic modder mistake.
Besides just Layer=ground would suffice fine for the turret while yes value of top is valid in RA2 as well but may draw over unintended things as well.
Also stop using Image= when the ID is already matching with the name of the shp! QUICK_EDIT
The one in red house color in my post along with the PreRelease comparisons are the same ones. I just photoshopped it slightly. Anyways Imp will be redoing it to be done in the same style as WW's original one.
Rivet Base being the only turret and the Turret of the Building being the turret and barrel. Hopefully Imp can make it even more exact as the original one.
I'll be attempting to do one from the one I currently have though. _________________ ~ Excelsior ~ QUICK_EDIT
do you got it fixed already? What was the problem?
btw, in the picture you posted it's clearly visible that the whole building rotates. The bright metallic part on top with the green circle, the texture of the base, it all rotates too. _________________ SHP Artist of Twisted Insurrection: Nod buildings
do you got it fixed already? What was the problem?
btw, in the picture you posted it's clearly visible that the whole building rotates. The bright metallic part on top with the green circle, the texture of the base, it all rotates too.
I'm not at my house where all my stuff is at the moment but once i get back i'll start work on what i mentioned.
I'll take some artistic choices of my own on it anyway (such as not making the Rivets rotate) My new solution is to make the new building similar to WW's Style. (Flat Base) with the Base + Barrel being the Turret especially seen on the Grand Cannon & Flak Cannon as vanilla examples.
This case however uses SHP turrets.
And with this bigger turret i'll probably be able to just copy+paste a SHP Turret from someone else's mod. (I.E: Mental Omega 2,Red Ressurection) then modify it to proper names as the allied turret. _________________ ~ Excelsior ~ QUICK_EDIT
But isnt GUNTUR "U" defined as Urban theater? Meaning that this will only show up in Urban settings? So removing NewTheater= wouldnt solve the problem. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
But isnt GUNTUR "U" defined as Urban theater? Meaning that this will only show up in Urban settings? So removing NewTheater= wouldnt solve the problem.
yep I forgot to do that. so I'll need to rectify it on my next version by making sure the Turrets have...
Alright so i've come back from my family trip and i've finished it. Only the Damaged Turret needs finishing up but that can wait for later until I fix the Missing Turret.
I've attached the Snow Version (So people can help me at least test it out) The SHP has both a G & A Version.
Current Code which so far... only shows the base of the Building. And now recently, has the BuildUp also getting mesed up.
TurretRotateSound=FutureTankRotate
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER,ROF
Insignia.Veteran=buildingvet
Insignia.Elite=buildingelite
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Nov 24, 2012 2:47 pm Post subject:
Considering that Jem have put up the Turret pic onto ModDB and CW, I assume he resolved the issue yea. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
But those are just snow versions, where are temperate ones?
And good work with that, I like it, I am using some gun turret already but will replace with your version _________________ PPM Halloween Season 2021 QUICK_EDIT
Agggh! I should not let opened tabs for weeks, last info I had was about the snow test
Anyway, if you want a better clone of the original Gun Turret that remapable color of the barrel it should be more light than your current version (I can't notice the remapable color in-game because is too dark).
I made some fixes on edges, build up & some shadow bits for that snow version you uploaded for testing (I don't know if those changes were done in the screenshot I saw on ModDB).
This is the code I used for the test:
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