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ActiveAnim and Wall issues
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat May 11, 2013 2:59 pm    Post subject:  ActiveAnim and Wall issues
Subject description: An ActiveAnim and a wall do not get displayed (seperate issues!)
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Well I have two residual issues in my mod version for this month. Both are graphic errors that you guys might be able to help me with. It propably won't take alot of effort either, I assume I forgot or misused some tag.

Issue #1:
The Chinese Flag. This does not display its ActiveAnim.

rulesmd.ini:
Code:

[CACHFGL]
UIName=Name:CHINAFLAG
Name=RA2 China Flag Left
TechLevel=1;-1
Strength=20
Insignificant=yes
Nominal=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged
Owner=Chinese,ChineseInfantry,ChineseTanks,AtomicChinese ; PR China, Warlord Chen, Warlord Jin, Warlord Mau
LightVisibility=4000
LightIntensity=0.01
LightRedTint=1.5
LightGreenTint=0.01
LightBlueTint=0.01


...and arts:
Code:

[CACHFGL]
Cameo=CHFGICON
Image=CANKFGL
Normalized=yes
Remapable=no
Foundation=1x1
Height=8
NewTheater=no
ActiveAnim=CACHFGL_A
ActiveAnimZAdjust=-100
DemandLoad=true
OccupyHeight=2

These settings have been copied from the other flags already in the game.

CACHFGL_A is present and added to the Animations list, so I'm at a loss here.

Issue #2 is with walls.
Is there any special handling of wall graphics? I have added that nifty concrete wall from YR Argentina. It uses the filename 'cawall.shp', it has rules and art entries copied from GAWALL... yet it simply refuses to be displayed. Is there something I should know?

Rulesmd...
Code:

[GAFWLL]
UIName=Name:Citadel
Name=Great Wall
;Image=GAFWLL
Image=CAWALL
BuildCat=Combat
;Strength=300;900;450
Strength=900
Prerequisite=YABRCK
Armor=concrete
TechLevel=2
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
;RequiredHouses=French
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0   ; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=5


...and the arts:
Code:

[CAWALL]
Cameo=WALLICON
Foundation=1x1
ToOverlay=CAWALL
DamageLevels=2;3
NewTheater=yes
DemandLoad=true


'CAWALL' was added to the OverlayTypes list. What is especially funny is that I have used the Kremlin Wall (CAKRMW), of all things, for this building before, and it worked.
On a second and unrelated note, is it even possible to change wall strength? Statements on the building type seem to have precious little effect.

If anyone has any ideas on how to solve these issues, much obliged!

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat May 11, 2013 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you add a "G" Version for the Buildings?

Always remember by default SHPs refer to C/Y/N/G/XBUILDING

Where X is the Theater...

G - General
U - Urban
N - New Urban
T - Temperate
A - Arctic
L - Lunar
D - Desert

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat May 11, 2013 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^that
you probably have only SHPs with the CA prefix, thus they are only visible on arctic maps.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat May 11, 2013 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Regarding the wall:
Actually I was thinking of that and did a copy named "CGWALL", but it still did not get displayed in either temperate, nor arctic.

Regarding the flag:
The ActiveAnim does not get displayed in either theater AND the building has NewTheater=no, so it shouldn't even use the theater prefix system.

EDIT:
Okay, I've solved the flag issue at least - apparently the animation itself requires a section with NewTheater=no in artmd.ini
Simply stating NewTheater=no on the building doesn't prevent the game from looking up other theater versions for the ActiveAnim. At least I suspect that was the reason. Regardless, that issue is solved now. The wall, however, still remains invisible.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat May 11, 2013 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

A glimpse into your inis could help too and what files you have...

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun May 12, 2013 1:55 am    Post subject: Reply with quote  Mark this post and the followings unread

try something like this.....ignore the whole theater thing. name it what ever you want. and try again. I know from personal experience the whole terrain type does not affect every thing.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon May 13, 2013 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
A glimpse into your inis could help too and what files you have...


I did post all my related ini entries up above  Confused
The SHP is the concrete wall from YR Argentina.

And no, using random name didn't work either, sadly. The only thing that does seem to work is renaming the file to "GAWALL", in which case it will replace the allied wall's image. Using it as a standalone wall does not seem to be possible for whatever reason.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon May 13, 2013 6:37 am    Post subject: Reply with quote  Mark this post and the followings unread

How many overlays do you have?

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"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon May 13, 2013 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Uhhh what about YAWALL?

IIRC GAFWLL is the actual name for the Walls Yuri uses...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 13, 2013 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
And no, using random name didn't work either, sadly. The only thing that does seem to work is renaming the file to "GAWALL", in which case it will replace the allied wall's image. Using it as a standalone wall does not seem to be possible for whatever reason.

Standalone walls are no problem and you can add as many as you want.

You are missing the Overlay section in rules.ini
WW made walls use one and the same section for the BuildingType and the OverlayType
Instead of writing
[GAWALLbuilding]
...building code here
[GAWALLoverlay]
...overlay code here

they coded walls
[GAWALL]
...building code
...and overlay code

The game then takes the keys it needs for the specific task (e.g. when considering it as building for construction, owner, cost, side menu etc it ignores the overlay specific keys, and when it needs the overlay it ignores the building keys)

In your case you gave the game a graphic-object CAWALL in art.ini which tries to find an overlay (ToOverlay=CAWALL) called CAWALL in rules.ini
But in rules.ini you only have a section GAFWLL which uses CAWALL as Image. GAFWLL only looks like CAWALL but it is not the same as actually being CAWALL.
Thus there is no Overlay section [CAWALL] in rules.ini and your wall is invisible.

Modder should stop using the Image key. In many cases this leads only to sloppy coding. Not to speak of the issues/bugs that come with using the Image key.

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X-Mech Calendar (28 Mechs for GDI and Nod)
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon May 13, 2013 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Basically... do this:

Get the SHPs as CAWALL.shp,CGWALL.shp

Rules:

[OverlayTypes]
...=CAWALL

[BuildingTypes]
[GAWALL]
UIName=Name:GAWALL
Name=Allied Wall
BuildCat=Combat
Strength=300
Prerequisite=GACNST
Armor=concrete
TechLevel=1
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0
Cost=100
Points=5
Repairable=False
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0
BaseNormal=no
GuardRange=5

; Millenium Wall
[CAWALL]
UIName=
Name=
BuildCat=Combat
Strength=100
Prerequisite=
Armor=wood
CrushSound=WallCrushSandbag
Crushable=yes
Wall=yes
GuardRange=5
TechLevel=-1
Adjacent=4
Sight=0
Nominal=yes
Selectable=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=100
Insignificant=yes
Points=1
Repairable=False
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0
BaseNormal=no
AIBuildThis=no
AIBasePlanningSide= ;0 = Allies, 1 Soviets, 2 = Yuri


Art:
[CAWALL]
Cameo=
Foundation=1x1
ToOverlay=CAWALL
DamageLevels=3
NewTheater=Yes
Remapable=Yes

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon May 13, 2013 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Millennium wrote:
And no, using random name didn't work either, sadly. The only thing that does seem to work is renaming the file to "GAWALL", in which case it will replace the allied wall's image. Using it as a standalone wall does not seem to be possible for whatever reason.

Standalone walls are no problem and you can add as many as you want.


The game can't handle more than 255 OverlayTypes. If the wall's overlay is the 256th, then it won't work. Period.

_________________
"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
=======================
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
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 13, 2013 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok max 255. But I haven't seen a mod with more than 20 walls yet.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon May 13, 2013 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

By default, YR has 253 overlays defined.

You just only need to add 3 new walls for that issue to kick in.

_________________
"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
=======================
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...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon May 13, 2013 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
By default, YR has 253 overlays defined.

You just only need to add 3 new walls for that issue to kick in.


There is, however, bunch of overlays that are not really being used for anything AFAIK that can just as well be replaced in the list, therefore raising the limit from only 3 new overlays closer to what LKO said above. Doing this does not really break anything since the replaced overlays are not used and the list order stays the same.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon May 13, 2013 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, but usual people who doesn't aware of this limit can easily reach it.

_________________
"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
=======================
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...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 13, 2013 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

just saw the list again after years and damn, what a messed up list. WW sure did some sloppy coding there. Astonishing that it doesn't cause any IEs with all the useless and false entries.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue May 14, 2013 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you all much for this really thorough information. One last question though - would the Strength statement in the overlay section determine the acctual strength of the wall? I have not found a way to modify wall strength on a per-building basis.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue May 14, 2013 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
Thank you all much for this really thorough information. One last question though - would the Strength statement in the overlay section determine the acctual strength of the wall? I have not found a way to modify wall strength on a per-building basis.


I'm pretty sure it does because...

Sandbags have 100 Strength while the Faction Walls have 300...

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue May 14, 2013 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Millennium wrote:
Thank you all much for this really thorough information. One last question though - would the Strength statement in the overlay section determine the acctual strength of the wall? I have not found a way to modify wall strength on a per-building basis.


I'm pretty sure it does because...

Sandbags have 100 Strength while the Faction Walls have 300...


Are you sure? I have tried with insanely high settings (50000~) on the Yuri Wall, and it still seemed to be getting destroyed just as quick as before.

EDIT: This may have been caused by it having ToOverlay set to another wall type tho... testing now.

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