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Upgrade SHP
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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Mon Feb 03, 2014 7:44 pm    Post subject:  Upgrade SHP Reply with quote  Mark this post and the followings unread

Hello.

I added an upgrade to the soviet tesla reactor.I made an shp for this upgrade.

The name of the upgrade is:NAPOWRU

It's Art section is as follows:

[NAPOWRU]
Cameo=UPICON
ActiveAnim=NAPOWRU_A
Foundation=1X1

[NAPOWRU_A]
Name=Soviet Power Plant Upgraded
Image=NAPOWRU_A
Normalized=yes
CustomPalette=power.pal ;In ARES
NewTheater=yes
Layer=ground
Start=0
LoopStart=0
LoopEnd=17
LoopCount=-1
Rate=400
DetailLevel=2
DoubleThick=true

I put the shp in my ecache45md.mix, but ingame when i upgrade the reactor the animation stays the same.

Yes, NAPOWRU_A, is added to the animations list in rulesmd.ini.

Any help with this?

Thanks alot.

P.S:I did use ares when i tested this.And the custom pallete is in the ecache mix.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 03, 2014 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code is wrong. The upgrade cant have activeanims.
Check how upgrades in TS work and then apply the same logic.
It's basically that the upgrade is directly NAPOWRU_A and no intermediate NAPOWRU

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Feb 04, 2014 4:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Upgrades can be active anims the only broken thing is they do not obey damage stages at all.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 04, 2014 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know about RA2, but in TS upgrades themselves are the activeanim. They can't have an activeanim on their own, because they are no real building.

And of course do they obey damage stages. For that you have the key PowerUp1DamagedAnim.

rules.ini
Code:
[BuildingTypes]
004=GAPOWR
045=GAPOWRUP

[GAPOWR]
Upgrades=2
;the rest are just the usual building keys

[GAPOWRUP]
Name=Power Turbine
Prerequisite=GAPOWR
Image=GAPOWR_B   ;see here, it is the anim itself, not some other building
TechLevel=7
Armor=wood
Sight=1
Owner=GDI
Cost=100
Points=30
Power=50
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PowersUpBuilding=gapowr
PowersUpToLevel=-1
ThreatPosed=0   ; This value MUST be 0 for all building addons


art.ini
Code:
[GAPOWR]
Normalized=yes
Remapable=yes
Cameo=POWRICON
Foundation=2x2
Buildup=GAPOWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Height=2
PowerUp1Anim=GAPOWR_B
;PowerUp1DamagedAnim ;original TS PP has no damage version for the upgrade, but here it would go if you have one
PowerUp1LocXX=-24
PowerUp1LocYY=13
PowerUp1LocZZ=-17
PowerUp1YSort=-5

;the upgrade is the animation itself. It only has an additional cameo key, else it's coded like any ordinary activeanim
[GAPOWR_B]
Cameo=TURBICON
NewTheater=yes
Normalized=yes
Surface=yes
LoopEnd=12
LoopCount=-1
Rate=220

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Tue Feb 04, 2014 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, i got it, thanks alot guys.  Very Happy

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Feb 07, 2014 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

PowerUpXAnimDamaged Tags don't work in RA2/YR as far as i can tell from testing and from what I heard from other modders.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Feb 07, 2014 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

It works to meee:

PowerUp1DamagedAnim=XXXXX

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Feb 07, 2014 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

So your saying its supposed to be PowerUpXDamagedAnim instead of PowerUpXAnimDamaged ?

Edit: GODDAMN WW AND THEIR INCONSISTENCY...

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Feb 07, 2014 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I was writing the opissite and the animation never got damaged.  Laughing

Then I saw
Lin Kuei Ominae wrote:
And of course do they obey damage stages. For that you have the key PowerUp1DamagedAnim.
and everything came in order!

Thank to him!  Very Happy

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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