Posted: Mon Feb 16, 2015 10:18 pm Post subject:
New building not buildable?
Although I have not posted on here in quite some time, I frequently check these forums. I mainly check to see either if a modding problem of mine has been posted, or check to see the progress of mods.
Within the past year, I've adapted to using Ares and have implemented multiple features, and decided to explore the addition of new countries a couple days ago. So after adding the countries, I went to add some new buildings for each side. For some new countries, I made previously coded buildings available for only that side, and they work fine.
However, I'm trying to add a Speaker Tower type building for China, a new Soviet Side. I've tried making it required by China, forbidden to all countries but China, and even available to all countries to see if China itself was the problem.
None were the case. This is the current coding, and the building simply won't appear buildable in the sidebar. Also, I'm posting here because I don't believe it's an Ares issue.
Code:
[NATWR]
UIName=Name:NATWR
Name=Speaker Tower
BuildCat=Combat
Prerequisite=NACNST ;just have a Soviet conyard, and it should appear under the defense tab, right?
Strength=800
Armor=concrete
TechLevel=7
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,China,YuriCountry,Ukraine,Greece,Italy,Norway
AIBasePlanningSide=1
Cost=2000
Points=100
Power=-150
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0
DamageSmokeOffset=300, 300, 450
TogglePower=no
Spyable=no
ImmuneToPsionics=no
AIBuildThis=yes
SuperWeapon=FrenzySpecial
HasRadialIndicator=true
ConcentricRadialIndicator=true
Primary=PropagandaV
Secondary=PropagandaI
CloakRadiusInCells=7
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Feb 16, 2015 10:24 pm Post subject:
Check the art codes if you didn't typod the ID in artmd. _________________ "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... QUICK_EDIT
I actually tried a different building before this, which was intended to just hold a super weapon rather than be a speaker tower, but that was not buildable either, and used different code.
There doesn't appear to be an issue with the art code. And the SHP files are in a .mix file.
Oh man, I didn't even think about the superweapon. I should have tested this with Superweapons on, since this is supposed to be a country support weapon which does not require Superweapons to be on.
Now that I've got the building working, I was finally able to test the speaker tower and the Generals based Frenzy SW that I put with it. I would like to see if I could get help with that, as neither were a complete success.
First off, the speaker tower. I have not found any tutorials on getting a speaker tower in Ares. But this is what I have tried as an experiment.
[PropagandaV]
Damage=-5 ;for healing effect, it's very little because I wanted to test AttachEffect.
ROF=300
Range=7
Projectile=Invisible
Speed=100
Warhead=PVWarhead
Bright=true
[PVWarhead]
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
InfDeath=0
AttachEffect.FirepowerMultiplier=1.15
AttachEffect.Duration=300
AttachEffect.Animation=POSFPWR
CellSpread=7 ;to give it speaker tower-type range
Result: the speaker tower will only fire on a unit when told to.
Now that I think more in depth about this, I'm going to assume the best way to create a Speaker Tower is have it AutoFire a SW on itself every few seconds with the warhead shown above.
However, I also have the FrenzySpecial SW, which uses Type=GenericWarhead, but it has no effect when used on my units. If I don't have this working properly, I won't know what to do with making a SW for my Speaker Tower theory.
Code:
[FrenzySpecial]
UIName=Name:Frenzy
Name=Chinese Frenzy
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=5
Type=GenericWarhead
Action=PsychicDominator
SW.AITargeting=PsychicDominator
SW.Damage=1
SW.Warhead=FrenzyWH
SW.AIRequiresTarget=units,infantry
SW.AIRequiresHouse=owner
SidebarImage=FRZYICON
ShowTimer=yes
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
Range=1.4
LineMultiplier=3
I was also not sure what to do with the Action and SW.AITargeting, since there is no Type=IronCurtain to make the AI use it on their own units. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 17, 2015 12:36 am Post subject:
Revert back to the weaponbased one, add AttackFriendlies=yes to the building and AreaFire=yes to the weapon. _________________ "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... QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Feb 17, 2015 12:55 am Post subject:
If you absolutely want to make it an SW, you should just add SW.AITargeting=Self and use whatever action you like.
If you want to do it via weapons, I think weapons with negative damage on a building will NEVER attack on their own, not even damaged friendly units. What could work, however, is to keep the damage positive, but make the verses negative. I.e.:
Code:
[PropagandaV]
Damage=5 ;for healing effect, it's very little because I wanted to test AttachEffect.
ROF=300
Range=7
Projectile=Invisible
Speed=100
Warhead=PVWarhead
Bright=true
[PVWarhead]
Verses=-100%,-100%,-100%,-100%,-100%,-100%,0%,0%,0%,100%,100%
InfDeath=0
AttachEffect.FirepowerMultiplier=1.15
AttachEffect.Duration=300
AttachEffect.Animation=POSFPWR
CellSpread=7 ;to give it speaker tower-type range
But because this has a few obvious drawbacks (firing on enemies and buffing them too, firing only at one target at a time, which, when firing at max range, means units around that target get buffed, rather than units around your tower), there are a few more tags you can add to get the effect right.
Try setting ProjectileRange=0 on your PropagandaV (or give the projectile Dropping=yes). That way, the projectile will instantly detonate when fired and the warhead will affect the area around the tower, rather than around the target. Then give the warhead AffectsEnemies=no, so only your own units are affected by the buffs. You can optionally set Range=500 (or similar high numbers) to cause the tower to fire at targets everywhere on the map, ie the tower will always have an effect around itself, not just when there are targets close to it. QUICK_EDIT
If you're referring to what I think you are referring to, which is this:
Code:
[BuildingTypes]
523=NATWR
...
986=NATWR
Then it doesn't matter, the game iterates over the list, if it finds duplicates they are just discarded. This means that the item on index 987 will be put at index 986. _________________
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Feb 17, 2015 11:51 am Post subject:
Krow wrote:
What both of them said. And AreaFire should already work beautifully. Just keep it simple. No offense Millenium
Just to clarify this, replace ProjectileRange=0/Dropping=yes with AreaFire=yes, right? But having a high Range is still needed to actually make the tower fire, right? Unlike deployed infantry, it seems like buildings won't fire AreaFire weapons at the ground automatically... they just start firing on the ground if they detect a target within range.
RP wrote:
Millennium wrote:
1) The list number has been used twice.
If you're referring to what I think you are referring to, which is this:
Code:
[BuildingTypes]
523=NATWR
...
986=NATWR
Then it doesn't matter, the game iterates over the list, if it finds duplicates they are just discarded. This means that the item on index 987 will be put at index 986.
I mean if two different buildings have been set to use the same list number... like, 845=NATWR, 845=CABLUB (´▽`)b Next time, I will try to make clearer what I mean... Sorry. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 17, 2015 12:01 pm Post subject:
However if you have AreaFire set, the range can be unlimited because it doesn't affect the gameplay at all. _________________ "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... QUICK_EDIT
Just to clarify this, replace ProjectileRange=0/Dropping=yes with AreaFire=yes, right?
Yes.
Millennium wrote:
But having a high Range is still needed to actually make the tower fire, right?
Just make it infinite, as Graion already said. It's even in the vanilla rules. Range=-2. Can't remember what weapon uses that though. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 17, 2015 12:16 pm Post subject:
Spy's disguise. _________________ "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... QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Feb 17, 2015 12:42 pm Post subject:
I tested -2 before and it did not work. I asked for advice on here and was told -2 is a 'special case' that does not work like normal range (apparently no target acquisition is made), so I was told to use really high numbers. Maybe AreaFire overrides that, I don't know. Maybe someone else has done this before and it worked. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
If it was me, i would set your building up as a EMPULSE sw, and have it autofire on all speaker buildings every so many frames. How I made some buff towers already in my mod which basically work the same as your speaker towers.
I Also created a 1 click SW pulse weapon which creates forceshields around all emitters placed in your base. Fun stuff. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 17, 2015 1:14 pm Post subject:
Either use EMPulse (as mentioned) with SW.MaxCount specified - since that means all EMPulse buildings will fire - either use HunterSeeker SW (again SW.MaxCount) spawning vehicles without HunterSeeker=yes and etc. tags. _________________ "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... QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Feb 17, 2015 1:23 pm Post subject:
Oh okay... so each seperate structure fires upon itself. But it wouldn't be possible to have, say, one structure, say "TV Station", firing "TV Transmission" on all structures of the type "television set"? (Just an example)
You need to have mutliple structures that are all the same, firing upon themselves. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
I mean if two different buildings have been set to use the same list number... like, 845=NATWR, 845=CABLUB (´▽`)b Next time, I will try to make clearer what I mean... Sorry.
I'm not sure how the game does this, but I think properties of CABLUB would overwrite the content of NATWR, both would become damaged internally. _________________
EAF's suggestion worked out well for me. I did try other suggestions mentioned here, but the EMPulse SW works best. Thanks for the insight, guys.
I have one issue left which I never mentioned--I could not get the tower to display in any theater (the art is Mig Eater's speaker tower conversion), but I have a knack for going wrong with art coding. I did not mention this since I was more concerned getting the tower to actually function first. I'm currently using a Prism Tower image as a placeholder.
lol why did you dummy out NewTheater you dummy? That's the tag that helps load your shp based on what map type (desert,lunar,etc.) you're playing. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
It happens to me alot, and I can say, the second object to use the same number is completely ignored by the game.
What I described to you is what happens on parsing when they both have the same ID, my mistake.
You're quite correct about it, the game loads an entry once and is done with it, thus any secondary occurence is ignored. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Feb 18, 2015 9:04 am Post subject:
Krow wrote:
lol why did you dummy out NewTheater you dummy? That's the tag that helps load your shp based on what map type (desert,lunar,etc.) you're playing.
QFT. Without NewTheater, you told the game to look for natwr.shp for all theaters - while ten bucks you kept it named as ngtwr and didn't use the arctic art. _________________ "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... QUICK_EDIT
EAF's suggestion worked out well for me. I did try other suggestions mentioned here, but the EMPulse SW works best. Thanks for the insight, guys.
I have one issue left which I never mentioned--I could not get the tower to display in any theater (the art is Mig Eater's speaker tower conversion), but I have a knack for going wrong with art coding. I did not mention this since I was more concerned getting the tower to actually function first. I'm currently using a Prism Tower image as a placeholder.
Glad I could help. Back in the day I used to have to make multiple sw's in older versions of ares, and multiple buildings to achieve what can now be achieved with simple use of EMPULSE SW. You can make a lot of fun stuff with it. Like Stealth detectors, and spy detectors, etc.... The power is yours... Go Planet!
lol.... I know, it's in bad taste. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed Feb 18, 2015 10:18 am Post subject:
wow, I will try your method for some things Eric. Thank you!
Also... Noodles' Prop tower code is almost identical to mine! Down to the letters! Curious! It's interesting to see just how many ways there are to make a projectile detonate "on the spot"... ProjectileRange, Vertical, AreaFire, Dropping... _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
EDIT: Nevermind, I found the issue, which was just pointed out below... Last edited by PePsiCola on Wed Feb 18, 2015 10:32 pm; edited 3 times in total QUICK_EDIT
Your files read "natowr.shp" while your art code reads "[NATWR]". That's why it's not showing up ingame. _________________ aka SavebearingBoss QUICK_EDIT
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