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New building not buildable?
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Mon Feb 16, 2015 10:18 pm    Post subject:  New building not buildable? Reply with quote  Mark this post and the followings unread

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

And under [BuildingTypes]
470=NATWR

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Feb 16, 2015 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Check the art codes if you didn't typod the ID in artmd.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Mon Feb 16, 2015 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.
Code:
;Speaker Tower
[NATWR]
Remapable=yes
Normalized=yes
Height=7
Cameo=PSYBICON
Foundation=1x1
Buildup=NATWRMK
DemandLoadBuildup=true
FreeBuildup=true
CanBeHidden=false
OccupyHeight=3
RemoveOccupy1=0,-1
RemoveOccupy2=-1,0
DamageFireOffset0=-12,34

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Millennium
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Joined: 09 Mar 2008
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PostPosted: Mon Feb 16, 2015 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Two possible solutions:

1) The list number has been used twice.
2) You have SuperWeapons deactivated in skirmish and FrenzySpecial is DisableableFromTab

I hope it's one of those and you can solve your problem now!

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PePsiCola
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Joined: 28 Dec 2010
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PostPosted: Mon Feb 16, 2015 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

So that second solution was the case, thank you!

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Millennium
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PostPosted: Mon Feb 16, 2015 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

*flexes* Glad to help.

Just give FrenzySpecial the tag DisableableFromShell=no, and you can have it even with disabled SW's.

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PePsiCola
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Joined: 28 Dec 2010
Location: The United States

PostPosted: Tue Feb 17, 2015 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Under [NATWR]
Code:
SuperWeapon=FrenzySpecial
HasRadialIndicator=true
ConcentricRadialIndicator=true
Primary=PropagandaV
CloakRadiusInCells=7
CanPassiveAquire=true
HasStupidGuardMode=false
IsBaseDefense=true


Weapon and warhead
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


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

[FrenzyWH]
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
AttachEffect.SpeedMultiplier=1.4
AttachEffect.FirepowerMultiplier=1.4
AttachEffect.Duration=800
AttachEffect.Animation=FUPGRADE


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.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Feb 17, 2015 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Revert back to the weaponbased one, add AttackFriendlies=yes to the building and AreaFire=yes to the weapon.

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Millennium
Commander


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

PostPosted: Tue Feb 17, 2015 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Feb 17, 2015 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

What both of them said. And AreaFire should already work beautifully. Just keep it simple. No offense Millenium

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Feb 17, 2015 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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

PostPosted: Tue Feb 17, 2015 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Feb 17, 2015 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

However if you have AreaFire set, the range can be unlimited because it doesn't affect the gameplay at all.

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Feb 17, 2015 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
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.

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Graion Dilach
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PostPosted: Tue Feb 17, 2015 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Spy's disguise.

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Millennium
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PostPosted: Tue Feb 17, 2015 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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EricAnimeFreak
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PostPosted: Tue Feb 17, 2015 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Millennium
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PostPosted: Tue Feb 17, 2015 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow! You can have an SW which fires upon multiple targets?
Can you explain?

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Graion Dilach
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PostPosted: Tue Feb 17, 2015 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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

PostPosted: Tue Feb 17, 2015 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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RP
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PostPosted: Tue Feb 17, 2015 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
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.

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Millennium
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PostPosted: Tue Feb 17, 2015 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

It happens to me alot, and I can say, the second object to use the same number is completely ignored by the game.

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PePsiCola
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Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Feb 18, 2015 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Code:
[NATWR]
Cameo=PROPICON
Remapable=yes
Foundation=1x1
Height=7
Buildup=NATWRMK
DemandLoadBuildup=true
FreeBuildup=true
;NewTheater=yes
CanHideThings=True
CanBeHidden=False
OccupyHeight=4
DamageFireOffset0=-5,11

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Atomic_Noodles
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PostPosted: Wed Feb 18, 2015 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll just the code of my Speaker Tower...

Rules
Code:
; Speaker Tower
[NAPROP]
UIName=NOSTR:Speaker Tower
Name=Speaker Tower
BuildCat=Combat
Prerequisite=SOVTECH,NACNST
TechLevel=4
Adjacent=2
VoiceSelect=SpeakerTowerSelect
AmbientSound=SpeakerTowerAmbient
Primary=SpeakerTower
AttackFriendlies=yes
CanPassiveAquire=yes
HasRadialIndicator=yes
ConcentricRadialIndicator=yes
Strength=800
GuardRange=6
Armor=steel
Sight=8
Points=30
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1
Cost=1500
Power=-100
Powered=True
Capturable=False
Crewed=no
BaseNormal=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
HasStupidGuardMode=False
MaxDebris=4
MinDebris=2
TogglePower=yes
ThreatPosed=0
DamageSmokeOffset=450,200,150
AIBuildThis=no
ImmuneToPsionics=yes

; Speaker Tower Broadcasting
[SpeakerTower]
Damage=10
ROF=120
Range=5
Projectile=SpeakerTowerVertical
Speed=40
Warhead=SPEAKERWH
OmniFire=yes
Anim=SPKRING

[SpeakerTowerVertical]
DetonationAltitude=0
Inviso=yes
Image=none
Vertical=yes

[SPEAKERWH]
Wall=no
Wood=no
Verses=-100%,-100%,-100%,-100%,-100%,-100%,0%,0%,0%,-100%,-100%
CellSpread=6
PercentAtMax=.5
AffectsEnemies=no
AffectsAllies=yes
Versus.UnitSteel=-25%
AttachEffect.FirepowerMultiplier=1.5
AttachEffect.Duration=150


Blehh...

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Krow
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PostPosted: Wed Feb 18, 2015 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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RP
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PostPosted: Wed Feb 18, 2015 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
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.

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Graion Dilach
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PostPosted: Wed Feb 18, 2015 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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=======================
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EricAnimeFreak
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PostPosted: Wed Feb 18, 2015 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

PePsiCola wrote:
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.

Code:
[NATWR]
Cameo=PROPICON
Remapable=yes
Foundation=1x1
Height=7
Buildup=NATWRMK
DemandLoadBuildup=true
FreeBuildup=true
;NewTheater=yes
CanHideThings=True
CanBeHidden=False
OccupyHeight=4
DamageFireOffset0=-5,11


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.

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Millennium
Commander


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

PostPosted: Wed Feb 18, 2015 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

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...

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Feb 18, 2015 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Wed Feb 18, 2015 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your files read "natowr.shp" while your art code reads "[NATWR]". That's why it's not showing up ingame.

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