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erm.. help, please?
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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Jan 03, 2005 12:42 am    Post subject:  erm.. help, please? Reply with quote  Mark this post and the followings unread

I am reenabling the Humvee. when I place it in FinalSun, it shows up perfectly. when I make it in the game, its MOSTLY invisible. the turret still shows. Help me, please...

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rogue4567
Rocket Cyborg


Joined: 02 Jan 2004
Location: at the computer

PostPosted: Mon Jan 03, 2005 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not shure but I think you need to make an entry for thhe body in the art.ini file and if you already have one make shure the name is correct

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Jan 03, 2005 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

errr.. ok...

Nope, doesn't work...

Heres the code


(art.ini)

[JEEP]
Cameo=APCICON
Voxel=yes
Remapable=yes

[JEEPTUR]
Voxel=yes
Remapable=yes


(Rules.ini)
; Hum-vee
[JEEP]
Name=Humvee
Category=Support
Prerequisite=GAOLDCC3
Primary=RaiderCannon
Strength=200
Armor=light
TechLevel=3
Sight=7
Speed=7
Owner=GDI
AllowedToStartInMultiplayer=no
Turret=yes
Cost=400
Points=25
ROT=7[color=orange]
Crusher=no
Crewed=yes
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=7
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=AFV
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys
GuardRange=8
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=14



I can't get the GAOLDCC1 (old Conyard) to make buildings...
Here's the Code

[GAOLDCC1]
Name=Abandoned Construction Yard
ConstructionYard=yes
TechLevel=-1
Strength=400
Insignificant=no
Capturable=true
Crewed=yes
Repairable=true
Factory=BuildingType
Nominal=yes
RadarInvisible=no
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=yes

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pft1086
Light Infantry


Joined: 04 Dec 2003

PostPosted: Mon Jan 03, 2005 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you look at the jeep voxel, you'll notice that the first section is the turret.  The game uses the first section for the unit image, therefore it thinks that the turret is the image for the unit.

Throw this in and it should work with your code.  It simply seperates the body and the turret.  Remember to change the name though.



Jeep2.zip
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 Filename:  Jeep2.zip
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Last edited by pft1086 on Mon Jan 03, 2005 9:14 pm; edited 3 times in total

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Mon Jan 03, 2005 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

You do not need to make separate art entries for the chassis (body) and turret of a vehicle. You only need an entry for the chassis (body). The game will know which turret to use from the naming conventions. Also, you should not make the vehicle as a multi sectioned voxel. The turret should be a separate voxel file with its own hva.

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Tue Jan 04, 2005 4:37 am    Post subject: Reply with quote  Mark this post and the followings unread


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