Posted: Wed May 20, 2020 3:04 pm Post subject:
This building denied or refused to BuildLimit
Here is the code
Code:
;Soviet Time Machine Traveled
[NACATIME]
UIName=Name:CATIME02
Image=CATIME02
Name=Time Machine Traveled
BuildCat=Combat
Prerequisite=YATECH,YACNST
TechLevel=10
Strength=1000
SuperWeapon=TimeMachineBSpecial
SuperWeapon2=TimeMachineBSpecial2
Nominal=yes
Adjacent=200
Points=5
PlaceAnywhere=no
Sight=8
AIBuildThis=yes ;taken out to remove usless things from AI list - DB
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Power=-100
Powered=true
Capturable=false
ImmuneToPoison=yes
ImmuneToPsionics=yes
Crewed=yes
NotWorkingSound=PowerOff
BaseNormal=no ;psst....IsBase isn't a Rules flag
ClickRepairable=yes
LeaveRubble=no
BuildLimit=1
AIBuildCounts=1,1,1
It's only building that no matter what to do I can spam build even buildlimit is there and other building that I have added later have no problem with buildlimit even AI still respect this.
I have 3 of cloned version for Allied [GACATIME] and Yuri [YACATIME], same code and everything except the special weapon part however only soviet having issue with the buildlimit I could ignore this since it's nothing wrong with the AI and its does nothing if build more than 1 but I don't feel right because it makes me feels like something going to get serious error in future. QUICK_EDIT
The script is explicit about using forward slashes and like the example has to end with one too...
I might did something wrong. I did made a blank file name it check.log and app stop the error message and open the check.log for me however it's a blank file. As I read the app supposed to be generate one for me isn't it?
Code:
set ra2dir "D:\Program Files (x86)\Origin Game\Command and Conquer Red Alert II/"
set ra2rul "rulesmd.ini"
set ra2art "artmd.ini"
set ra2ai "aimd.ini"
It tells you to download the TCL runtimes in the script where you set those options. You really should read the entire header.
OK, my bad. Now it's working but I didn't see any check.log at all. I did not change any other value though. So I don't know if I did something wrong again?
Be patience with me please I'm kinda not so mart with this.
Well I'll have to add some error handling to that part of the script, but the error you're getting means your AIBasePlanningSide= has no value or an invalid value...
checking [Animations]...
[OLD_028] -> ANIMATION missing ART data
[OLD_030] -> ANIMATION missing ART data
[OLD_029] -> ANIMATION missing ART data
[OLD_031] -> ANIMATION missing ART data
[OLD_032] -> ANIMATION missing ART data
[OLD_033] -> ANIMATION missing ART data
[OLD_034] -> ANIMATION missing ART data
[OLD_035] -> ANIMATION missing ART data
[OLD_036] -> ANIMATION missing ART data
[OLD_037] -> ANIMATION missing ART data
[OLD_038] -> ANIMATION missing ART data
[OLD_039] -> ANIMATION missing ART data
[OLD_040] -> ANIMATION missing ART data
[OLD_041] -> ANIMATION missing ART data
[OLD_042] -> ANIMATION missing ART data
[OLD_043] -> ANIMATION missing ART data
[OLD_044] -> ANIMATION missing ART data
[OLD_045] -> ANIMATION missing ART data
[OLD_046] -> ANIMATION missing ART data
[OLD_047] -> ANIMATION missing ART data
[OLD_048] -> ANIMATION missing ART data
[OLD_049] -> ANIMATION missing ART data
[OLD_050] -> ANIMATION missing ART data
[OLD_051] -> ANIMATION missing ART data
[OLD_052] -> ANIMATION missing ART data
[OLD_053] -> ANIMATION missing ART data
[OLD_054] -> ANIMATION missing ART data
[OLD_055] -> ANIMATION missing ART data
[CASLAB_A] -> ANIMATION missing ART data
[OLD_001] -> ANIMATION missing ART data
[OLD_002] -> ANIMATION missing ART data
[OLD_003] -> ANIMATION missing ART data
[OLD_004] -> ANIMATION missing ART data
[OLD_005] -> ANIMATION missing ART data
[OLD_006] -> ANIMATION missing ART data
[OLD_007] -> ANIMATION missing ART data
[OLD_008] -> ANIMATION missing ART data
[OLD_010] -> ANIMATION missing ART data
[OLD_009] -> ANIMATION missing ART data
[OLD_011] -> ANIMATION missing ART data
[OLD_012] -> ANIMATION missing ART data
[OLD_013] -> ANIMATION missing ART data
[OLD_014] -> ANIMATION missing ART data
[OLD_015] -> ANIMATION missing ART data
[OLD_016] -> ANIMATION missing ART data
[OLD_017] -> ANIMATION missing ART data
[OLD_018] -> ANIMATION missing ART data
[OLD_020] -> ANIMATION missing ART data
[OLD_019] -> ANIMATION missing ART data
[OLD_021] -> ANIMATION missing ART data
[OLD_022] -> ANIMATION missing ART data
[OLD_023] -> ANIMATION missing ART data
[OLD_024] -> ANIMATION missing ART data
[OLD_025] -> ANIMATION missing ART data
[OLD_026] -> ANIMATION missing ART data
[OLD_027] -> ANIMATION missing ART data
checking [SmudgeTypes]...
[BURN10] -> SMUDGE missing ART data
[BURN09] -> SMUDGE missing ART data
[BURN11] -> SMUDGE missing ART data
[BURN12] -> SMUDGE missing ART data
[BURN13] -> SMUDGE missing ART data
[BURN14] -> SMUDGE missing ART data
[BURN15] -> SMUDGE missing ART data
[BURN16] -> SMUDGE missing ART data
[CR1] -> SMUDGE missing ART data
[CR2] -> SMUDGE missing ART data
[CR3] -> SMUDGE missing ART data
[BURN01] -> SMUDGE missing ART data
[CR4] -> SMUDGE missing ART data
[BURN02] -> SMUDGE missing ART data
[CR5] -> SMUDGE missing ART data
[BURN03] -> SMUDGE missing ART data
[CR6] -> SMUDGE missing ART data
[BURN04] -> SMUDGE missing ART data
[BURN05] -> SMUDGE missing ART data
[BURN06] -> SMUDGE missing ART data
[BURN07] -> SMUDGE missing ART data
[BURN08] -> SMUDGE missing ART data
checking [OverlayTypes]...
[V16] -> OVERLAY not found or no data
[V17] -> OVERLAY not found or no data
[V18] -> OVERLAY not found or no data
[FENC] -> OVERLAY not found or no data
[DUMMY] -> OVERLAY not found or no data
[DUMMY2] -> OVERLAY not found or no data
[DUMMY3] -> OVERLAY not found or no data
[DUMMY4] -> OVERLAY not found or no data
[DUMMY5] -> OVERLAY not found or no data
[DUMMY6] -> OVERLAY not found or no data
[DUMMY7] -> OVERLAY not found or no data
[DUMMY8] -> OVERLAY not found or no data
[DUMMY9] -> OVERLAY not found or no data
[CRAT01] -> OVERLAY missing ART data
[CRAT02] -> OVERLAY missing ART data
[CRAT03] -> OVERLAY missing ART data
[CRAT04] -> OVERLAY missing ART data
[CRAT0A] -> OVERLAY missing ART data
[CRAT0B] -> OVERLAY missing ART data
[CRAT0C] -> OVERLAY missing ART data
[TRACKTUNNEL01] -> OVERLAY missing ART data
[TRACKTUNNEL02] -> OVERLAY missing ART data
[TRACKTUNNEL03] -> OVERLAY missing ART data
[TRACKTUNNEL04] -> OVERLAY missing ART data
[CYCL] -> OVERLAY not found or no data
[BARB] -> OVERLAY not found or no data
[RAILBRDG1] -> OVERLAY missing ART data
[RAILBRDG2] -> OVERLAY missing ART data
[USELESS] -> OVERLAY not found or no data
[DRUM01] -> OVERLAY missing ART data
[DRUM02] -> OVERLAY missing ART data
[WOOD] -> OVERLAY not found or no data
[DUMMYOLD] -> OVERLAY not found or no data
[VEINHOLEDUMMY] -> OVERLAY missing ART data
[BRIDGEB1] -> OVERLAY missing ART data
[BRIDGEB2] -> OVERLAY missing ART data
[DUMMY10] -> OVERLAY not found or no data
[BRIDGE1] -> OVERLAY missing ART data
[DUMMY11] -> OVERLAY not found or no data
[BRIDGE2] -> OVERLAY missing ART data
[DUMMY12] -> OVERLAY not found or no data
[DUMMY13] -> OVERLAY not found or no data
[DUMMY14] -> OVERLAY not found or no data
[DUMMY15] -> OVERLAY not found or no data
[PALET01] -> OVERLAY missing ART data
[PALET02] -> OVERLAY missing ART data
[PALET03] -> OVERLAY missing ART data
[PALET04] -> OVERLAY missing ART data
[GAWRONG] -> OVERLAY not found or no data
checking [TerrainTypes]...
[VEINTREE] -> TERRAIN missing ART data
checking [VoxelAnims]...
[CRYSTAL01] -> VOXELANIM missing ShareSource parent: SONIC
[SONICTURRET] -> VOXELANIM missing ShareSource parent: SONIC
[METEOR01] -> WARHEAD not found or no data: Meteorite
[METEOR02] -> WARHEAD not found or no data: Meteorite
[4TNKTURRET] -> VOXELANIM missing ShareSource parent: 4TNK
re-classifying undeclared objects...
[DPRMMISLEWH] -> WARHEAD data exists but is undeclared
[RPG] -> WARHEAD data exists but is undeclared
[SANoBuilding] -> WARHEAD data exists but is undeclared
[IronCurtainBeamWH2] -> WARHEAD data exists but is undeclared
[IronCurtainBeamWH2] -> AnimList ANIMATION specified is undeclared/undefined: IRONBLST2
[OldPsychGasCreate] -> WARHEAD data exists but is undeclared
[MagneShakeWH] -> WARHEAD data exists but is undeclared
[HollowPoint4] -> WARHEAD data exists but is undeclared
[CAIRFGL] -> BUILDING exists but is undeclared
[PyroBeamWarhead] -> WARHEAD data exists but is undeclared
[Shock] -> WARHEAD data exists but is undeclared
[EXPNAMISL] -> BUILDING exists but is undeclared
[RHINAPE] -> WARHEAD data exists but is undeclared
[DummyWarhead] -> WARHEAD data exists but is undeclared
[Shard] -> WARHEAD data exists but is undeclared
[CoronaVirusExplosion] -> WARHEAD data exists but is undeclared
[ApocAPE] -> WARHEAD data exists but is undeclared
[PrismWarhead] -> WARHEAD data exists but is undeclared
[UFO] -> BUILDING exists but is undeclared
[ActiveCurtainWH] -> WARHEAD data exists but is undeclared
[VEINHOLE] -> TERRAIN object data exists but is undeclared
[GRIZAPE] -> WARHEAD data exists but is undeclared
[Fire2] -> WARHEAD data exists but is undeclared
[LightningStrikeWarhead] -> WARHEAD data exists but is undeclared
[OPPrismExplosionWH] -> WARHEAD data exists but is undeclared
[UltraAPE] -> WARHEAD data exists but is undeclared
checking [InfantryTypes]...
[ENGINEER] -> Prerequisite BUILDING specified is undeclared/undefined: Barracks
[SSNIPE] -> Primary WEAPON specified is *NOT* a valid weapon: 50CAL
[SSNIPE] -> OccupyWeapon WEAPON specified is *NOT* a valid weapon: 50CAL
[SSNIPE] -> EliteOccupyWeapon WEAPON specified is *NOT* a valid weapon: 50CALE
[SSNIPE] -> ElitePrimary WEAPON specified is *NOT* a valid weapon: 50CALE
[DOG] -> Prerequisite BUILDING specified is undeclared/undefined: Barracks
[SENGINEER] -> Prerequisite BUILDING specified is undeclared/undefined: Barracks
[YENGINEER] -> Prerequisite BUILDING specified is undeclared/undefined: Barracks
[ADOG] -> Prerequisite BUILDING specified is undeclared/undefined: Barracks
checking [VehicleTypes]...
[SUVB] -> VEHICLE has missing/invalid Passengers value
[CONA] -> VEHICLE has missing/invalid Passengers value
[LIMO] -> VEHICLE has missing/invalid Passengers value
[COP] -> VEHICLE has missing/invalid Passengers value
[JEEP] -> VEHICLE has missing/invalid Passengers value
[CAR] -> VEHICLE has missing/invalid Passengers value
[PICK] -> VEHICLE has missing/invalid Passengers value
[FTRK] -> VEHICLE has missing/invalid Passengers value
[CBLC] -> VEHICLE has missing/invalid Passengers value
[AMBU] -> VEHICLE has missing/invalid Passengers value
[SUVW] -> VEHICLE has missing/invalid Passengers value
[WINI] -> VEHICLE has missing/invalid Passengers value
[HIND] -> VEHICLE has Passengers value but is not Transport or OpenTopped
[TAXI] -> VEHICLE has missing/invalid Passengers value
[DOLY] -> VEHICLE has missing/invalid Passengers value
[EUROC] -> VEHICLE has missing/invalid Passengers value
[YCAB] -> VEHICLE has missing/invalid Passengers value
[BCAB] -> VEHICLE has missing/invalid Passengers value
[SHAD] -> VEHICLE has Passengers value but is not Transport or OpenTopped
[PTRUCK] -> VEHICLE has missing/invalid Passengers value
[CIVP] -> VEHICLE has missing/invalid Passengers value
[STANG] -> VEHICLE has missing/invalid Passengers value
[YDUM] -> VEHICLE not found or no data
checking [AircraftTypes]...
[APACHE] -> AIRCRAFT not found or no data
checking [BuildingTypes]...
[GAWALL] -> BUILDING not found or no data
[NAPOWR2] -> Explosion ANIMATION specified is undeclared/undefined: TSTLEXP
[CALOND02] -> BUILDING not found or no data
[CAWASH15] -> DestroyAnim ANIMATION specified is undeclared/undefined: CAWA15DM
[EXPNAPSYB] -> AIBasePlanningSide specified with invalid value: 1 gs 0 for Good, 1 for Evil
[CATIME] -> BUILDING not found or no data
[NAPOWR] -> ANIMATION missing ART data: TSTLEXP
[YAPOWR2] -> Explosion ANIMATION specified is undeclared/undefined: GTPOWEXP
[GAFWLL] -> BUILDING not found or no data
[CACHIG06] -> DestroyAnim ANIMATION specified is undeclared/undefined: CACH06DM
[GAPOWR2] -> ANIMATION missing ART data: GTPOWEXP
[NAWALL] -> BUILDING not found or no data
[CAKRMW] -> BUILDING not found or no data
[GASAND] -> BUILDING not found or no data
[CAFNCB] -> BUILDING not found or no data
[YAROCK] -> ANIMATION missing ART data: GTPOWEXP
[CAFNCP] -> BUILDING not found or no data
[YAPOWR] -> ANIMATION missing ART data: GTPOWEXP
[CAFNCW] -> BUILDING not found or no data
[CASYDN01] -> BUILDING not found or no data
[GAPOWR] -> ANIMATION missing ART data: GTPOWEXP
[CALA02] -> BUILDING not found or no data
checking [Particles]...
[GasCloudM1] -> PARTICLE missing ART data: gaslrgmk
[VirusCloud1] -> PARTICLE missing ART data: TXGASG
[GasCloudM2] -> PARTICLE missing ART data: gaslrgmk
[LargeGreySmoke] -> PARTICLE missing ART data: LGRYSMK1
[PsychCloudD] -> PARTICLE missing ART data: TXGASR
[VirusCloud2] -> PARTICLE missing ART data: LGRYSMK1
[VirusCloudD1] -> PARTICLE missing ART data: TXGASG
[VirusCloudD2] -> PARTICLE missing ART data: LGRYSMK1
[PsychCloud] -> PARTICLE missing ART data: TXGASR
checking [ParticleSys]...
checking [Projectiles]...
[Lobbed] -> PROJECTILE missing ART data: DISCUS
[Lobbed2] -> PROJECTILE missing ART data: CANISTER
checking [Warheads]...
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared/undefined: -
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared/undefined: ADDED
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared/undefined: 11/30
[ApocAP] -> AnimList ANIMATION specified is undeclared/undefined: APOCEXP
checking [Weapons]...
[AGGattling] -> PROJECTILE not found or no data: Invisiblelow
[ScoutMachineGunE] -> WEAPON exists but is unused
[DredPRMLauncher] -> WARHEAD not found or no data: Special
[EXPEiffelBolt] -> WARHEAD not found or no data: KTSTLEXP
[50Cal] -> WEAPON exists but is unused
[ASWLauncher] -> WARHEAD not found or no data: Special
[ScoutMachineGun] -> WEAPON exists but is unused
[HoverMissile2] -> WEAPON exists but is unused
[Minigun] -> WEAPON exists but is unused
[90mmE] -> WEAPON exists but is unused
[120HE] -> WEAPON exists but is unused
[CruiseMissile] -> WEAPON exists but is unused
[CyCannon] -> WEAPON exists but is unused
[Yuribustshot] -> WEAPON exists but is unused
[BlimpBombE] -> WARHEAD not found or no data: KTSTLEXP
[AAGattCann] -> WEAPON exists but is unused
[AAGattCann2] -> WEAPON exists but is unused
[AAGattCann3] -> WEAPON exists but is unused
[HealingBeam] -> WARHEAD not found or no data: OrganicBeam
[BikeMissile] -> WEAPON exists but is unused
[HornetLauncher] -> WARHEAD not found or no data: Special
[CRBAZOOKA] -> WEAPON exists but is unused
[AGGattling2] -> PROJECTILE not found or no data: Invisiblelow
[AGGattling3] -> PROJECTILE not found or no data: Invisiblelow
[Bomb] -> WEAPON exists but is unused
[HarpyClaw] -> WEAPON exists but is unused
[ElectricFragment] -> WEAPON exists but is unused
[ElectricFragment] -> PROJECTILE not found or no data: Invisiblelow
[AGGattlingE] -> PROJECTILE not found or no data: Invisiblelow
[HoverMissile2e] -> WEAPON exists but is unused
[JumpCannon] -> WEAPON exists but is unused
[OutpostMachineGun] -> WEAPON exists but is unused
[CRM1Carbine] -> WEAPON exists but is unused
[ChemLauncher] -> WEAPON exists but is unused
[QuadCannon] -> WEAPON exists but is unused
[Sniper] -> WEAPON exists but is unused
[HealingBeamE] -> WARHEAD not found or no data: OrganicBeam
[FireballLauncher] -> WEAPON exists but is unused
[Hellfire] -> WEAPON exists but is unused
[LtRail] -> WEAPON exists but is unused
[Gattling] -> WEAPON exists but is unused
[Grenade] -> WEAPON exists but is unused
[SuicideBomb] -> WEAPON exists but is unused
[BAZOOKA] -> WEAPON exists but is unused
[SAMMissile1] -> WEAPON exists but is unused
[SAMMissile2] -> WEAPON exists but is unused
[SAMMissile3] -> WEAPON exists but is unused
[RPGTower] -> WEAPON exists but is unused
[CRMakeupKit] -> WEAPON exists but is unused
[Nukebomb] -> WEAPON exists but is unused
[CRAWP] -> WEAPON exists but is unused
[Proton] -> WEAPON exists but is unused
[EMPulseWeapon] -> WEAPON exists but is unused
[EMPulseWeapon] -> PROJECTILE not found or no data: PulsPr
[75mm] -> WEAPON exists but is unused
[MechRailgun] -> WEAPON exists but is unused
[AGGattling2E] -> PROJECTILE not found or no data: Invisiblelow
[V3Airburst] -> WEAPON exists but is unused
[AGGattling3E] -> PROJECTILE not found or no data: Invisiblelow
[50CalE] -> WEAPON exists but is unused
[AssaultCannon] -> WEAPON exists but is unused
[Dragon] -> WEAPON exists but is unused
[LaserFire] -> WEAPON exists but is unused
[90mm] -> WEAPON exists but is unused
[VulcanTower] -> WEAPON exists but is unused
[Vulcan3] -> WEAPON exists but is unused
[Heal] -> WEAPON exists but is unused
[LaserFire2] -> WEAPON exists but is unused
[SlimeAttack] -> WEAPON exists but is unused
[DredLauncher] -> WARHEAD not found or no data: Special
[V3Launcher] -> WARHEAD not found or no data: Special
[RaiderCannon] -> WEAPON exists but is unused
[CruiseLauncher] -> WARHEAD not found or no data: Special
[MEGACARRJETLauncher] -> WEAPON exists but is unused
[MEGACARRJETLauncher] -> WARHEAD not found or no data: Special
checking unclassified objects...
[CACOUNTRY1] -> unknown object found
[CACOUNTRY2] -> unknown object found
[CACOUNTRY4] -> unknown object found
[CACOUNTRY5] -> unknown object found
[CACOUNTRY6] -> unknown object found
[CACOUNTRY7] -> unknown object found
[CACOUNTRY8] -> unknown object found
[CACOUNTRY9] -> unknown object found
[NukeSpecial4] -> unknown object found
[CACOUNTRY] -> unknown object found
[NukeSpecial5] -> unknown object found
[EXPSAPC] -> unknown object found
[NukeSpecial99] -> unknown object found
[PulsPr] -> unknown object found
[CACOUNTRY10] -> unknown object found
[IonCannonSpecial] -> unknown object found
This one [EXPNAPSYB] I have removed placeplanningside it was set as 1 but AIbuildthis=no so I have removed that line.
What I am thinking is if I can't make it respect the rule I will set the TechLevel=-1 and make another copy version and provide to Player instead with same properties but AIBuildThis=no instead and remove BasePlanningSide
checking [BuildingTypes]...
[GAWALL] -> BUILDING not found or no data
[NAPOWR2] -> Explosion ANIMATION specified is undeclared/undefined: TSTLEXP
[CALOND02] -> BUILDING not found or no data
[CAWASH15] -> DestroyAnim ANIMATION specified is undeclared/undefined: CAWA15DM
[EXPNAPSYB] -> AIBasePlanningSide specified with invalid value: 1 gs 0 for Good, 1 for Evil
[CATIME] -> BUILDING not found or no data
[NAPOWR] -> ANIMATION missing ART data: TSTLEXP
[YAPOWR2] -> Explosion ANIMATION specified is undeclared/undefined: GTPOWEXP
[GAFWLL] -> BUILDING not found or no data
[CACHIG06] -> DestroyAnim ANIMATION specified is undeclared/undefined: CACH06DM
[GAPOWR2] -> ANIMATION missing ART data: GTPOWEXP
[NAWALL] -> BUILDING not found or no data
[CAKRMW] -> BUILDING not found or no data
[GASAND] -> BUILDING not found or no data
[CAFNCB] -> BUILDING not found or no data
[YAROCK] -> ANIMATION missing ART data: GTPOWEXP
[CAFNCP] -> BUILDING not found or no data
[YAPOWR] -> ANIMATION missing ART data: GTPOWEXP
[CAFNCW] -> BUILDING not found or no data
[CASYDN01] -> BUILDING not found or no data
[GAPOWR] -> ANIMATION missing ART data: GTPOWEXP
[CALA02] -> BUILDING not found or no data QUICK_EDIT
GAhhhhhh! I found it. It's not the Soviet I have to make them have a differ name and cameo to figure out what's wrong it's special version of time machine that have a same appearance. It has no buildlimit bind to the structure. Fixed it solved and well... Human embarrassing error QUICK_EDIT
Cameo collision detection was added back in 2018... I had that problem too once
Did you start fixing all the others?
Yes it is. Right now so far so good. However I am still can't figure out that my game will crash in Skirmish mode when changing to Soviet but if playing as Soviet in Mission at least one then quit the mission and return to Skirmish would work perfectly. I can't find anything wrong with this even aicheck doesn't say anything that belongs to soviet will cause a problem since most objects are made for Allied. A few for soviet. The crash doesn't show every time but of course launching the 255 area damage nuclear bomb to the last soviet mission will crash the game but everything is fine in Skirmish. lol QUICK_EDIT
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