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please help me make a sonic turret addon
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sdfsfs
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Joined: 17 Aug 2020
Location: Germoney

PostPosted: Mon Aug 17, 2020 2:25 am    Post subject:  please help me make a sonic turret addon Reply with quote  Mark this post and the followings unread

yeah hi, i really want this disruptor turret addon, i would also rather use the Tiberian Sun Asset Expansion disruptor turret model ( https://www.moddb.com/mods/tiberian-sun-asset-expansion/images/gdi-component-tower-pieces#imagebox ).
How do i extract that, and then add it to the game to make it buildable? I only know i need XCC. I have a sonic addon code from another user on this forum ( https://ppmforums.com/topic-15497/disruptor-upgrade/ ).
It would also be fine to just replace the vulcan with sonic, i tried it with that code but it just makes the vulcan stop firing. Unfortunatly i found no tutorial on how to make a new turret addon thats why im here.
I would also like to make different addons with other turrets that exist in the game.

Sonic add-on for component tower
[GASONIC]
Name=Sonic Upgrade
Image=none
Prerequisite=GACTWR,GAPILE
TechLevel=2
Armor=wood
Sight=7
Owner=GDI
Cost=350
Points=30
Power=-20
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PowersUpBuilding=gactwr
PowersUpToLevel=1
Primary=SonicZap
Turret=yes
TurretAnim=SONICTURRET
TurretAnimIsVoxel=true
TurretAnimX=-8
TurretAnimY=16
TurretAnimZAdjust=-40
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBaseDefense=yes

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Aug 17, 2020 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Unfortunately the Turrets weren't able to get in the Last Asset Pack in moddb and regulus lost the files for it I think.

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sdfsfs
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Joined: 17 Aug 2020
Location: Germoney

PostPosted: Mon Aug 17, 2020 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread


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Askhati
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Joined: 22 Dec 2009

PostPosted: Mon Aug 17, 2020 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

A starting point would be to look at the Nod Deployed Artillery structure - it uses a voxel as turret (ART2TUR), which is similar to how you will need to use SONICTUR for a Disruptor turret on a structure.

A good test of the code, for yourself, would be to replace the Deployed Artillery turret voxel with the Disruptor turret. Once you have done that, you'll be able to repeat it simply enough for a plug-in turret too (although they use .shp turrets, which are coded up different - you'll see when you compare it to how the Deployed Artillery uses a voxel turret).

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sdfsfs
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PostPosted: Mon Aug 17, 2020 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

okay, in which file are the turret .shp's located?

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Askhati
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Joined: 22 Dec 2009

PostPosted: Tue Aug 18, 2020 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

The actual .shp files are in one of the .mix files (can't remember name now), while the art entry should be in the art.ini file.

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sdfsfs
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PostPosted: Tue Aug 18, 2020 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

found them in Expand00.mix, but i dont know how to edit these cause i cant extract them. The .shp files are images the voxels atleast have some code. I dont know how to continue

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Askhati
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Joined: 22 Dec 2009

PostPosted: Wed Aug 19, 2020 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Wait a minute - I think you are misunderstanding the process here.

You don't need to change the physical game (art) file of the turret to make it look different in the game. You can just use the code in rules.ini to make it look different by assigning a different art file to your turret. Using the Nod Deployed Artillery as an example: in the rules.ini file under [GAARTY], you will see that its turret image is defined as ART2TUR. This points to a voxel file, which the game will then use when drawing the turret in-game. Changing the look of that artillery turret is then as simple as making the [GAARTY] entry point to a different voxel or SHP file.

Did you experiment with changing the Artillery's turret into the Disruptor turret as I mentioned earlier? You can do it simply by changing the code in [GAARTY] from ART2TUR to SONICTUR.

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sdfsfs
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PostPosted: Wed Aug 19, 2020 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes i did that but i fail to understand where this would lead me as i already have the voxel in the turret addons code and also the weapon so i am confused, i dont know what else im missing. I tried switching the vulcan with the sonic code (ofc still with vulcan name/ image etc.) but it just makes the vulcan stop firing and it still has the vulcan turret.

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Askhati
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Joined: 22 Dec 2009

PostPosted: Thu Aug 20, 2020 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

When you say you swapped the Vulcan with the Sonic code - did you just change the PrimaryWeapon= tags, or anything else too?

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Askhati
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Joined: 22 Dec 2009

PostPosted: Thu Aug 20, 2020 9:55 am    Post subject: Re: please help me make a sonic turret addon Reply with quote  Mark this post and the followings unread

sdfsfs wrote:

Sonic add-on for component tower
[GASONIC]
Image=none


If you tell the upgrade to have "no image", then it won't display correctly. Try some other 1x1 SHP building art (for example GASPOT, the Spotlight Tower) and then see what that looks like.

sdfsfs wrote:

TurretAnim=SONICTURRET


SONICTURRET is not a valid voxel name, so it won't display anything. You need to look inside local.mix to get a list of all the voxels and their names, and then you want to try out one of those voxel names there. For the Disruptor turret, it would be SONICTUR (which matches the sonictur.vxl file inside the .mix file).

Otherwise, just post the entire code entry here and we can look at that.

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sdfsfs
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Joined: 17 Aug 2020
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PostPosted: Thu Aug 20, 2020 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had everything like below, it had the vulcan name and image and what it needed to just replace vulcan, just overlooked the SONICTUR in short and put your GASPOT suggestion in.
And i wouldve used the Disruptor icon, which is SONICICON, does it work with a unit icon aswell or is the image somehow telling the game the size of the building?

; Sonic add-on for component tower
[GASONIC]
Name=Sonic Upgrade
Image=GASPOT
Prerequisite=GACTWR,GAPILE
TechLevel=2
Armor=wood
Sight=7
Owner=GDI
Cost=350
Points=30
Power=-20
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PowersUpBuilding=gactwr
PowersUpToLevel=1
Primary=SonicZap
Turret=yes
TurretAnim=SONICTUR
TurretAnimIsVoxel=true
TurretAnimX=-8
TurretAnimY=16
TurretAnimZAdjust=-40
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBaseDefense=yes


still not working, if im not completly wrong its PowersUpToLevel=1 this time cause lvl1 is vulcan?

with this one i managed to give the tower the sonic attack but it still has the vulcan turret and it doesnt really attack (with that i mean that it does a very short sonic ray infront of the gun and sonic sound comes but it cant hit anything and it doesnt repeat its attack)

; Vulcan cannon add-on for component tower
[GAVULC]
Name=Vulcan Cannon
Image=GAVULC
Prerequisite=GACTWR,GAPILE
TechLevel=2
Armor=wood
Sight=7
Owner=GDI
Cost=150
Points=30
Power=-20
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PowersUpBuilding=gactwr
PowersUpToLevel=1
Primary=SonicZap
Secondary=SonicZap
Turret=yes
TurretAnim=SONICTUR
TurretAnimIsVoxel=true
TurretAnimX=-8
TurretAnimY=16
TurretAnimZAdjust=-40
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBaseDefense=yes

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sdfsfs
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Joined: 17 Aug 2020
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PostPosted: Tue Aug 25, 2020 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Confused Confused Confused Confused Confused

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 25, 2020 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. upgrades are always SHPs. You have to create an SHP turret out of the sonictur VXL (e.g. via VXL Viewer with the right camera angle and taking 32 screenshots for the 32 facings) and also add the correct code for it in art.ini.

2. component tower upgrades are no normal turrets, so things like TurretAnim doesn't work on them.

3. PowersUpToLevel=1 is hardcoded to fire Primary and Secondary at the same time, which doesn't work with the special IsSonic logic of SonicZap.
Use a different turret like RPG or SAM upgrade (PowersUpToLevel=2 or 3).

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Askhati
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Joined: 22 Dec 2009

PostPosted: Tue Aug 25, 2020 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
1. upgrades are always SHPs. You have to create an SHP turret out of the sonictur VXL (e.g. via VXL Viewer with the right camera angle and taking 32 screenshots for the 32 facings) and also add the correct code for it in art.ini.

2. component tower upgrades are no normal turrets, so things like TurretAnim doesn't work on them.

3. PowersUpToLevel=1 is hardcoded to fire Primary and Secondary at the same time, which doesn't work with the special IsSonic logic of SonicZap.
Use a different turret like RPG or SAM upgrade (PowersUpToLevel=2 or 3).


Didn't know any of these things before, please ignore all my earlier "advice" then!

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Crimsonum
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PostPosted: Tue Aug 25, 2020 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
PowersUpToLevel=1 is hardcoded to fire Primary and Secondary at the same time, which doesn't work with the special IsSonic logic of SonicZap.


Actually this is default behaviour for upgrades, only levels 2 and 3 disable the twin-firing.

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sdfsfs
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PostPosted: Tue Aug 25, 2020 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Askhati wrote:
Didn't know any of these things before, please ignore all my earlier "advice" then!


Np mate, you still helped. Thanks alot!

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sdfsfs
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Joined: 17 Aug 2020
Location: Germoney

PostPosted: Tue Aug 25, 2020 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
1. upgrades are always SHPs. You have to create an SHP turret out of the sonictur VXL (e.g. via VXL Viewer with the right camera angle and taking 32 screenshots for the 32 facings) and also add the correct code for it in art.ini.

2. component tower upgrades are no normal turrets, so things like TurretAnim doesn't work on them.

3. PowersUpToLevel=1 is hardcoded to fire Primary and Secondary at the same time, which doesn't work with the special IsSonic logic of SonicZap.
Use a different turret like RPG or SAM upgrade (PowersUpToLevel=2 or 3).



Sounds kind of easy enough but where can i get a vxl viewer or what is considered one? Where would i have to insert the finished .shp? ECache01.mix? How do i find out the angles? Thanks alot for responding!

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Aug 26, 2020 5:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Voxel viewer can be found by clicking Home link on top, it is available on the left panel -> community tools.

Modders can have their own addon files like ecache02.mix upto ecache99.mix, those can have the new .shp files. Use XCC Mixer to create new mix files and then drag and drop files into the mix files using XCC Mixer.

Remembered updating PowersUpToLevel at ModEnc.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Wed Aug 26, 2020 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread


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X-Mech Calendar (28 Mechs for GDI and Nod)
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