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Yuri Anti Tank Tower Not Working ?
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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Fri Nov 05, 2021 5:55 am    Post subject:  Yuri Anti Tank Tower Not Working ? Reply with quote  Mark this post and the followings unread

I'm trying to create an anti tank tower through coding and switching turrets.

I took the Lasher Tank turret and coded it to the gattling cannon.
Problem is that the turret shows up but the base is invisible.

I'm using part of the gattling cannon code but removed the gattling part since it's just a tank turret.

I know that the base is a SHP and turret is a VXL but why is the base not showing ?

RULESMD
[YATG]
UIName=Name:AntiTank Cannon
Name=Yuri AntiTank Cannon
Image=YATG
BuildCat=Combat
Strength=810
Armor=steel
TechLevel=4
Primary=ATGUN
ElitePrimary=ATGUNE
Prerequisite=BARRACKS,YACNST
Adjacent=4
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=900
BaseNormal=no
Points=30
Power=-50
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=YATGTUR
TurretAnimIsVoxel=True
TurretAnimX=0
ROT=20
TurretAnimY=15
TurretAnimZAdjust=-40
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=10
;AntiAirValue=25


ARTMD
[YATG]
Cameo=GGUNICON
Remapable=yes
Foundation=1x1
Buildup=YATGMK
Height=3
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFireFLH=150,60,200
SecondaryFireFLH=150,60,200
ElitePrimaryFireFLH=150,60,200
EliteSecondaryFireFLH=150,60,200
Recoilless=no
PBarrelLength=250
;PBarrelThickness=48
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=-5,15
ActiveAnim=YATG_A
ActiveAnimDamaged=YATG_A
ActiveAnimZAdjust=-80
ActiveAnimYSort=543
ActiveAnimPowered=no
ActiveAnimPoweredLight=yes
ActiveAnimTwo=YATG_B
ActiveAnimTwoDamaged=YATG_B
ActiveAnimTwoZAdjust=-80
ActiveAnimTwoYSort=543
ActiveAnimTwoPowered=no
ActiveAnimTwoPoweredLight=yes

Not sure about this part
[YATG_B]
Image=NACNST_A
Normalized=no
LoopCount=-1
Rate=900
NewTheater=yes
YDrawOffset=43

[YATG_A]
Image=NAYARD_B
Normalized=yes
Start=9
LoopStart=9
LoopEnd=15
LoopCount=-1
Rate=300
Layer=ground
UseNormalLight=yes
YDrawOffset=-43



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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Nov 05, 2021 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Bruh

Add Image=YAGGUN to the artmd entry  Rolling Eyes

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Nov 05, 2021 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Have you extracted all of the gatling gun SHP files, renamed them correctly & then put them into to the RA2 folder &/or a mix file?

Also...

[YATG_B]
Image=NACNST_A  < that's the soviet construction yard.


[YATG_A]
Image=NAYARD_B < that's the soviet naval yard!

I presume you didn't add YATG_B & YATG_A to the [Animations] list, or you would have had a really wired looking building.

Also, also, ltnkbarl.vxl/hva files are a leftover from the light tank in the beta version of RA2 & isn't related to the Lasher tank so they shouldn't be used.

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Last edited by Mig Eater on Fri Nov 05, 2021 9:13 am; edited 1 time in total

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Fri Nov 05, 2021 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks XxpeddyxX

Hey Mig, thats wierd because NACNST_A & NACNST_B is already in the gattling art code of my file, but then again this is from some mod because its not in another art file that I have.

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