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Adding vehicle with shp imeging?!
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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Feb 24, 2007 1:32 pm    Post subject:  Adding vehicle with shp imeging?!
Subject description: I HATE IT!!!I HATE IT!!!I HATE IT!!!I HATE IT!!!..
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35=DPBALL

; xxx.com
[DPBALL]
Name=xxx.com
Insignificant=yes
Nominal=yes
IMAGE=VISLRG
Strength=500
Category=Civilian
Armor=heavy
TechLevel=-1
Sight=0
Speed=12
Owner=Civilian
AllowedToStartInMultiplayer=no
Cost=1
Points=70
ROT=16
Explosion=explolrg2 ;TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal
LargeVisceroid=yes
ThreatPosed=20 ; This value MUST be 0 for all building addons
Primary=PNuke
GuardRange=4
ImmuneToVeins=yes
SpeedType=Hover ;!
MovementZone=AmphibiousDestroyer ;!
NonVehicle=yes

I cant see it ingame!$@%^$%@&

Why??!?!? I'w tryed adding IMAGE=xxx.com tag to artfs.ini but it still doesnt work!! I HATE THIS sHi*...maby anyone knows wheres the problem?!

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Feb 24, 2007 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

For some reason, this image looks hard coded. At least, I haven't found any visceroid reference in the art.ini

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Feb 24, 2007 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'w tryed adding custom images it still doesnt work!! GR!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Feb 24, 2007 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Visceroid as hardcoded? woah, you do learn something new everyday Surprised

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Feb 24, 2007 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

VEFbl4 - Cause you have IMAGE instead of Image ?

Banshee - it's not hardcoding, the game can find stuff this way. Same as putting WallTower=GACTWR and omitting GACTWR from the [BuildingTypes], it will still be loaded just fine, but you won't be able to control its position in the array. Same stuff happens in RA2/YR where gtpowexp/tstlexp are listed as animations under GAPOWR/NAPOWR (Explosion) without being in the [Animations] list or art(md).ini, and get loaded still, albeit without any controls like Rate. It's unreliable and hacky, but it works.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Feb 24, 2007 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

IMAGE= image=? there separate? And..I still can do it...It loads cars..voxels..even defender...thats looks funny but still...it just doesnt show...Iw made a copy of Visceroids shp..and renamed it..but still it just doesnt show up...maby problem is in those..f.ng..ecachexx.mix numbers?where should I put my new infantry shp.Im using TS:FS.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sun Feb 25, 2007 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

The Visceroid shp might not be hardcoded, but the animation sequence it uses IS. Because the shp doesn't have an art.ini entry, it doesn't have the required WalkFrames= FireFrames= tags needed for regular shp vehicles.

You will need to copy the shp with another name and create an art.ini entry with the required tags. Copying them from the Titan and modifying them to match the number of frames the Visceroid has would be the fastest and easiest way.

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