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New Ore Refinery
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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Wed Dec 26, 2007 2:53 am    Post subject:  New Ore Refinery Reply with quote  Mark this post and the followings unread

What I really got tired of when playing as Yuri is that you have slave miners. Well, I've coded in a stationary ore refinery but the structure doesn't appear ingame. The rules work, it harvests cash, but again, it's not seen. I figure it's some sort of animation flaw, because that type of thing occurred when I tried my H-Bomb Silo for the first time. However, I don't know what I've done wrong...

Quote:
*Animations*
1080=YARFN_A
1081=YARFN_1D
1082=YARFN_2D
1083=YARFN_3D
1084=YARFN_4D

*Rules*

[YARFN]
UIName=Name:YARFN
Name=YURI Ore Refinery
BuildCat=Resource
DockUnload=yes
Refinery=yes
NumberOfDocks=1
;//gs revertNumberOfWaitingPoints=8
Bib=yes
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west
Prerequisite=POWER,YACNST
Strength=1000
Adjacent=2
Armor=wood
TechLevel=1
FreeUnit=YURIMINER
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2000
Soylent=300
Points=80
Power=-50
Storage=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HalfDamageSmokeLocation1=0,0,0
MaxDebris=8
PipScale=Tiberium
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
RefinerySmokeOffsetOne=-80, -232, 372
RefinerySmokeOffsetTwo=-80, 232, 372
RefinerySmokeFrames=50
RefinerySmokeParticleSystem=SmallGreySSys;
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Drainable=yes

*ART*

[YARFN]
Remapable=yes
Cameo=YGRIREFNICON
Foundation=4x3
Height=6
ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48
Buildup=YARFNMK
DemandLoadBuildup=true
FreeBuildup=true
BibShape=YARFNBB
QueueingCell=4,1
NewTheater=yes
ActiveAnim=YARFN_A
ActiveAnimZAdjust=-5
ActiveAnimDamaged=YARFN_1D
ActiveAnimTwo=NAREFNL2
ActiveAnimTwoZAdjust=-5
ActiveAnimTwoDamaged=YARFN_2D
ActiveAnimThree=NAREFNL3
ActiveAnimThreeZAdjust=-5
ActiveAnimThreeDamaged=YARFN_3D
ActiveAnimFour=NAREFNL4
ActiveAnimFourZAdjust=-5
ActiveAnimFourDamaged=YARFN_4D
SpecialAnim=YARFNOR
SpecialAnimZAdjust=-50
OccupyHeight=4
CanBeHidden=False
CanHideThings=true
RemoveOccupy1=0,-2
RemoveOccupy2=1,-1
RemoveOccupy3=1,-2
RemoveOccupy4=2,-1
RemoveOccupy5=-2,0
RemoveOccupy6=-2,-1
RemoveOccupy7=-2,-2
RemoveOccupy8=3,1
DamageFireOffset0=30,30

[YARFN_A]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=12
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes

[YARFN_D]
Normalized=yes
Start=0
LoopStart=12
LoopEnd=24
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes

[YARFN_1D]
Image=YARFN_D
Normalized=yes

[YARFN_2D]
Image=YARFN_D
Normalized=yes

[YARFN_3D]
Image=YARFN_D
Normalized=yes

[YARFN_4D]
Image=YARFN_D
Normalized=yes

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CnCStalker
Combat Engineer


Joined: 23 Dec 2007
Location: Disorder and Chaos

PostPosted: Wed Dec 26, 2007 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Image=YARFN

Last edited by CnCStalker on Wed Dec 26, 2007 7:19 am; edited 1 time in total

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n0th1ng sp3c1al
Soldier


Joined: 01 Oct 2007
Location: Philippines

PostPosted: Wed Dec 26, 2007 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Pls read the code he posted first.....
and what refinery are you using??

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Dec 26, 2007 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since I don't see anything wrong in your codings, I suppose you have the right .shp files in the expandmd##.mix, right?

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Wed Dec 26, 2007 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm using MadHQ's Yuri Ore Refinery downloaded from ranimator.com. And yes, all the shp files are in an ecachemd##.mix.

_________________
The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Dec 26, 2007 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

what did you name the SHP file?

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Wed Dec 26, 2007 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

YARIRFN... Changed and it works Smile

_________________
The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Dec 26, 2007 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, i cant tell you how often i named a shp or voxel a bogus name. XD

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