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Damn turret's base wont show up
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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sat Apr 26, 2008 4:03 am    Post subject:  Damn turret's base wont show up Reply with quote  Mark this post and the followings unread

ok i have this problem with any base defense turret i try to make....the actual voxel will show up but the shp building base will not. the buildup wont even play. if someone can help that'd be cool.
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[YAMAG]
UIName=Name:YAMAG
Name=Yuri Magnetic Turret
BuildCat=Combat
Strength=600
Armor=steel
Prerequisite=YATECH,NAPSIS
TechLevel=8
Adjacent=8
Image=YAMAG
ROT=10
Sight=8
DetectDisguise=no
Owner=YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=700
BaseNormal=no
Points=35
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=MagneticBeam
Secondary=MagneShake
Turret=yes
TurretAnim=YAMAGTUR
TurretAnimIsVoxel=true
TurretAnimX=0
TurretAnimY=15
TurretAnimZAdjust=-40
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
HasRadialIndicator=true

;Copied from Gatling Cannon
[YAMAG]
Cameo=YAMGICON
Remapable=yes
Foundation=1x1
Buildup=YAMAGMK
Height=3
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFireFLH=150,60,200
SecondaryFireFLH=150,60,200
;ElitePrimaryFireFLH=150,60,200
;EliteSecondaryFireFLH=150,60,200
;Weapon1FLH=150,60,200
;Weapon2FLH=150,60,200
;Weapon3FLH=150,60,200
;Weapon4FLH=150,60,200
;Weapon5FLH=150,60,200
;Weapon6FLH=150,60,200
;EliteWeapon1FLH=150,60,200
;EliteWeapon2FLH=150,60,200
;EliteWeapon3FLH=150,60,200
;EliteWeapon4FLH=150,60,200
;EliteWeapon5FLH=150,60,200
;EliteWeapon6FLH=150,60,200
Recoilless=yes
PBarrelLength=200
PBarrelThickness=48
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=-5,15 Very Happy

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Sat Apr 26, 2008 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

You've made a custom entry on your art and rules.ini, YAMAG doesn't exist unless you've created a SHP for its base, and be sure to place it in ecachemdxx.mix (xx means any number). If you're trying to use the Gattling gun turret base for its base then change the Image=YAMAG to YAGGUN in your rules.ini

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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sat Apr 26, 2008 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

well see wut i did was i copied the vxl and hva of the magneton turret and i copied the gatling gun buildup and base images....changed em all to YAMAG, YAMAGMK, YAMAGTUR.VXL, AND YAMAGTUR.HVA and the shp's r in the ecachemd01.mix and the vxl and hva r in expandmd02.mix. hmmm can the expand's and ecache's get too full?

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Sat Apr 26, 2008 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Honestly, you really don't have to go through all that complexity. Its just basic coding. This should solve your problem Wink

Code:

[YAMAG]
UIName=Name:YAMAG
Name=Yuri Magnetic Turret
BuildCat=Combat
Strength=600
Armor=steel
Prerequisite=YATECH,NAPSIS
TechLevel=8
Adjacent=8
Image=YAGGUN ; I'll be using the Gattling turret base as you can see here :P
ROT=10
Sight=8
DetectDisguise=no
Owner=YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=700
BaseNormal=no
Points=35
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=MagneticBeam
Secondary=MagneShake
Turret=yes
TurretAnim=TELETUR ; see what I did here I just add the magnetron's turret name here :P
TurretAnimIsVoxel=true
TurretAnimX=0
TurretAnimY=15
TurretAnimZAdjust=-40
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
HasRadialIndicator=true


No art.ini entry needed because it uses an existing Graphics

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Quote:
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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sat Apr 26, 2008 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

hmm well it did show up just like i wanted but the thing is that it doesnt have its own icon its just a copy of the gatling gun icon.....do i just copy the gat art entry and put Image=YAMAG?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Apr 29, 2008 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can do that, but put Image=YAGGUN under the building entry in Artmd.ini if you do. Leave everything else the same.

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"Don't beg for things; Do it yourself or you'll never get anything."

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Apr 29, 2008 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Learn the basics about modding on Modenc first

Also who made the files yourself?

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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Wed Apr 30, 2008 5:10 am    Post subject: Reply with quote  Mark this post and the followings unread

seriously allied general i do know the basics ok. look at my code. the building works. i know yr more experienced and wutever but dont assume shit.

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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Wed Apr 30, 2008 5:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh and thanx 4star ill try that

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