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Making Hospitals Buildable?
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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Sun Jun 07, 2009 12:00 pm    Post subject:  Making Hospitals Buildable? Reply with quote  Mark this post and the followings unread

Hey

I'm rather new at modding in Red Alert. I'm attempting to make a version of the hospital that is buildable by the Allies and I'm using TibEd v1.64 to do all this incase that information is needed.

I've basically duplicated the Tech Hospital from the Rules.ini and changed its settings so that it now looks something like this in the manual view in TibEd;

Code:
;Clone of CATHOSP (Tech Hospital)
[Allied Hospital]
UIName=Name:GAHOSP
Name=Allied Hospital
Image=CAHOSP
TechLevel=0
Strength=800
Nominal=yes
Points=45
Armor=concrete
Hospital=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=yes
Capturable=yes
BuildCat=Tech
Cost=800
Owner=Alliance,Americans,French,Germans,British
Prerequisite=GACNST,GAPILE
Crewed=yes


I then gave CAHOSP in the Art.ini the cameo I made for it and set the remapable setting to Yes because apparently its meant to be set to that to allow parts of it to change to your teams colour. So it now in the manual view in TibEd looks like;

Code:
[CAHOSP]
Normalized=yes
Remapable=yes
Cameo=HOSPICON
Foundation=6x4
Height=7
Buildup=CAHOSP
NewTheater=yes
ActiveAnimDamaged=CAHOSP_AD
ActiveAnim=CAHOSP_A
ActiveAnimZAdjust=-200
ActiveAnimYSort=724
ActiveAnimTwo=CAHOSP_F
ActiveAnimTwoZAdjust=-200
ActiveAnimTwoYSort=724
ActiveAnimTwoPowered=no
DemandLoad=true
DamageFireOffset0=70,50
DamageFireOffset1=94,83
DamageFireOffset2=42,-9
DamageFireOffset3=-16,-11
CanHideThings=true
CanBeHidden=false
OccupyHeight=3
AddOccupy1=-2,0
AddOccupy2=-2,-1
AddOccupy3=0,-2
AddOccupy4=1,-2
AddOccupy5=1,-3


Problem I'm having is that when I test this in game the cameo shows fine and I can build and place the hospital fine but I cannot seem to sell it. Thanks for any help.

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Sun Jun 07, 2009 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's the correct one. Correct me if I'm wrong.

Rules:

[GAHOSP]
UIName=Name:GAHOSP
Name=Allied Hospital
BuildCat=Combat
TechLevel=1
Adjacent=3
Strength=800
Nominal=yes
Points=45
Armor=concrete
Hospital=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=yes
Capturable=yes
BuildCat=Tech
Cost=800
Owner=Alliance,Americans,French,Germans,British
Prerequisite=GACNST,GAPILE
Crewed=yes

Art:

[GAHOSP]
Normalized=yes
Remapable=yes
Cameo=HOSPICON
Foundation=6x4
Height=7
Buildup=GAHOSPMK
NewTheater=yes
ActiveAnimDamaged=CAHOSP_AD
ActiveAnim=CAHOSP_A
ActiveAnimZAdjust=-200
ActiveAnimYSort=724
ActiveAnimTwo=CAHOSP_F
ActiveAnimTwoZAdjust=-200
ActiveAnimTwoYSort=724
ActiveAnimTwoPowered=no
DemandLoad=true
DamageFireOffset0=70,50
DamageFireOffset1=94,83
DamageFireOffset2=42,-9
DamageFireOffset3=-16,-11
CanHideThings=true
CanBeHidden=false
OccupyHeight=3
AddOccupy1=-2,0
AddOccupy2=-2,-1
AddOccupy3=0,-2
AddOccupy4=1,-2
AddOccupy5=1,-3

Make a buildup animation for your Allied Hospital. And don't use TibEd. Use the inis instead (rules.ini).

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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Sun Jun 07, 2009 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm bugger I was hoping I wouldn't have to get into creating animations. Is there any reason why the origional buildup animation for the CAHOSP can't be used? The hospital gets created alright with the CAHOSPs buildup animation and I read that the reverse of the buildup animation is just whats used when the buildings are sold?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sun Jun 07, 2009 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Sun Jun 07, 2009 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

No I didn't know that thanks alot.

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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Sun Jun 07, 2009 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope... Hasn't worked... But its not even showing now... Well the whole hospital is invisible for a couple of seconds and then only its helipad and flag become visible.

Do the buildup animations have to go in anywhere specific by the way? As I just placed it into isogen.mix.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sun Jun 07, 2009 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Never ever put stuff in the original mix files, make an expand(md)##.mix instead. Its much easier to troubleshoot when you know you don't have tainted original mix files to worry about. BTW, for testing you can have .shp files directly in the RA2 directory.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Jun 07, 2009 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is just basic filename work

The shp which dark templar directed to you is hospmk

so your buildup should be called HOSPMK

Ignore all of Lexa stuff except the statement about ditching TibEd

your original code is fine par the missing Buildup=HOSPMK

CAHOSP was never a buildup animation, its just a image with rubble frames.

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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Mon Jun 08, 2009 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright thanks for that Blade and Allied General. Although I had figured about all that Allied General except your last line. However its still not working. I can build, use and sell the hospital like I should be able to but its invisible still (except the flag and helipad).

Heres the code I have in the Rules file;

Code:

[BuildingTypes]
304=GAHOSP

[Animations]
964=HOSPMK ;Added because noticed other buildings also have thier buildup animations listed here.

[GAHOSP]
UIName=Name:GAHOSP
Name=Allied Hospital
TechLevel=0
Strength=800
Nominal=yes
Points=45
Armor=concrete
Hospital=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=yes
Capturable=yes
BuildCat=Tech
Cost=800
Owner=Alliance,Americans,French,Germans,British
Prerequisite=GACNST,GAPILE
Crewed=yes


Heres the code I have in the Art file;

Code:

[GAHOSP]
Normalized=yes
Remapable=yes
Cameo=HOSPICON
Foundation=6x4
Height=7
Buildup=HOSPMK
NewTheater=yes
ActiveAnimDamaged=CAHOSP_AD
ActiveAnim=CAHOSP_A
ActiveAnimZAdjust=-200
ActiveAnimYSort=724
ActiveAnimTwo=CAHOSP_F
ActiveAnimTwoZAdjust=-200
ActiveAnimTwoYSort=724
ActiveAnimTwoPowered=no
DemandLoadBuildup=true
FreeBuildup=true
DamageFireOffset0=70,50
DamageFireOffset1=94,83
DamageFireOffset2=42,-9
DamageFireOffset3=-16,-11
CanHideThings=true
CanBeHidden=false
OccupyHeight=3
AddOccupy1=-2,0
AddOccupy2=-2,-1
AddOccupy3=0,-2
AddOccupy4=1,-2
AddOccupy5=1,-3


I've made a mix file called ecache01.mix and inside this is hospicon.shp along with an icon for another unit. I've made another mix file called expand01.mix and inside this is hospmk.shp.

Any ideas as to whats goin on? Heres a screenshot;


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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jun 08, 2009 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Add Image=CAHOSP to the GAHOSP rules entry

Add Buildup=HOSPMK to CAHOSP art entry

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Jun 08, 2009 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

is your shp file of the hospital called g[/]ahosp.shp?
or do you use untouched [b]c
ahosp.shp?
if so just extract cahosp.shp with xcc mixer and rename it to gahosp.shp put that one in your expand01.mix or simply in your RA2 folder for testing #Tongue

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just a simple logo by bricks @ raminator, on Flickr

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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Mon Jun 08, 2009 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope neither approach works... Allied Genearal your approach of just using the CAHOSP art entry (with buildup changed) as the image for the GAHOSP rules entry does make the Hospital show up but its not sellable?

Raminator I've just tried yours. Don't know why I didn't try that before as I found I had to do exactly that in order to make an churchill submarine using the typhoon as a template. Unfortunately that hasn't worked for this though and it still shows invisible but is sellable.

Is this even possible then. Confused

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Jun 08, 2009 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes it can be done. He just told you what to do.

Perhaps DO THAT first.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jun 08, 2009 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you tried NewTheater=no or played on a snow map using raminators way?

also I'm assuming by sellable, you mean the buildup/sell anim occurs

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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Tue Jun 09, 2009 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar I am trying all these suggestions before posting.

Sorry Allied General when I say it wasn't sellable I mean when I tried to sell the hospital I'm being shown the "can't sell" cursor and then clicking on the hospital does nothing. And vice versa.

No I stupidly wasn't testing it on snow maps and I havn't tried setting NewTheatre to No.

But have just tested your way (using the CAHOSP art entry for the GAHOSP rules entry) on both snow and temperate maps with both settings for NewTheatre. It doesn't appear like the buildup animation is showing and I get a "can't sell" cursor but the hospital is visible.

I've also just tested Raminators way (having a GAHOSP art entry for the GAHOSP rules entry and extracting cahosp.shp and placing it in my expand01.mix as gahosp.shp) on both snow and temperate maps and with both settings for NewTheatre. Now on both snow and temperate maps the hospital is always invisible (except for the flag and helipad) but now only on the temperate maps am I being shown the "can't sell" cursor.

Would anyone mind being sent the files I have for it so far? Would be easier to find out what I've done wrong.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Tue Jun 09, 2009 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

you lose!

[BuildingTypes]
500=GAHOSP

[GAHOSP];copypasted the good one on top of it
UIName=Name:CAHOSP
Name=Old Civilian Hospital
Image=GAHOSP
TechLevel=1
Strength=800
Insignificant=yes
Nominal=yes
Cost=500
Prerequesite=GACONST
Owner=Alliance
Sight=6
Points=5
Armor=concrete
;Hospital=yes ;gs old TS way
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Capturable=yes
CaptureEvaEvent= EVA_HospitalCaptured ;Eva (and therefore 3way split) voice to use when captured
;NeedsEngineer=no
;Unsellable=no
;LeaveRubble=yes
InfantryGainSelfHeal=1 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

[GAHOSP]
Normalized=yes
Remapable=no
Foundation=6x4
Height=7
Buildup=HOSPMK
NewTheater=yes
ActiveAnimDamaged=GAHOSP_AD
ActiveAnim=GAHOSP_A
ActiveAnimZAdjust=-200
ActiveAnimYSort=724
ActiveAnimTwo=CAHOSP_F
ActiveAnimTwoZAdjust=-200
ActiveAnimTwoYSort=724
ActiveAnimTwoPowered=no
DemandLoad=true
DamageFireOffset0=70,50
DamageFireOffset1=94,83
DamageFireOffset2=42,-9
DamageFireOffset3=-16,-11
CanHideThings=true
CanBeHidden=false
OccupyHeight=3
AddOccupy1=-2,0
AddOccupy2=-2,-1
AddOccupy3=0,-2
AddOccupy4=1,-2
AddOccupy5=1,-3

extract cahosp*.shp and cthosp*.shp from the mix files and rename them to gahosp*.shp to gghosp*.shp
add the anims to the anim list and you´re done
everything i´ve done have some copypasting and renaming...took me about a minute to make this >_>

and btw...
it´s raminator

_________________

just a simple logo by bricks @ raminator, on Flickr

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Jun 09, 2009 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Owner=Alliance
Koreans only then?

_________________
Yes, work on MV continues. It is not forgotten.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Jun 09, 2009 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

couldnt he just add Sellable=yes to make it sellable? or UnSellable=no, I know one of these tags exist not sure which one though.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Tue Jun 09, 2009 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
Owner=Alliance
Koreans only then?

i teted it with my current RAlike build and Alliance is Allies #Tongue

_________________

just a simple logo by bricks @ raminator, on Flickr

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Jun 09, 2009 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol #Tongue

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Yes, work on MV continues. It is not forgotten.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Jun 09, 2009 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

crevio wrote:
couldnt he just add Sellable=yes to make it sellable? or UnSellable=no, I know one of these tags exist not sure which one though.

Unsellable is valid. But you can only sell the structure if it has a buildup animation. Setting Unsellable=no or whatever on it will have no effect.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Jun 09, 2009 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ahhhh, I see.

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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Tue Jun 09, 2009 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Got it working now thanks alot Raminator and everyone else.

I havn't included these in mine as its working without it but out of interest what is CaptureEvaEvent and InfantryGainSelfHeal I can't find them used in any other buildings/infantry/vehicals/aircrafts or find then listed in the part of the ini that has comments explaining the various settings or find them mentioned anywhere else on these forums.

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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Wed Jun 10, 2009 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anyother hopefully last question on this hospital;

I've searched the forum and looked through some buildings that do have this but nothing jumps out at me saying here it is or whatever. How do you allow a building to place rally points? So that I can have the hospital have a rally point for the troops to move to once healed just like the service depots have.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Jun 10, 2009 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's tagged with special logic like being defined as a production structure, which the Hospital is not.

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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Wed Jun 10, 2009 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright I think I see it needs to be listed by another unit or structure as a prequisite? And thats why the Allied Service Depot can have a rally point set even though it doesn't actually create any units its given a rally point because its creation allows you to build the Mobile Construction Yards?

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Wed Jun 10, 2009 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I belive it can have rally points so units being repaired can be redirected (when repaired) to a chosen location. (henc why the battle lab doesnt have rally points)

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Jun 10, 2009 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Po wrote:
Alright I think I see it needs to be listed by another unit or structure as a prequisite? And thats why the Allied Service Depot can have a rally point set even though it doesn't actually create any units its given a rally point because its creation allows you to build the Mobile Construction Yards?

The logic was added later on to the Depots. Has nothing to do with prerequisites.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jun 11, 2009 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Po wrote:
Got it working now thanks alot Raminator and everyone else.

I havn't included these in mine as its working without it but out of interest what is CaptureEvaEvent and InfantryGainSelfHeal I can't find them used in any other buildings/infantry/vehicals/aircrafts or find then listed in the part of the ini that has comments explaining the various settings or find them mentioned anywhere else on these forums.


YR tags, 99% of the community mods YR now.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Jun 11, 2009 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like being in the 1% who does RA2. #Tongue

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