Posted: Wed Oct 20, 2010 3:39 pm Post subject:
Some problems
Subject description: No game breaking ones, but still annoying e_e;
I have recently picked up modding RA2 using Ares after finishing a private TS mod of mine. Most things are working nicely but there are a few small bugs, namely;
-When I have finished building a battle lab on my new country, after I place the building, for some reason another instance of the building gets ordered and then immediately put on hold. I have copied the code off of the Yuri battle lab, so I don't know what's happening here
Code:
[ILTECH]
UIName=NOSTR:Battle Lab
Name=Yuri Battle Lab
Image=YATECH
Prerequisite=ILWEAP,ILLCNST,ILPSIS
Strength=500
Armor=wood
TechLevel=8
Adjacent=2
Sight=6
Owner=IlluminatiCountry,Special
AIBasePlanningSide=4 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=85
Power=-100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG
MaxDebris=12
MinDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
;SuperWeapon=ForceShieldSpecial
(On a side note with the battlelab, I had to comment out Superweapon=ForceShieldSpecial for it to be buildable, this isn't a problem, as I'm not planning for my country to have the force shield anyway, but I'm just curious as to why this happens)
Secondly, as I have made a new side for my new country(it's sort of a subset to Yuri really, but I won't be using alot of his arsenal, including Initiates, so I made a new side for the custom Paradrop) I set a custom paradrop for it, namely two of my country's basic Infantry, and two engineers. However, when I capture a TechAirport and send in the paradrop, I get six GI's...
on your building code. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
The BuildCat tag for one prevents the problems your having, also it determines what types of building it is. Also there's some theories about how it controls build order in tabs. It just needs to be there.
Look at the rulesmd file for ra2 please!
As for the new superweapon, the building can't be built probably because Superweapons aren't on. If you want it available without superweapons being on, go to your Superweapon and add DisableFromShell=no
Typo. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Enjoy Everyone! Last edited by EricAnimeFreak on Wed Oct 20, 2010 5:00 pm; edited 1 time in total QUICK_EDIT
The BuildCat tag for one prevents the problems your having, also it determines what types of building it is. Also there's some theories about how it controls build order in tabs. It just needs to be there.
Look at the rulesmd file for ra2 please!
As for the new superweapon, the building can't be built probably because Superweapons aren't on. If you want it available without superweapons being on, go to your Superweapon and add DisableFromShell=no.hell=no.
That tag is set to yes,but even with superweapons turned on in the skirmish settings, the building does not show up. QUICK_EDIT
Post Building code for the building with Chrono SW and it's SW code, mind you I'm not familiar with ARES SW's yet. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
set DisableableFromShell=yes to no "Just do it for now."
This should make it buildable regardless of weather or not you have superweapons on.
If it is not buildable after that, try removing the superweapon and see if the building is still buildable.
If it is, there's something wrong with the SW, and I'm sorry I don't know enough about ares SW's to help with that.
If it's not something must be wrong with your Building code. In which case try setting its techlevel to 1 and prereq's to none. Also try using an image with an buildup animation and remove leaverubble, as its a tag meant for civilian buildings.
Also why are you using LeaveRubble and an image without a buildup shp? Assuming you didn't add a buildup.
If none of that works, I suggest you wait for someone else with more modding experience to try and help you. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
The image for that building is a placeholder until I find something better (or a buildup for it, either works really).
Still not buildable after setting DisableFromShell=no, buildable after commenting out SuperWeapon=IllChronoSpecial
Thanks for your help, again, I guess I'll get started on adding units first...
Edit; Did some more testing, any building belonging to my new country that is assigned a superweapon (be it a new one or a existing one) becomes unbuildable. My custum superweapons work just fine when assigned to existing allied or soviet buildings QUICK_EDIT
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