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Create building at.. ?
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Oct 24, 2010 4:45 pm    Post subject:  Create building at.. ? Reply with quote  Mark this post and the followings unread

Small question. When I use "Create building at" action, the building constructed either has no buildup animation shown before it appears or it has one, but the building image is shown during that animation as well.

Any ideas how to fix this?

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sun Oct 24, 2010 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have the same thing. The only thing is that some buildings just build up like they should, but others get slammed onto the ground with the buildup animation 'behind' them. I have no clue how I managed to get some buildings have an buildup animation, the right way. Although I dont think it will work to put those animations in the [Animations] list. You could try it, but I dont think it will work.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Nov 23, 2010 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interested bump, does anyone have an anwser to this question? I'd like to know it myself too, though I already posted above Smile

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Nov 23, 2010 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

if nothing else, maybe spawn a dummy vehicle that automatically deploys into the building you want.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Nov 23, 2010 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

That requires a lot of coding, I dont think Speeder would like me to create a massive amount of clones, just to make those structures pop up well. He even doenst like it when I have to create 2 ENGINEER clonse #Tongue

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Nov 23, 2010 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, it was mentioned that some of the buildings work correctly when using CreateBuildingAt, and then some dont. Best thing to do is check to see if thier is any differences between the ones that work and the ones that dont. If similiar buildings have different results then it may be a bug in the game.

It may have something to do with the DemandLoad= and DemandLoadBuildup= tags but not certain.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Tue Nov 23, 2010 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oy RP., engineer clone is all right and is a solution to our problems, I've never said it's wrong. #Tongue

I guess we'll have to do that code comparison.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Nov 24, 2010 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, could be done Wink
But I also bumped for my own use, I create RMM as well.

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lovalmidas
Civilian


Joined: 03 Aug 2012

PostPosted: Fri Aug 03, 2012 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, sorry for the bump of an ancient post, but since no one posted a solution yet, I thought I might as well give one.

Attached is a Singleplayer map file to test and observe the buildup effect - You are blue, you also control red. Purple is your ally not under the player control, and the last one (Green) is an enemy. Move one GI/Conscript to one colored tile, observe the effect, wait till the buildings auto-destroy themselves, and move another, and so on. If you missed a certain 'show', just restart. ^^

My simulation gives me the described buildup animination problems ONLY for the blue and red houses. The purple and green are always without this problem.

Essentially, I think that the buildup animation problem only applies to houses under player control. If the owner of the created building is not controlled by the player, the buildup animation will run smoothly. Why this happen is beyond my comprehension. >.<

One possible way to get around the animation hiccup is to create it under an allied house, then use a 'change house' script to revert the ownership to the player. I haven't tested it, but someone else can try.

Probably you will have solved it by then, but I'm still putting this up so that other people in PPM can know. Smile

Hope this helps.



all01umd.map
 Description:
Test Simulations

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 Filename:  all01umd.map
 Filesize:  41.6 KB
 Downloaded:  127 Time(s)


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