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ToOverlay
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Feb 02, 2011 4:12 pm    Post subject:  ToOverlay Reply with quote  Mark this post and the followings unread

Does this art.ini key work as intended? I tried to use it to convert a 2x2 building (that you can buy) into an overlay that has customized land characteristics. The idea works like pavement, but instead of making vehicles travel faster on it, it would stop vehicles from moving over it. But after testing I can't get the building to convert to overlay properly. When I place the building on the ground it simply appears as an invisible selectable building that blocks any units from moving over it.

I've added the new overlay to the end of the OverlayTypes list, and defined it under overlay objects:

Code:

[OverlayTypes] 
...
183=INFCOVERO


 ******* Overlay Objects *******

[INFCOVERO]
Name=Infantry Cover
Image=VEINS ; Just for testing
LegalTarget=true
RadarInvisible=false
Land=INFCOVERL ; New land type
RadarColor=92,92,92


I also added a new land type:

Code:

  ******* Land Characteristics *******

[INFCOVERL]
Foot=80%
Track=0%
Wheel=0%
Float=0%
Hover=0%
Amphibious=0%
Buildable=no


Though I'm not sure the game even reads new land types if you define them here. Finally for the building form rules.ini and art.ini:

Code:


Rules.ini:

[INFCOVERB]
Name=Infantry Cover
Image=INFCOVERB
Strength=500
Prerequisite=CABRCK
;High=yes
Armor=heavy
TechLevel=5
Adjacent=3
Sight=0
Selectable=yes
Owner=Forg,Special
Cost=500
BaseNormal=no
Points=20
Repairable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0
;Wall=yes ; Already tested using this, didn't help.


Art.ini:

[INFCOVERB]
Cameo=PAVEICON
Foundation=2x2
ToOverlay=INFCOVERO



What am I missing here? I've searched the forum and read it's possible to build veinhole monsters, but even when I tested ToOverlay=VEINHOLE, I simply got the invisible building again.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 02, 2011 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. you can't add a new land type (in game.exe at hex offset 0x002f6d58 you can find them all listed)
2. Overlays are hardcoded to work with a 1x1 foundation only (afaik).

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Feb 02, 2011 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I reduced Foundation to 1x1 and made it use Land=Rough, but it still showed up as an invisible building that no unit can pass through. But since you can't define new land types and if the foundation really is limited to 1x1, this isn't worth more research. Sad

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Feb 02, 2011 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

New LandTypes ahoy!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 03, 2011 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
it still showed up as an invisible building

Wall=yes is necessary to make the key ToOverlay work. So you should remove the comment semicolon.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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