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Yuri's Revenge Building Upgrade Error
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Jynx
Medic


Joined: 25 Apr 2013

PostPosted: Mon Apr 29, 2013 3:47 am    Post subject:  Yuri's Revenge Building Upgrade Error Reply with quote  Mark this post and the followings unread

Tiberian Sun let's you add upgrades to buildings and so I wanted to do that in Yuri. To test it I tried making an upgrade for the Prism Tower where it would use NeutronRifle, just to see if it worked. The upgrade builds over the Prism Tower but get's an Error as soon as it attacks. Couldn't find a topic on it but if I missed it sorry. If someone knows how to get this to work and don't mind helping me out. Here's the code I was using for the Upgrade.



RULES:

Added Upgrades=1 to the Prism Tower Rules


[PrismUpgrade]
Name=PrismUpgrade
Image=PrismUpgrade
Prerequisite=ATESLA
Image=GAPRIS
BuildCat=Combat
Prerequisite=POWER,RADAR,GACNST
Strength=600
Armor=steel
TechLevel=6
Adjacent=2
Sight=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=150
Points=30
Power=-75
Crewed=no
Capturable=false
Overpowerable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=NATSLADM
Turret=no
TurretAnimZAdjust=-100
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=96, 64, 112
IsBaseDefense=yes
BaseNormal=no
Powered=yes
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
PowersUpBuilding=ATESLA
PowersUpToLevel=1
Primary=NeutronRifle
Secondary=NeutronRifle

ART:  

[PrismUpgrade]
Cameo=prisicon
Remapable=no
Foundation=1x1
Height=6
Buildup=GAPRISMK
DemandLoadBuildup=true
FreeBuildup=true
;PrimaryFirePixelOffset=-6,-60
PrimaryFireDualOffset=true
PrimaryFirePixelOffset=0,-4
PrimaryFireFLH=0,0,378
NewTheater=yes
ActiveAnim=GAPRIS_B
ActiveAnimDamaged=GAPRIS_BD
ActiveAnimZAdjust=-83
SpecialAnim=GAPRIS_A
SpecialAnimDamaged=GAPRIS_AD
SpecialAnimZAdjust=-35
SpecialAnimPowered=no  ; SJM: This means anim goes away when underpowered
SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered
IsAnimDelayedFire=yes  ; SJM: Firing anim (SpecialAnim) delays firing of weapon
DelayedFireDelay=28   ; SJM: Must match playback of anim, and ideally audio too
DamageFireOffset0=-1,16
CanBeHidden=False
OccupyHeight=4

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Apr 29, 2013 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Most likely you have to use ordinary weapon, not the chrono legionnaire weapon as it has special logic into it which likely not tolerate being only granted by an upgrade thus the IE.
Keep in mind, this upgrade probably also breaks the tower link-up from its secondary as I believe it replaces the weapons as defined.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Tue Apr 30, 2013 5:03 am    Post subject: Reply with quote  Mark this post and the followings unread

iirc, temporal weapons need a source for the weapon, that is, something tangible must be firing it.
The fact that the weapon is coming through an upgrade might be screwing with that.

(Internally, it might be that the chrono controller is on the upgrade, but the tower is the one the weapon is assigned to, or something...)

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