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What's wrong with my add-on?
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Jul 02, 2014 9:52 pm    Post subject:  What's wrong with my add-on? Reply with quote  Mark this post and the followings unread

The add-on is actually built. I can see the super weapon appears. But the add-on should bring some image changes. It does not.
I also tried to add the thing to a power plant but still no image changes.



Rules:


[NACNST]
Upgrades=1



[PLANETARY]
UIName=Name:PLANETARY
Name=Planetary Fortress
Prerequisite=NAPOWR
Image=PlanetaryFortress
BuildCat=Power
Strength=300
Armor=concrete
SuperWeapon=PsychicRevealSpecial
TechLevel=1
Sight=4
Adjacent=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1
Cost=100
Points=40
Power=0
PowersUpBuilding=NACNST
PowersUpToLevel=1
Capturable=true
Crewed=yes
Explosion=RING1,KTSTLEXP,RING1,KTSTLEXP,RING1,KTSTLEXP
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300



Art:
[NACNST_A]
Cameo=XXICON
NewTheater=no
Normalized=no
Layer=ground
LoopEnd=40
LoopCount=-1


[PlanetaryFortress]
Image=NACNST_A
Normalized=yes
Remapable=yes
Cameo=TPOWERUPICON
Layer=ground
LoopEnd=40
LoopCount=-1
Foundation=4x4
Height=3
Buildup=NACNSTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
ActiveAnim=NACNST_A
ActiveAnimDamaged=NACNST_A
ActiveAnimZAdjust=-5
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-12,30
ActiveAnimPoweredSpecial=true
ActiveAnimPowered=false

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Thear
Vehicle Driver


Joined: 16 Feb 2010

PostPosted: Wed Jul 02, 2014 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Take a look at my code:

;Rules:

[GAASSEMB]
....
Upgrades=3
Image=GAASSEMB

[GAASSEMB_TURRET]
...
Image=GAASSEMB_UPG1
PowersUpBuilding=GAASSEMB
PowersUpToLevel=-1

;Art

[GAASSEMB]
...
Layer=ground
...

;slots for 3 upgrades
PowerUp1LocXX=0
PowerUp1LocYY=0
PowerUp1LocZZ=-300

PowerUp2LocXX=0
PowerUp2LocYY=-33
PowerUp2LocZZ=-300

PowerUp3LocXX=0
PowerUp3LocYY=-66
PowerUp3LocZZ=-300

[GAASSEMB_UPG1]
Image=GAASSEMB_UPG1
Cameo=GAUPGTURRETICON
Normalized=yes
Layer=top
Start=0
LoopStart=0
LoopEnd=19
LoopCount=-1
Rate=220
Height=6

That's how I do my upgrades in my mod. I got a building which has 3 slots for upgrades, out of 7 different upgrades totally. Every one got artwork for itself and even some upgrades are animated.

Hopefully this is helpful for you?

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jul 03, 2014 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Solved. The image that add-on uses should also be listed in [animations]

and it is super weird. I named the add-on as RADARANIM, it doesn't appear. And renamed it as NUKEANIM2........OK.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jul 03, 2014 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe NewTheater?

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Jul 04, 2014 4:55 am    Post subject: Reply with quote  Mark this post and the followings unread

no. i never figured it out but it works fine now.

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