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Turret Problem
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MI6007198920162000
Soldier


Joined: 16 Jul 2016

PostPosted: Wed Aug 17, 2016 2:38 am    Post subject:  Turret Problem Reply with quote  Mark this post and the followings unread

Why is my turret won't fire when im using ares
ares 0.b and 0.c?

(i change my Prism Tower to become a Turret)
(I use [ATESLA] to become a turret)
does anybody know?

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Chrono Vortex
Medic


Joined: 23 Nov 2015

PostPosted: Wed Aug 17, 2016 2:56 am    Post subject: Reply with quote  Mark this post and the followings unread

You'll need to be a lot more specific. Can you give the code?

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MI6007198920162000
Soldier


Joined: 16 Jul 2016

PostPosted: Wed Aug 17, 2016 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Chrono Vortex wrote:
You'll need to be a lot more specific. Can you give the code?


Copied From Mental Omega:

[ATESLA]
UIName=Name:GUNTURRET
Name=Gun Turret
Image=GAGUNT
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=700
Points=30
Crewed=no
Capturable=false
Overpowerable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=NATSLADM
Primary=AssaultCannon
Turret=yes
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=no
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
TurretAnim=GUNTUR
TurretAnimIsVoxel=true
;TurretAnimX=-8
TurretAnimY=10
TurretAnimZAdjust=-20
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
AntiInfantryValue=25
AntiArmorValue=35
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

My Own:

[ATESLA]
UIName=Name:GUNTURRET
Name=Gun Turret
Image=GAGUNT
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=700
Points=30
Crewed=no
Capturable=false
Overpowerable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=NATSLADM
Primary=AssaultCannon
Turret=yes
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=no
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
TurretAnim=GUNTUR
TurretAnimIsVoxel=true
;TurretAnimX=-8
TurretAnimY=10
TurretAnimZAdjust=-20
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
AntiInfantryValue=25
AntiArmorValue=35
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)


This are The codes,
when im using it on a normal yr game, it fires
when im using ares it won't,

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Wed Aug 17, 2016 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Try this:

Search for "PrismType=ATESLA"

and change that to some other building that you don't use. Did that fix it?

Also, you need to post your weapon codes (even if it's residual from TS), just in case.

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