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Invisible building, please help
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GeneralSturnn
Soldier


Joined: 07 Nov 2012

PostPosted: Tue Nov 15, 2016 9:13 pm    Post subject:  Invisible building, please help Reply with quote  Mark this post and the followings unread

I'm having a problem with Allied Ore Generator (Not Finished) and have tried all that I can figure out

[buildingtypes]
409=GAOREGEN



ARTMD.INI code:

[GAOREGEN]
Normalized=yes
Remapable=yes
Cameo=reichprocessoricon
Foundation=2x2
Buildup=GAPOWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Height=4
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-20,32
DamageFireOffset1=3,12
ActiveAnimPoweredSpecial=true
ActiveAnimPowered=false



RULESMD.INI code:

;Reich Ore Processor
[GAOREGEN]
UIName=Reich Ore Processor
Name=Reich Ore Processor
BuildCat=Resource
Prerequisite=GACONYX,GAPWRX
Strength=750
Armor=wood
TechLevel=1
Adjacent=2
Sight=4
Owner=Germans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=3000
Soylent=300
Points=80
ProduceCashAmount=300 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts
Power=-100
Storage=200
Capturable=true
Crewed=yes
PipScale=Tiberium
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
Upgrades=2
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes


Someone please help he understand what I did wrong?

this structure works like an Oil Derrick btw, no miners as you have noticed.


And I did try doing a search, but "Invisible Building", "Building Problem" had no search results...



help please.png
 Description:
Invisible structure
 Filesize:  358.51 KB
 Viewed:  1532 Time(s)

help please.png



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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Nov 15, 2016 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

do you have ggoregen.shp?

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Tue Nov 15, 2016 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
do you have ggoregen.shp?


I saw your PM, you will need ggoregen.shp (for temp) and gaoregen.shp (for snow).

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GeneralSturnn
Soldier


Joined: 07 Nov 2012

PostPosted: Tue Nov 15, 2016 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's the only .shp I got inside that file.


MadHQ, is there a place I can get those files from please?



gaoregen.shp
 Description:

Download
 Filename:  gaoregen.shp
 Filesize:  22.28 KB
 Downloaded:  2 Time(s)


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Nov 16, 2016 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Then copy or rename the ga* files to gg*.

You don't even need to have ga* files, arctic can also fall back to generic.

The other option is to drop NewTheater=yes.

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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)
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Nov 16, 2016 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

What Graion Dilach said will work.

I never finished that building nor will I. I do not have the source files any more.

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GeneralSturnn
Soldier


Joined: 07 Nov 2012

PostPosted: Wed Nov 16, 2016 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Worked! thank you!

just renamed it to gg(because removing NewTheater=yes) did nothing.

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