your tutor is quite helpful, but still can't make infantry go out properly.=/
ExitCoord=-256,0,0 seems to be fine exit position, but 2 problems emerge:
- infantry exits at centre, but runs to bottom corner and only then to rally point
- if no rally-point set, first unit appears and stops, forbidding any other to exit(be produced)
i understand that your tutor has nothing to do with this, but maybe you can give me a hint what causes this.. 'cause i didn't really understood cxtian39's hint about YuriBarracks: am i supposed to put YuriBarracks=yes in code to shift exit position for building?! QUICK_EDIT
without showing the code you used it's hard to tell.
What do you set? GDIBarracks=yes or NODBarracks=yes?
What's the foundation size you have set in art.ini?
Are you using Ares or any special logic in addition to the usual barracks code which may change the normal behaviour? _________________ SHP Artist of Twisted Insurrection: Nod buildings
No clue how to fix this exactly as i don't mod RA2, but i think you got a few points to test.
damn, i should have experimented more, experiments with GDIBarracks and cordinates solved the position and units don't stop on exit. my bad, thanks you.
still maybe you can give me hint on last "bug"? i took models of those barracks from topic, renamed them to proper same names as those of cloning vats(NACLON, NACLONMK, NGCLON, NGCLONMK), but construction animation is still from used from cloning vats = what may cause that?(only Art.ini can have influence here, right?) files renamed and placed properly, the building in game and damaged state works normal, art code is ok no any extra/other animations mentioned...
You need to include them for ALL theaters, NA, ND, NG, NL, NN, NU, and NT as they are included in all theaters even though Arctic is the only alternate art. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
You need to include them for ALL theaters, NA, ND, NG, NL, NN, NU, and NT as they are included in all theaters even though Arctic is the only alternate art.
eventually i solved the construction problem with renaming constructing animation and line in Art, though i still didn't understand why it didn't override the original one while being same named.
is there some article to understand how engine knows that NABARRACKMK is a building animation exactly for NABARRACK?(is it hardcoded, and all other "theatres" have same link i names?)
yet, does GDIBarracks and NODBarracks only influence the position of exit coordinates?! initially i was not thinking to change it 'cause thought it's smt about engine hardcoded side IDs.. QUICK_EDIT
• That's because _G____ will act as the art for every theater that doesn't have one specifically named. I assume in the original you didn't create a NT and therefore the vanilla NTCLON took precedence on a Temperate map, as they all do over NG.
• As far as I know, Art.ini>[Building]>Buildup= is the only way it knows.
• Nothing will go wrong for a player, but it may for the AI if you change them per side. If it's for a total conversion, then you don't have to worry at all. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum