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I need help with my mod for TS:FS
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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sun May 07, 2006 4:43 pm    Post subject:  I need help with my mod for TS:FS Reply with quote  Mark this post and the followings unread

I need help with something for my Tiberian Sun modification for own usage. Im one of the better modders of Tiberian Sun and know quite a lot but I got stuck with one thing. I know both in Smiffgigs Tiberian Sun Retro 1.21 and Deezire's mod version 4.5f the refinery unloading & loading animation is working perfectly but in my mod it only shows some edges of the animation but the sound linked to it is playing.

The art.ini part of my mod is working perfecly becaus the animation is working perfectly when I use Smiffgigs Rules.ini in conjunction or Deezires rules.ini in conjunction with my mods art.ini but when I use my rules.ini it only gives me the error I described before.

Can you help me with this bug Smiffgig,. Deezire or any other? i have also tried to email and PM Smiffgig but never got a reply, even sent the codes but never got a reply, your evil #Tongue

I dont know what is the cause of this bug and each time I come up with a idea of what the cause is and testing the solution its not that.

There is actually one mod here that attemted to fix this refinery animation bug here on PPM but it ended up just like mine, it plays the animation but only the edges and will play a sound if attached to it.

Its this one by Desu: http://www.ppmsite.com/forum/viewtopic.php?highlight=refinery+animation&t=7279

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Thu Apr 12, 2007 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes I know Double posts or Bumping is not allowed, I dont care about my post count and this topic is over 6 months old and I have still yet to find a sollution. Someone (Smiffgig / Deezire) HELP!

Gufu why the heck did you not bump this topic for me like I told you in the split topic you bumped, where I told you to bump my topics Laughing

Desu if your reading this your mod is not working #Tongue

Here is the codes i PM'ed Smiffgig:

SMIFFGIG wrote:
You say it works with an alternate Rules.ini (and not art.ini) ? which seems unusual and the problem is that it simply does not display
I would need to see your code

Djohe wrote:
No only altenate rules.ini from your TSR v1.21 or Deezires mod v4.5f is needed for the anim to work and I dont know where in the Rules.ini the difference is.
From what I know the only things needed is the following and it should work. Is there something more?

Rules.ini
----------

[Animations]
128=NAREFN_A
155=NAREFN_AR

; harvester
[HARV]
Name=Harvester
Prerequisite=FACTORY,PROC
ToProtect=yes
Category=Support
Explodes=yes
Strength=800
Armor=heavy
Dock=PROC,GAOLDCC4
Harvester=yes
TechLevel=2
Sight=4
Speed=7
Owner=GDI,Nod
AllowedToStartInMultiplayer=no
PipScale=Tiberium
CrateGoodie=no
Storage=20
Cost=1400
Points=55
ROT=5
Crusher=yes
AutoCrush=yes
Crewed=yes
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Crusher
ThreatPosed=0 ; This value MUST be 0 for all building addons
;ThreatAvoidanceCoefficient=1
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,SIGHT,FASTER,SENSORS
ImmuneToVeins=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7

; harvester without back
[HORV]
Name=Harvester
ToProtect=yes
Category=Support
Strength=700
Armor=heavy
Dock=PROC,GAOLDCC4
Harvester=yes
TechLevel=-1
Sight=4
Speed=8
Owner=GDI,Nod
AllowedToStartInMultiplayer=no
Cost=1400
Points=25
ROT=5
Crusher=yes
Crewed=yes
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
MaxDebris=4
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=1.9
MovementZone=Crusher
ThreatPosed=0 ; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=1
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,SIGHT,FASTER,SENSORS

; Tiberium Refinery
[PROC]
Name=Tiberium Refinery
Image=NAREFN
Refinery=yes
Bib=yes
Prerequisite=POWER
Strength=1000
Adjacent=2
Armor=wood
TechLevel=1
FreeUnit=HARV
DockUnload=yes
Sight=6
Owner=GDI,Nod
Cost=2000
Points=80
Power=-30
Storage=140
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HalfDamageSmokeLocation1=0,0,0
MaxDebris=18
PipScale=Tiberium
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no


ART.ini
--------

the havester voxel with visor design does no difference. When the altenate rules.ini was used from you or Deezire the animation worked anyway.

[HARV]
Cameo=HARVICON
Voxel=yes
Remapable=yes

[HORV]
Voxel=yes
Remapable=yes

[NAREFN]
Remapable=yes
Cameo=REFICON
Foundation=3x3
Height=2
ZShapePointMove=24,-12
Buildup=NAREFNMK
DemandLoadBuildup=true
FreeBuildup=true
BibShape=NAREFNBB
NewTheater=yes
ActiveAnim=NAREFN_C
ActiveAnimZAdjust=-43
ActiveAnimTwo=NAREFN_B
ActiveAnimTwoZAdjust=-340
ActiveAnimTwoPowered=no
ActiveAnimTwoX=1
ActiveAnimThree=SMOKE_M
ActiveAnimThreeDamaged=INVISO
ActiveAnimThreeX=-4
ActiveAnimThreeY=-10
ActiveAnimThreeZAdjust=-100
ActiveAnimThreePowered=no
ActiveAnimFour=SMOKE_M
ActiveAnimFourDamaged=INVISO
ActiveAnimFourX=4
ActiveAnimFourY=-19
ActiveAnimFourZAdjust=-100
ActiveAnimFourPowered=no
PreProductionAnim=NAREFN_A
PreProductionAnimZAdjust=-80
ProductionAnim=NAREFN_AR
ProductionAnimZAdjust=-80

;stuff that i removed (it works with the altenate rules.ini anyway)
;Image=NAREFN
;PreProductionAnimX=-2
;PreProductionAnimY=2
;ProductionAnimX=-2
;ProductionAnimY=2
;;PreProductionAnimYSort=1000 ;test stuff
;;ProductionAnimYSort=1000 ;test stuff

; Animation of tiberium leaving harvester and entering refinery
[NAREFN_A]
Image=NAREFN_A
Normalized=yes
LoopStart=0
LoopEnd=4
LoopCount=1
Rate=200
NewTheater=yes
Report=HYDROD1

; NAREFN_A but backwards
[NAREFN_AR]
Image=NAREFN_A
Normalized=yes
LoopStart=0
LoopEnd=4
LoopCount=1
Reverse=yes
Rate=200
;NewTheater=yes
Report=HYDROD1

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Fri Apr 13, 2007 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

why not try something simply like coping the refinary and harvester and applying the same properties. It may work.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Fri Apr 13, 2007 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Dont you think ive already tried that? (I have already tried that a long time ago before I started this topic in 2004 or something)

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geekspeek
Energy Commando


Joined: 30 Aug 2005
Location: Taking up space inside the TibWeb server

PostPosted: Fri Apr 13, 2007 5:01 pm    Post subject:  Re: I need help with my mod for TS:FS Reply with quote  Mark this post and the followings unread

djohe wrote:
Im one of the better modders of Tiberian Sun and know quite a lot


Rolling Eyes
People aren't allowed to say that about themselves. It would be like Elton John saying "I think the latest Elton John album is incredible". Until you have proven your skill to the community, you can't say that (and even then you shouldn't because it makes you look like a pompous ass).

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It would be good if it was better.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Thu Apr 19, 2007 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Smiffgig wake up Confused

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Thu Apr 19, 2007 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

don't be inpatient smiffy isn't as active as he used to be. I once waited a month for a response to a PM.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Apr 19, 2007 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

What was that about me?

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DUNK!

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