it's weird but i have those error too, i added the Gatling Gun from YR into TS, everything was correct, but the turret is not there... I DUNNO why.... i copy the original laser turret codes and still it doesnt work, of course i changed the obvious stuff like the turret name the building name and such _________________ ::TSR Home-Grown Vxl Maker::
i also have had strange thing like this happen... i was testing a new sam site and the turret wasnt there, but when it fire it would appear and fire and soemtimes dissapear again or stay in that position.. QUICK_EDIT
well how abt if the turret is a voxel?? what should i do at the art.ini?? and yes in rules.ini i've specify it has voxel turret _________________ ::TSR Home-Grown Vxl Maker::
Are all the files named correctly?
Is the turret anim listed on Animations list?
Also, the laser turret should have this:
TurretAnimIsVoxel=false _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
FIRST OFF, i need to say that i did the 'research' thinking that the turret is an upgrade for the building, because thats kinda how you coded it to be.. like half of it though.. lol so if its not supposed to be half of this is pointless.
Thats what you currently have, Try adding these in there
LoopStart=0
LoopEnd=7
LoopCount=-1
becasue you sid you have 8 frames of the turret correct? I havent done that much with art.ini editing but you might wanna try that?
also...
You have no primary weapon for the [LASERX]... and TurretAnimIsVoxel=false is missing, so try this...
; Advanced Laser turret
[LASERX]
Name=Avanced Laser
Strength=500
Image=LASERX
Armor=wood
Prerequisite=NAHAND
TechLevel=2
Adjacent=4
ROT=10
Sight=7
Owner=Nod
Cost=300
BaseNormal=no
Points=30
Power=-40
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Primary=LaserFire2
Turret=yes
TurretAnim=LASERTX TurretAnimIsVoxel=False
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
Remove the red text above ^ that line shouldnt be in there if it is an upgrade
Lets see what else can we change here? lol, this is so confusing because i dont know if its coded as a buildon or just a regular turret, sorry
in the rules.ini..
Remove the ';' from the 'powersupbuilding' line and one below it (shown in bold) also, add 'Secondary=LaserFire2' (it has primary and secondary the same for the GDI upgrades)
[LASERTX]
Name=Advanced Laser
Image=LASERTX
Prerequisite=NAHAND
TechLevel=2
Armor=wood
Sight=7
Owner=Nod
Cost=150
Points=30
Power=-20
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;PowersUpBuilding=laserx
;PowersUpToLevel=1
Primary=LaserFire2
Secondary=LaserFire2
Turret=yes
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBaseDefense=yes
ok, mess around with some of those ideas and see what turns out[/quote] QUICK_EDIT
That is not enough... all shp turrets require 32 frames for 32 different facings. That is why it doesn't work. _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
Better spend time for waiting Spiderman to release the new laser turret shp. _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Jul 11, 2003 5:05 pm Post subject:
This was clearly TS Retro exclusive work. Since we don't promote stealing ppl's work here, this topic is closed. Sorry for any inconvenience. _________________
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