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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Wed Jul 09, 2003 5:29 pm    Post subject:  Help required Reply with quote  Mark this post and the followings unread

I remade the Nod laser turret and i have problems gettign the turret to show up ingame.

The base shows up but not the turret. So eather i need a tutorial to add turrets or someone check what i'v done wrong in rules.ini/art.ini please.

I called the base of the laser 'LASERX' and the turret part i called 'LASERTX'

(it's a .shp turret)



rules.ini
 Description:

Download
 Filename:  rules.ini
 Filesize:  237.01 KB
 Downloaded:  125 Time(s)


art.ini
 Description:

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 Filename:  art.ini
 Filesize:  85.2 KB
 Downloaded:  135 Time(s)


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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Wed Jul 09, 2003 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Wed Jul 09, 2003 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

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..

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Jul 10, 2003 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

i never had any problems with turrets.. make sure you specify if it's a voxel or not, and specify the number of frames in art ini

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Jul 10, 2003 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
specify the number of frames in art ini


How?

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu Jul 10, 2003 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

take a look at Vulcan Cannon art entry..

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Jul 10, 2003 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

[GAVULC]
Cameo=TWR1ICON
Image=GACTWR_B
Remapable=yes
Foundation=1x1
PrimaryFireFLH=162,30,90
SecondaryFireFLH=162,-30,90
NewTheater=yes

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu Jul 10, 2003 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe this can help..
[NAPULS_A]
LoopStart=0
NewTheater=yes
LoopEnd=64
LoopCount=-1
Rate=0
Surface=yes

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Thu Jul 10, 2003 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu Jul 10, 2003 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

That doesn't need art entry.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Jul 10, 2003 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I though the best TS modder lived here. Yet a correct answer hasn't been given.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu Jul 10, 2003 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are all the files named correctly?
Is the turret anim listed on Animations list?

Also, the laser turret should have this:
TurretAnimIsVoxel=false

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Jul 10, 2003 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah i have all that.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu Jul 10, 2003 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does the turret have total of 64 frames?

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Jul 10, 2003 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

no 8

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Jul 10, 2003 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG know how to do it. I wonder if he will help us?

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Thu Jul 10, 2003 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

[LASERTX]
Image=LASERTX
Remapable=yes
Foundation=1x1
PrimaryFireFLH=162,30,90
SecondaryFireFLH=162,-30,90
NewTheater=yes


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]

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Fri Jul 11, 2003 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

TerroR wrote:
no 8


That is not enough... all shp turrets require 32 frames for 32 different facings. That is why it doesn't work.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Fri Jul 11, 2003 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

SeaMan wrote:
TerroR wrote:
no 8


That is not enough... all shp turrets require 32 frames for 32 different facings. That is why it doesn't work.


Banshee said 8 will work. Didn't you Banshee...

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Fri Jul 11, 2003 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

The titan turret has 32 frames.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jul 11, 2003 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, I thought 8 was enough... maybe I was wrong...

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Fri Jul 11, 2003 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok then i'll spend ages makeing 32 angles...

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Fri Jul 11, 2003 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Better spend time for waiting Spiderman to release the new laser turret shp.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jul 11, 2003 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

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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