Posted: Wed Feb 20, 2019 9:13 am Post subject:
Tib storage and Refinery anims
Subject description: They keep disappearing
I understand there is a long time bug regarding the Refinery's anims due to leftover code from TS but this driving me nuts. IIRC only one ActiveAnim will work but once the Refinery is 2/5 full the anim disappears. I have a SpecialAnim precisely for the filling up thing (like the Tib Silo) but it never shows up. Even using the SpecialAnim as the ActiveAnim didn't work. Here's what I got:
Code:
[RAREFN] ; Tiberium Refinery
Remapable=yes
CameoPCX=narefnicon.pcx
Foundation=4x3
Height=6
ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48
Buildup=RAREFNMK
DemandLoadBuildup=true
FreeBuildup=true
BibShape=RAREFN_BB
QueueingCell=4,1 ;gs A harvester will aim for this cell if it wasn't allowed to reserve the docking cell and therefore the refinery
NewTheater=yes
ActiveAnim=RAREFN_A2
ActiveAnimZAdjust=-40
ActiveAnimYSort=724
SpecialAnim=RAREFN_B
SpecialAnimZAdjust=-40
SpecialAnimYSort=724
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
AddOccupy1=-1,0
AddOccupy2=-1,-1
RemoveOccupy1=3,1
DamageFireOffset0=-33,31
DamageFireOffset1=-3,48
;SpecialAnim=RAREFN_B
a) RA2 has no storage logic anymore (if i remember correct). I doubt SpecialAnim will work
b) For your not shown ActiveAnim, are you using Image=RAREFN in rules.ini? If yes, get rid of it. Image= omits several anims and messes up ZAdjust values making anims rendered in wrong layer (behind stuff). _________________ SHP Artist of Twisted Insurrection: Nod buildings
Ares re-enables storage logic. You need to use ActiveAnim, ActiveAnimTwo, ActiveAnimThree & ActiveAnimFour for the different storage stages not just one. You also need to add Refinery.UseStorage=yes to the rules code for it to work BTW. _________________
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