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[TS] RA2 Tech Oil Derrick for TS
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twistedconversion
Rocket Infantry


Joined: 23 Feb 2019
Location: Egypt

PostPosted: Fri Oct 18, 2019 2:57 am    Post subject:  [TS] RA2 Tech Oil Derrick for TS
Subject description: Let the RA2 map remakes flow!
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A resized RA2 Tech Oil Derrick for TS. Made for the TS Oil Derrick logic workaround.

ART.INI code:
[CAOILD]
Normalized=yes
Remapable=yes
Foundation=2x2
Height=2
NewTheater=yes
ActiveAnim=CAOILD_A
ActiveAnimDamaged=CAOILD_AD
ActiveAnimZAdjust=0
ActiveAnimYSort=362
ActiveAnimTwo=CAOILD_F
ActiveAnimTwoZAdjust=-50
ActiveAnimTwoYSort=362
ActiveAnimTwoPowered=no
DemandLoad=false

[CAOILD_A]
Image=CAOILD_A
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=220
DemandLoad=false

[CAOILD_AD]
Image=CAOILD_A
NewTheater=yes
Start=32
LoopStart=32
LoopEnd=64
LoopCount=-1
Rate=220
DemandLoad=false

[CAOILD_F]
Image=CAOILD_F
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=16
LoopCount=-1
Rate=300
DemandLoad=false

RULES.INI code:
[CAOILD]
Name=Tech Oil Derrick
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
Sight=4
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
Capturable=yes
Unsellable=yes
Explodes=yes
Primary=OilExplosion
IsBase=yes

Remember to add the animations in the [Animations] section and the building in the [BuildingTypes] section.

EDIT: Forgot to mention an annoying little bug. The wrench icon that appears when you repair a building doesn't appear in this building, for some reason.

EDIT 2: Forgot about the weapon and the warhead. Face palm!

[OilExplosion]
Projectile=Invisible
Damage=600
Warhead=OilExplosionWH
Report=EXPNEW05
Range=0
ROF=9999
Speed=0

[OilExplosionWH]
Verses=150%,200%,90%,50%,50%
Sparky=no
Fire=yes
InfDeath=4
Spread=4
Wood=yes
Wall=yes

Obviously, add the warhead in the [Warheads] section.



SCRN0001.png
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SCRN0001.png



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RA2 Tech Oil Derrick for TS.zip
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Last edited by twistedconversion on Fri Oct 18, 2019 12:43 pm; edited 4 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 18, 2019 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks a bit jagged at the borders.
It also looks rather huge and unfitting. I think downscaled to fit into a single cell would fit better in TS due to its unrealistic huge/cartoonish RA2 size.

The code needs some fixes.
Using DemandLoad is very dangerous.

IsBase doesn't exist.

Layer doesn't exist.

The *YSort values seem way too high. A high building standing in front of the oilderrick would surely have the oild-anims look through the tall building.

CAOILD_AD Start frame seems wrong. It should be
Start=32
LoopStart=32
When CAOILD_A has End=32, it doesn't show this frame anymore (it ends before this). CAOILD_AD thus has to start with 32 or there is a frame left away.

Armortype "steel" doesn't exist

Since it has no buildup, using Unsellable=yes is useless. The key doesn't work reliable in TS anyway (the AI can still sell buildings that have this set and a buildup anim).

OilExplosion should get the keys
Range=0
ROF=9999
Speed=0
to make it complete and not use some unknown default values for those keys.

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twistedconversion
Rocket Infantry


Joined: 23 Feb 2019
Location: Egypt

PostPosted: Fri Oct 18, 2019 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the feedback! I'll edit the topic.

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lazygecko
Civilian


Joined: 22 Sep 2019

PostPosted: Fri Oct 18, 2019 11:55 am    Post subject: Reply with quote  Mark this post and the followings unread

For the correct isometric angle, each horizontal line per vertical row needs to be 2 pixels wide along the edges. When you scale down RA2 assets to TS size, you break that symmetry and introduce discrepancies in the pixel rows where some will be 3 pixels wide instead of 2, which is what makes it look "jagged"

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twistedconversion
Rocket Infantry


Joined: 23 Feb 2019
Location: Egypt

PostPosted: Fri Oct 18, 2019 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't seem to fix the "caoild animation over buildings" problem.

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Holland
Grenadier


Joined: 31 May 2017

PostPosted: Fri Oct 18, 2019 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oooff!
Really nice bro.
Gotta add this to the collection for the next upload in cncnet.
Perfect timing too! We have real working oil derricks now in TS.

Hey anyone knows how much credits it gives in ra2?

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twistedconversion
Rocket Infantry


Joined: 23 Feb 2019
Location: Egypt

PostPosted: Fri Oct 18, 2019 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

ProduceCashStartup=1000 ; credits when captured from the Neutral house
ProduceCashAmount=20 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts

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