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Help Getting an Ore Refinery to Animate..... - Printable Version

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Help Getting an Ore Refinery to Animate..... - MRMIdAS - 20.07.2009

I posted this on PPM and got nothing so here goes:

OK, so I'm trying to give my Second Yuri Side a method of ore collecting that doesn't involve a slave miner, but for some reason, my ore refinery will not animate.

My rules:

anim:
685=YARAFN_1D
686=YARAFN_2D
687=YARAFN_3D
688=YARAFN_4D
689=YARAFN_1
690=YARAFN_2
691=YARAFN_3
692=YARAFN_4


Rules:
[YARAFN]
Image=YARAFN
UIName=Name:YAREFN
Name=Yuri ore Refinery
BuildCat=Resource
DockUnload=yes
Refinery=yes
NumberOfDocks=1
Bib=yes
Prerequisite=POWER,YACNST
Strength=1000
Adjacent=3
Armor=wood
TechLevel=1
FreeUnit=YRMIN
Sight=6
Owner=British,French,Germans,Americans,Russians,Confederation,Africans,Alliance,YuriCountry,Arabs
Cost=2000
Soylent=300
Points=80
Power=-50
Storage=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HalfDamageSmokeLocation1=0,0,0
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=10
MinDebris=5
PipScale=Tiberium; This value MUST be 0 for all building addons
ThreatPosed=0;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
Spyable=yes
NumberImpassableRows=3
ImmuneToPsionics=no
ResourceDestination=yes
Drainable=yes
RequiredHouses=Arabs
ForbiddenHouses=YuriCountry

Art:
[YARAFN]
Remapable=yes
Cameo=YREFICON
Foundation=4x3
Height=6
ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48
Buildup=YARAFNMK
DemandLoadBuildup=true
FreeBuildup=true
BibShape=YARAFNBB
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=YARAFN_1
ActiveAnimZAdjust=-5
ActiveAnimDamaged=YARAFN_1D
ActiveAnimTwo=YARAFN_2
ActiveAnimTwoZAdjust=-5
ActiveAnimTwoDamaged=YARAFN_2D
ActiveAnimThree=YARAFN_3
ActiveAnimThreeZAdjust=-5
ActiveAnimThreeDamaged=YARAFN_3D
ActiveAnimFour=YARAFN_4
ActiveAnimFourZAdjust=-5
ActiveAnimFourDamaged=YARAFN_4D
SpecialAnim=NAREFNOR
SpecialAnimZAdjust=-50
OccupyHeight=4
CanBeHidden=False
CanHideThings=true
RemoveOccupy1=0,-2 ;I don't know the exact settings for these.
RemoveOccupy2=1,-1
RemoveOccupy3=1,-2
RemoveOccupy4=2,-1
RemoveOccupy5=-2,0
RemoveOccupy6=-2,-1
RemoveOccupy7=-2,-2
RemoveOccupy8=3,1
DamageFireOffset0=30,30

[YARAFN_1]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=1
Layer=ground
NewTheater=yes

[YARAFN_1D]
Image=YARAFN_1
Normalized=yes
Start=2
LoopStart=2
LoopEnd=3
LoopCount=1
Layer=ground
NewTheater=yes

[YARAFN_2]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=1
Layer=ground
NewTheater=yes
Next=YARAFN_1

[YARAFN_2D]
Image=YARAFN_2
Normalized=yes
Start=2
LoopStart=2
LoopEnd=3
LoopCount=1
Layer=ground
NewTheater=yes
Next=YARAFN_1D

[YARAFN_3]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=1
Layer=ground
NewTheater=yes
Next=YARAFN_2

[YARAFN_3D]
Image=YARAFN_3
Normalized=yes
Start=2
LoopStart=2
LoopEnd=3
LoopCount=1
Layer=ground
NewTheater=yes
Next=YARAFN_2D

[YARAFN_4]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=1
Layer=ground
NewTheater=yes
Next=YARAFN_3

[YARAFN_4D]
Image=YAREFN_4
Normalized=yes
Start=2
LoopStart=2
LoopEnd=3
LoopCount=1
Layer=ground
Next=YARAFN_3D

Any help would be appreciated.


RE: Help Getting an Ore Refinery to Animate..... - Nighthawk - 20.07.2009

Not to be patronising, but do the names of the SHP files match the names of the art entries?
I.e. you have yarafn3.shp, not yarefn3.shp, in your files. It would be a simple enough thing to miss.


RE: Help Getting an Ore Refinery to Animate..... - MRMIdAS - 20.07.2009

first thing I checked, everything is named as it should be, including bibs, buildup etc.