Help Getting an Ore Refinery to Animate..... - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3) +--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8) +--- Thread: Help Getting an Ore Refinery to Animate..... (/showthread.php?tid=1335) |
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. |