 |
Forum Info
|
 |
Forum Members: 18,537
Total Threads: 8,626
Posts: 94,207
Administrators:
DeeZire, Redemption
There are currently 123 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
07-22-2004, 10:31 AM
|
#1 (permalink)
|
|
Junior Member
Join Date: Jul 2004
Posts: 10
|
Problem with new buildings (especially BuildLimit)
Hi!
I have a strange problem when adding new buildings to RA2. I added some research labs for the allies, which made no problem. I set BuildLimit to 1. Works perfect! But whe adding buildings for the sowjets, problems occur. I added a war hospital and made the tech air port buildable. I created own entrys in rules.ini and art.ini (i think i named them [NAHOSP] and [NAAIRP]). If i build a tech air port, i am able to build another one, although the BuildLimit is 1. The same with the war hospital, but theres another problem. After i placed it on the map, another war hospital gets build, but the construction process is stopped at the beginning. I must left click on it and double right-click. What could be the problem?
Thanks in advance,
Benjamin
|
|
|
07-22-2004, 10:45 AM
|
#2 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
|
Add a valid BuildCat= statement, like BuildCat=Tech or BuildCat=Infrastructure.
|
|
|
07-22-2004, 11:05 AM
|
#3 (permalink)
|
|
Junior Member
Join Date: Jul 2004
Posts: 10
|
Thanks for the quick answer. I added the line you suggested and it solves the problem with the "automatically starting new (stopped) construction". But the BuildLimit still doesn't work. Do you have another suggestion?
Benjamin
|
|
|
07-22-2004, 11:44 AM
|
#4 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
|
Can we see the code of those buildings you added?
|
|
|
07-22-2004, 12:06 PM
|
#5 (permalink)
|
|
Junior Member
Join Date: Jul 2004
Posts: 10
|
Here is it:
Rules.ini:
[NAAIRP]
UIName=Name:NAAIRP
Name=Sowjet-Airport
Prerequisite=NACNST,NAHAND,RADAR
Strength=800
Armor=concrete
BuildCat=Tech
TechLevel=1
Adjacent=4
Sight=9
BuildLimit=1
Owner=Russians,Confederation,Africans,Arabs
RadarInvisible=no
Insignificant=yes
Nominal=yes
Points=75
Power=-30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbr is4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
DamageParticleSystems=SmallGreySSys,BigGreySmokeSy s
Capturable=yes
Crewed=yes
ThreatPosed=0
ClickRepairable=yes
Ammo=5
BaseNormal=yes
SuperWeapon=ParaDropSpecial
LeaveRubble=no
Cost=2250
Soylent=1000
AIBasePlanningSide=1
DamageSmokeOffset=200,325,200
AIBuildThis=yes
TogglePower=no
AIBuildThis=yes
ProtectWithWall=yes
Art.ini:
[NAAIRP]
Remapable=yes
Cameo=FLUGFELDICO
Normalized=yes
FreeBuildup=true ;What does that mean?
Foundation=3x3
Height=6
Buildup=CAAIRPMK
NewTheater=yes
DemandLoad=true
ActiveAnim=CAAIRP_A
ActiveAnimZAdjust=5
ActiveAnimDamaged=CAAIRP_AD
;ActiveAnimTwo=CAAIRP_F (no flag)
;ActiveAnimTwoZAdjust=-100
;ActiveAnimTwoYSort=362
;ActiveAnimTwoPowered=no
DamageFireOffset0=-3,5
DamageFireOffset1=-65,32
CanHideThings=True
CanBeHidden=False
I added the building to the building list, and added the required naairp.shp and flugfeldico.shp to ecache01.mix. Everything works fine, except the build limit.
Benjamin
|
|
|
07-22-2004, 12:58 PM
|
#6 (permalink)
|
|
Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
|
AIBuildThis is listed twice. Shouldn't be the cause, but not good anyway.
You should take out Insignificant, this might cause it...would be typical for Westwood's style of coding.
Und FLUGFELDICO ist nicht unbedingt Standard-Länge 
|
|
|
07-22-2004, 04:28 PM
|
#7 (permalink)
|
|
Junior Member
Join Date: Jul 2004
Posts: 10
|
That's it. Danke 
|
|
|
07-23-2004, 12:08 AM
|
#8 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
|
So Insignificant=yes nullifies BuildLimit= ? Interesting, didn't know that.
|
|
|
07-23-2004, 09:00 AM
|
#9 (permalink)
|
|
Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
|
Didn't know it either, but considering Westwood's wacky style of coding, it was logical. Insignificant disables the counting of the unit at all, (as it is insignificant...who cares for it?) so why would the BuildLimit react?
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Similar Threads
|
| Thread |
Thread Starter |
Forum |
Replies |
Last Post |
|
Buildings
|
DarknessDawns |
Generals & Zero Hour Editing |
1 |
08-21-2004 05:52 AM |
|
BuildLimit Problem
|
sslee |
Red Alert 2 & Yuri's Revenge Editing |
10 |
08-14-2004 03:12 PM |
|
Ra2 buildings
|
joe_da_cro |
Red Alert 2 & Yuri's Revenge Editing |
7 |
12-12-2003 09:33 AM |
|
New buildings
|
Xgamer |
Red Alert 2 & Yuri's Revenge Editing |
2 |
05-04-2003 10:38 PM |
|
About the buildings....
|
OpticPast |
Red Alert 2 & Yuri's Revenge Editing |
8 |
01-29-2003 09:25 PM |
All times are GMT -4. The time now is 10:13 AM.
|