logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,581
Total Threads: 8,669
Posts: 94,545

Administrators:
DeeZire, Redemption

There are currently 45 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

Reply
 
LinkBack Thread Tools
Old 05-02-2006, 03:04 PM   #1 (permalink)
Member
 
Join Date: Jan 2004
Posts: 80
Default Upgrade Problems

I'm trying to design a building similar to the GDI upgrade center. However when I place the upgrade the game will occasionally display the animation and will register the fact that it was placed but the upgrade has no effect besides taking up a slot. The game doesn't even give me the buildings that use the upgrade as a prerequisite.

Anyone know why?

Rules:
Code:
; construction yard
[GACNST]
UIName=Name:GACNST
Name=Allied Construction Yard
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=AMCV
Sight=8
Owner=Americans
Cost=3000
Points=80
Power=0
Capturable=false
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=7
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Upgrades=4

; Allied power plant
[GAPOWR]
UIName=Name:GAPOWR
Name=Allied Power Plant
BuildCat=Power
Prerequisite=GACNST
Armor=wood
TechLevel=1
Owner=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=800
Points=40
Power=200
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
PowersUpBuilding=gacnst
PowersUpToLevel=-1
ThreatPosed=0	; This value MUST be 0 for all building addons
Crewed=no
Capturable=no
Spyable=no ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
Drainable=no
PoweredSpecial=no
Image=GAPOWR
AIBuildThis=yes

[GADRLL]
UIName=Name:GADRLL
Name=Drill
TechLevel=1
Sight=1
Points=30
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Capturable=no
ProduceCashAmount=500 ; Amount every Delay
ProduceCashDelay=200 ; Frame delay between Amounts
WorkingSound=OilDerrickLoop
Owner=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
PowersUpBuilding=gacnst
PowersUpToLevel=-1
ThreatPosed=0	; This value MUST be 0 for all building addons
Crewed=no
Capturable=no
Image=GADRLL
Cost=500
Power=-30
BuildCat=Resource
Prerequisite=GACNST
AIBuildThis=yes
Art:
Code:
[GACNST]
Image=GACOMM
Remapable=yes
Foundation=3x3
Height=4
Buildup=GACNSTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-24,-1
DamageFireOffset1=64,36
PowerUp1LocXX=0
PowerUp1LocYY=0
PowerUp2LocXX=0
PowerUp2LocYY=0
PowerUp3LocXX=0
PowerUp3LocYY=0
PowerUp4LocXX=0
PowerUp4LocYY=0

[GAPOWR]
Normalized=yes
Remapable=yes
Cameo=POWRICON
NewTheater=no
Start=0
LoopStart=0
LoopEnd=3
LoopCount=-1
Rate=220
DetailLevel=2
Surface=yes

[GADRLL]
Normalized=yes
Remapable=yes
Cameo=REFICON
NewTheater=no
Start=0
LoopStart=0
LoopEnd=10
LoopCount=-1
Rate=220
DetailLevel=2
Surface=yes
Thanks.
tesla3090 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-02-2006, 07:29 PM   #2 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
Send a message via ICQ to Renegade
Default

Has it ever occured to you that maybe it just doesn't work, because nobody needed it to work?

Had you actually researched before your post you'd know that
a) very few things work with upgrades, mainly the things that worked in TS, but not even all of them, and
b) upgrades don't work as prerequisites.

So next time look up publically available information before you post.
Renegade is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-02-2006, 08:15 PM   #3 (permalink)
Member
 
Join Date: Jan 2004
Posts: 80
Default

I had looked at ModEnc and I searched the Deezire forums. I didn't know they wouldn't work as prerequisites. I also have been looking at TS ini files for a while and still haven't got them working.
tesla3090 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-03-2006, 03:21 AM   #4 (permalink)
Senior Member
 
Join Date: Feb 2005
Posts: 804
Default

upgrades are designed to add stats to an already existing building, like produce more power, silo space(i think that worked in TS), a super weapon, probably even a stealth generator might work. when you build it, the building doesn't actually exist, also, the AI doesn't seem to upgrade base defences, upgrading base defences allows you to change the weapon, for axample, turning the patriot missile into an AA laser.
bobing is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-03-2006, 05:12 PM   #5 (permalink)
Member
 
Join Date: Jan 2004
Posts: 80
Default

The problem is it isn't adding the stats. I wonder does the building have to already give power for a "Power Turbine" type structure to work. Or is there some sort of tag required?
tesla3090 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-05-2006, 10:40 AM   #6 (permalink)
Senior Member
 
AlliedG's Avatar
 
Join Date: Sep 2003
Location: U.K.
Posts: 726
Default

cos ra2 oil derrick logic is not supported

the only upgrade permiters are

Power + or -

Weapons: Must have primary and secondary

SuperWeapons

ThreatRatingNode which is probably obsolete

Nothing else.

Also as noted prerequisites, build limits do not WORK
AlliedG is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-05-2006, 06:11 PM   #7 (permalink)
Member
 
Join Date: Jan 2004
Posts: 80
Default

I did a little testing and made it so that the structres were no longer upgrades. When I placed them they just dissappeared from the map. No effect or anything. I know it wasn't an image problem because I could build right where they were originally placed. So the problem isn't the upgrade logic. Its something else.
tesla3090 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-06-2006, 05:00 AM   #8 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
Send a message via ICQ to Renegade
Default

If there was actually no object placed where you clicked, you should check for silent auto-destructions. Although to produce what you describe, you need one hell of a messed up code.
Renegade is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Still Having Problems...Veterancy Upgrade(Stealth)Pathfinder GibTG Generals & Zero Hour Editing 4 01-07-2008 10:01 PM
Problems with upgrade Matt23 Generals & Zero Hour Editing 2 09-17-2006 11:45 PM
WeaponSet upgrade problems Kelso Generals & Zero Hour Editing 4 06-20-2004 01:58 PM
Upgrade problems, possible solution with scripts? ice Generals & Zero Hour Editing 4 07-06-2003 11:07 AM
Problems with upgrade Rubra Generals & Zero Hour Editing 4 04-23-2003 12:48 PM


All times are GMT -4. The time now is 10:49 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.