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

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Old 04-23-2008, 01:08 AM   #1 (permalink)
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Default Invisible Buildings

Yeah I know this has been asked but I need to know why my effin building is invisible. It was actually working earlier today and I messed with the expandmdXX names and such and now it won't show up. And yes i can build it and everything but the building shows up. The icon shows up the right name shows up and the prerequisite works just fine. Help would be nice.

-Rules & Art-
[GAPOWR2]
UIName=Name:GAPOWR2
Name=Allied Advanced Power Plant
BuildCat=Power
Prerequisite=GACNST,GATECH,NATEK
Image=GAPOWR2
Strength=1200
Armor=wood
TechLevel=10
Adjacent=4
Sight=4
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1600
Points=80
Power=1000
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60,gtpowexp
Upgrades=2
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DB RIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigG reySmokeSys
DamageSmokeOffset=300, 300, 450
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes

[GAPOWR2]
Normalized=yes
Remapable=yes
Cameo=POWRICON2
Foundation=2x2
Buildup=GAPOWR2MK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Height=4
ActiveAnim=GAPOWR2_A
ActiveAnimDamaged=GAPOWR2_A
ActiveAnimZAdjust=-32
ActiveAnimYSort=362
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-20,32
DamageFireOffset1=3,12
ActiveAnimPoweredSpecial=true
ActiveAnimPowered=false

[GAPOWR2_A]
Normalized=yes
NewTheater=yes
Layer=ground
Start=0
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
DetailLevel=2
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Old 04-23-2008, 01:33 AM   #2 (permalink)
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Default Invisible Buildings

Yeah...here's a pic. Sry to double post.

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Old 04-25-2008, 09:18 PM   #3 (permalink)
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Default

Quote:
Originally Posted by CannisRabidus View Post
More specifically...

The game looks for theater-specific art ALL the time. If theater-specific art is NOT found, the game will FALL BACK to using "generic" art.

Building names should begin with either G (Allied), N (Soviet) or C (Civilian) for RA2, and for Yuri's Revenge, Y (Yuri). Otherwise you can't count on the building showing up, especially if it is to be palyer-buildable.

GANAME - arctic
GTNAME - temperate
GUNAME - urban
GDNAME - desert (YR)
GLNAME - lunar (YR)
GNNAME - newurban (YR)
GGNAME - generic

New buildings that don't leave rubble would require only GGNAME and GANAME versions. If a building is to leave rubble, the rubble frame uses a theater-specific palette, so you really would have to make the whole list of building versions (but then you don't need GGNAME of course).

If you are replacing an existing building, you should check to see all the theater-specific versions that exist - since GGNAME never overrides a theater-specific version.
Taken from another thread on here regarding invisible buildings, have you tried an Arctic map, cause the above would seem to suggest that you've only got Arctic SHP's defined so it will only show up on those maps.

I'd load it up and play an arctic map and see what happens.
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Old 04-27-2008, 02:04 AM   #4 (permalink)
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Default

ok thanx but i did get it working but now any new base defense i try to put in...the base(the shp part) of thatt building wont show up but the turret will...no problems as far as weapons go. everything works besides buildup and the base of the turret showing up.
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