Nmenth 291 Posted December 20, 2009 Building upgrades are possible in RA2/YR, right? All the old TS coding is still present... but when I tried making a power plant upgrade for the Allies, it didn't work. I made the art for it and added the codes in Art.ini and Rulesmd.ini, and it was purchasable and could only be placed on top of an allied power plant, but the graphics never changed and no additional power was provided. A second upgrade also was not capable of being installed (as intended), which indicates that the first one did in fact get installed. Unfortunately, since then I've defaulted the Art.ini and Rulesmd.ini, so I no longer have my codes, but I still have the SHPs and would like to attempt it again. So are upgrades possible as they appear to be without any patches and is there any obscure codes that have to be applied (other than the obvious ones)? I know I've seen mods with upgradeable buildings, but I don't know if they used a patch to do it... Share this post Link to post
Doctor Destiny 41 Posted December 21, 2009 Post the code you used. I have upgradeable power plants in a couple of my projects and they work fine. But remember, upgrades can only supply three things: power production (including negative), a weapon (requires Primary and Secondary) or provides a Superweapon. Share this post Link to post
Nmenth 291 Posted December 21, 2009 All I want is a power plant upgrade, so that should be good then. As I said, I defaulted my Art and Rulesmd, the codes I used no longer exist. Since it didn't work, maybe I just made a minor mistake. I just wanted to make sure I wouldn't be wasting my time before rewriting the codes, if it doesn't work again, I'll post my codes then, but I am currently making infantry sprites, which as you may imagine, will be consuming a vast amount of my time for a good while yet. Share this post Link to post
Doctor Destiny 41 Posted December 21, 2009 All you need is Upgrades=X on your power plant, then the upgrade that has the applicable code and PowersUpBuilding=GAPOWR and PowersUpToLevel=-1. You don't need new art to make this work. Share this post Link to post
Nmenth 291 Posted December 21, 2009 PowersUpToLevel=-1 -1? I think mine was 1... would that have been the problem? (don't remember for sure) Share this post Link to post
Doctor Destiny 41 Posted December 22, 2009 It's not a huge deal, but -1 just means "place this upgrade on the first open slot." I just use that because it simplifies the issue. Share this post Link to post
Nmenth 291 Posted July 19, 2010 Well, it's been a while, but I've finally returned to this project. I've been able to get the thing to work as far as upgrading the power plant is concerned, but the power plant graphics do not change as intended. Here are all the codes: Rulesmd.ini [buildingTypes] 407=GACELLUP [GAPOWR] Upgrades=1 [GACELLUP] UIName=AddedNew:cellup Prerequisite=GAPOWR TechLevel=1 Armor=wood Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Cost=200 Power=100 Crewed=no Capturable=no PowersUpBuilding=GAPOWR PowersUpToLevel=-1 ThreatPosed=0 BuildCat=combat BuildTimeMultiplier=1.5 Artmd.ini [GAPOWR] PowerUp1Anim=GACELLUP PowerUp1AnimDamaged=GACELLUP_D PowerUp1LocXX=0 PowerUp1LocYY=0 PowerUp1LocZZ=0 PowerUp1YSort=-5 [GACELLUP] ; Cell Upgrade anim Cameo=PWRUICON NewTheater=yes Normalized=yes Layer=ground Start=0 LoopStart=0 LoopEnd=7 LoopCount=-1 Rate=220 [GACELLUP_D] ; Cell Upgrade damaged anim Image=GACELLUP NewTheater=yes Normalized=yes Layer=ground Start=8 LoopStart=8 LoopEnd=15 LoopCount=-1 Rate=220 Share this post Link to post
Doctor Destiny 41 Posted July 20, 2010 Mine has the same problem. I think it has something to do with where the animation is. Bump the YSort values up higher so it takes precedence. This is what I use for my art right here; PowerUp1Anim=GAPOWR_B PowerUp1AnimDamaged=GAPOWR_BD PowerUp1LocZZ=-17 PowerUp1YSort=362 YSort should probably be 543 instead of 362. Share this post Link to post
Nmenth 291 Posted July 20, 2010 I tried PowerUp1YSort=543 with no effect... I didn't have high hopes for it, but PowerUp1YSort=5430 didn't do anything either... Share this post Link to post
Nmenth 291 Posted July 20, 2010 I don't know if this means anything, but the Power Plant's active animation's Rate=220, and my upgrade's Rate=220. However, when the upgrade is attached, the Power Plant's active animation plays faster, perhaps even twice as fast... Have other modders solved this problem? Share this post Link to post
Doctor Destiny 41 Posted July 21, 2010 I'm not sure if it's a problem at all. There must be a step I'm missing. I haven't asked anywhere yet though... Share this post Link to post
Nmenth 291 Posted July 24, 2010 Fixed. Forgot that building animations need to be listed too: [Animations] 608=GACELLUP 609=GACELLUP_D Share this post Link to post
Doctor Destiny 41 Posted July 25, 2010 I hope I didn't forget that. I would be very angry with myself. *Checking...* Nope... didn't forget. ffffuuuuuu. Share this post Link to post