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PortableRA Issue


Question

Posted

The make animations for buildings do not play with a modded version of portable RA. Its not heavily modded, about 1MB of extra content in a MIX and rules changes. I really cant say what made it start happening, I think as soon as I made any rules changes and used a custom Mix.

12 answers to this question

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Posted

that's not what I mean. When placing a building, the xxxxMAKE.SHP frames do not play. The building awkwardly appears.

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Posted

That is odd. What building did you change? I don't know how the build up (****make.shp) works in RA1 from a coding view. So it may not work for civ buildings.

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Posted

Changed the Radar Dome to the Radar Dish from TS. Come to think of it that's when it may have started. I can try re-packing my mix file see if that fixes it. I know RA just does weird things with no explanation sometimes. But none of the building make frames play so who knows.

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Posted

okay did some troubleshooting, its not my Expand.mix at all. its something in rules.ini that is doing it.

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Posted

The only things related to build-up are.

 

BuildupTime=.06        ; average minutes that building build-up animation runs

 

; Buildings use this when building up after initial placement.

[Construction]

Recruitable=no

Retaliate=no

Scatter=no

 

; Buildings use this when deconstruction after being sold.

[selling]

Recruitable=no

NoThreat=yes

Retaliate=no

Scatter=no

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Posted

Buildups should play automatically when added... and if the building is one that originally has buildup graphics, and now it doesn't, then it seems something must be wrong with your actual SHP file...

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Posted

The only things related to build-up are.

 

BuildupTime=.06        ; average minutes that building build-up animation runs

 

; Buildings use this when building up after initial placement.

[Construction]

Recruitable=no

Retaliate=no

Scatter=no

 

; Buildings use this when deconstruction after being sold.

[selling]

Recruitable=no

NoThreat=yes

Retaliate=no

Scatter=no

 

This helped me figure it out. I erroneously changed BuildUpTime=0 thinking it was for the actual ore growth animation you see, it is under income and production but I read it wrong  XD Yet to test it but that has to be it.

 

Interesting that Scatter, Retaliate, and Recruitable are related to build animations.

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Posted

Buildup is just a unit command, just like selling. One of the purposes of managing them like the other commands is probably to prevent the sell-cancelling bug in DOS C&C1, where you could select a guard tower during the sell process and press "s" to stop it from selling... giving you free minigunners.

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