Adding Custom building to map

get an error about missing sequences.

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Concret
Posts: 18
Joined: Mon Jun 27, 2016 10:23 am

Adding Custom building to map

Post by Concret »

Hi, hope anyone can help me out with SHP questions. Want to add some TD buildings and units to a RA map.

Trying to add a GDI War Factory. I have looked into a few modded maps, but cannot seem to get any further.

I've got 4 .shp files that I renamed to GRGE (as in Garage)

GRGE.shp
GRGE2.shp (the door)
GRGEMAKE.shp
GRGEICON.shp

In the Rules.yaml:

Code: Select all

GRGE:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 80
		Prerequisites: proc, ~techlevel.low
	Valued:
		Cost: 2000
	Tooltip:
		Name: War Garage
		Description: Produces vehicles.
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
	Health:
		HP: 1500
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	RenderSprites:
		Image: GRGE
	Bib:
	WithProductionDoorOverlay:
		Sequence: build-top
	RallyPoint:
	Exit@1:
		SpawnOffset: 213,-128,0
		ExitCell: 1,2
	Production:
		Produces: Vehicle
        PrimaryBuilding:
	ProductionBar:
	Power:
		Amount: 0
	ProvidesPrerequisite@buildingname:
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure
Then in the sequences.yaml:

Code: Select all

grge:
	idle:
		Start: 0
		Facings: 16
icon: grgeicon
		Start: 0
The codes in sequences are mostly guesswork, but I am basically looking for the right code to implement all parts of the structure. I also want to add the TD Sam Site with the closed bay-door and I'm guessing that building will have a similar code.

abcdefg30
Posts: 641
Joined: Mon Aug 18, 2014 6:00 pm

Post by abcdefg30 »

You are missing a whole bunch of sequences:
- For the "Bib" for example (this is the advanced power plant bib):

Code: Select all

	bib: bib2
		Length: *
		UseTilesetExtension: true
		TilesetOverrides:
			INTERIOR: TEMPERAT
- For the make animation:

Code: Select all

	make: grgemake
		Length: *
- And for the door ("WithProductionDoorOverlay"):

Code: Select all

	build-top: grge2
		Length: 10 # or whatever length your shp has
In total, your sequence setup should look similiar to the following:

Code: Select all

grge:
	idle:
		Start: 0
		Facings: 16
	make: grgemake
		Length: *
	build-top: grge2
		Length: 10 # or whatever length your shp has
	bib: bib2
		Length: *
		UseTilesetExtension: true
		TilesetOverrides:
			INTERIOR: TEMPERAT
	icon: grgeicon
		Start: 0
I hope I didn't forget anything and could help. :)

abcdefg30
Posts: 641
Joined: Mon Aug 18, 2014 6:00 pm

Post by abcdefg30 »

abcdefg30 wrote: I hope I didn't forget anything and could help. :)
Ah well, I just noticed that you also might want to add a "damaged-idle" and "damaged-build-top" sequence. You can duplicate those (copy and paste the ones without "damage-").

Concret
Posts: 18
Joined: Mon Jun 27, 2016 10:23 am

Post by Concret »

Thanks a lot Abc !

Went to play with your code this evening. Got the building to appear in game, without crashing, but I had to add in the TD palette. I also had to do some fine-tuning on the idle and damaged idle, but that's looking good now.

So now the building is there, but it's not taking on the players color. Also the icon needs to take on the (td) palette, is that possible?

I've been working on this in a map; Calitz_Dorp, which I attached, incase you'd like to see what happens..

from map.yaml:

Code: Select all

Rules:
	World:
		PaletteFromFile@calitz:
			Name: calitz
			Filename: calitz.pal
			Tileset: desert
			ShadowIndex: 4
			AllowModifiers: false
	GRGE:
		Inherits: ^Building
		Buildable:
			Queue: Building
			BuildPaletteOrder: 20
			Prerequisites: ~techlevel.low
		Valued:
			Cost: 250
		Tooltip:
			Name: War Garage
			Description: Produces vehicles.
		Building:
			Footprint: ___ xxx ===
			Dimensions: 3,3
		Health:
			HP: 1000
		Armor:
			Type: Wood
		RevealsShroud:
			Range: 4c0
		RenderSprites:
			Image: GRGE
			Palette: calitz
		Bib:
		WithProductionDoorOverlay:
			Sequence: build-top
		RallyPoint:
			Offset: 0,3
		Exit@1:
			SpawnOffset: -341,-341,0
			ExitCell: 0,2
			ExitDelay: 3
		Production:
			Produces: Vehicle
		PrimaryBuilding:
		ProductionBar:
		Power:
			Amount: 0
		ProvidesPrerequisite@buildingname:
		Targetable:
			TargetTypes: Ground, C4, DetonateAttack, Structure

Sequences:
	World:
		PaletteFromFile@calitz:
			Name: calitz
			Filename: calitz.pal
			Tileset: desert
			ShadowIndex: 4
			AllowModifiers: false

	grge:
		icon: grgeicon
			Start: 0
			Palette: calitz
		idle:
			Start: 0
			Length: 1
		make: grgemake
			Length: *
		build-top: grge2
			Length: 9
		bib: bib2
			Length: *
			UseTilesetExtension: true
			TilesetOverrides:
			INTERIOR: TEMPERAT
		damaged-idle:
			Start: 2
			Length: 1
		damaged-build-top: grge2
			Length: 10
Attachments
Calitz_Dorp.zip
(57.63 KiB) Downloaded 274 times

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Graion Dilach
Posts: 277
Joined: Fri May 15, 2015 5:57 pm

Post by Graion Dilach »

Sequences-World is wrong and should be removed.

You need to add a PlayerColorPalette to Ruleset-World as well, then use RenderSprites-PlayerPalette instead of Palette.

Also see http://www.sleipnirstuff.com/forum/view ... 304#297304 - the last post here before yours. >_>
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Concret
Posts: 18
Joined: Mon Jun 27, 2016 10:23 am

Post by Concret »

Thank you Graion.

Based on your advice I've been playing around with PlayerColorPalette but with no luck at all. I either get an error that CalitzMulti0.pal is missing or all my buildings are drawn on the Calitz palette (the TD Temperat palette.)

I also looked at the post you referred to and been through most of the GitHub wiki. I've looked at the custom ConYardWars map (awesome map btw) but also with no luck.

Think what I really need is a template for a custom unit and a custom building with sequences and husks, so that I can see what I'm missing when I'm adding some TD units. :?

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