Problem with buildup displaying

Asked by Rogan

I wanted to add a long buildup to a Vehicle-to-Building to show that it takes a long time to deploy and undeploy.
I've provided a gif to give a good idea.
However, the buildup displays only the first frame and then the building.
I've have no idea what's causing this behaviour, but does it have to do with buildings being hardcoded to have a limited number of frame?

link: http://www.mediafire.com/?lib64p6gq2qhmx6

=Rulesmd=

;Devil's Breath
[DEVBRTH]
UIName=NOSTR:Devil's Breath
Name=Devil's Breath
Prerequisite=SAWEAP,SADEPT
Nominal=yes
Category=Support;AFV
Strength=300
Armor=medium
TechLevel=7
Sight=4
Speed=3
Owner=Kouma,Chireiden
AllowedToStartInMultiplayer=no
CrateGoodie=yes
Cost=1000
Soylent=500
Points=55
ROT=5
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=BattleFortressSelect
VoiceMove=BattleFortressMove
VoiceAttack=
DieSound=GenVehicleDie
MoveSound=SlaveMinerMoveStart
CrushSound=TankCrush
DeploySound=SlaveMinerDeploy
VoiceDeploy=
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
Weight=3.5
MovementZone=Crusher
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=no
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Trainable=no
DeploysInto=SABRTH
DeployFacing=0;0 = N, 7 = NW
DeaccelerationFactor=.2 ; This is TS's mizspelingg knot min
Accelerates=false
Bunkerable=no; Units default to yes, others default to no

[SABRTH]
UIName=NOSTR:Devil's Breath
Name=Devil's Breath (Deployed)
BuildCat=Combat
Strength=300
Armor=steel
TechLevel=-1
Prerequisite=SAWEAP,SADEPT
Adjacent=2
Sight=10
Owner=Kouma,Chireiden
Cost=1000
Points=30
Power=0
Crewed=yes
ROT=1
Primary=BreathCannon;GrandCannonWeapon
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=1
;DamageParticleSystems=SparkSys,LGSparkSys
Turret=yes
TurretAnim=DEVBRTHDTUR;GTGCANTUR
TurretAnimIsVoxel=true
TurretAnimX=0
TurretAnimY=25
TurretAnimZAdjust=-60
TurretRecoil=yes
TurretTravel=7
TurretCompressFrames=3
TurretHoldFrames=3
TurretRecoverFrames=80
FireAngle=1
BarrelTravel=7
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=80
TurretRotateSound=;GrandCannonRotate
VoiceSelect=BattleFortressSelect
VoiceMove=BattleFortressMove
VoiceAttack=BattleFortressMove
BaseNormal=no
UndeploysInto=DEVBRTH
DeploySound=SlaveMinerUndeploy
ClickRepairable=no
Repairable=no
DeployFacing=0;0 = N, 7 = NW
AIBuildThis=no
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
Drainable=no
Insignificant=yes
RadarVisible=yes
Unsellable=yes
Trainable=yes

=ArtMD=

[DEVBRTH] ;Devil's breath
Cameo=DEVBRTHICON
Remapable=yes
Voxel=yes

[SABRTH]
Remapable=yes
NewTheater=yes
Cameo=DEVBRTHICON
Foundation=2x2
Height=2
Buildup=SABRTHMK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=20,0,50
CanHideThings=false
CanBeHidden=true
OccupyHeight=1
DamageFireOffset0=-1,10

Question information

Language:
English Edit question
Status:
Solved
For:
Ares Edit question
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Solved by:
Renegade
Solved:
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Last reply:
Revision history for this message
Renegade (renegade) said :
#1

Try giving all your code elements proper theater name (http://www.modenc.renegadeprojects.com/Theatres). It's been a while, but I think I remember wrong theater names causing broken buildups.

Revision history for this message
Renegade (renegade) said :
#2

Actually, make that proper theater and side names - i.e. try [NABRTH] and friends, for example.
Point is, try properly naming your objects.

Revision history for this message
Graion Dilach (graiondilach) said :
#3

Honestly, Ren, SABRTH is a proper name since Ares 0.1.

I suspect that the issue is that the buildup is just too long. Somewhere on Sleipnirstuff a while ago I read that a long buildup (IIRC over 24 frames, but searching for the reference) and that causes your trouble.

Revision history for this message
Graion Dilach (graiondilach) said :
#4

I couldn't find the reference of the buildup. -_-

Ren, here is why SABRTH is valid, tho. http://ares.strategy-x.com/documentation/bugfixes/type2/alternatetheaterartforbuildingtypes.html

Revision history for this message
Rogan (pdrogan) said :
#5

Alternate theater art for building with first character not G,N,Y, or C still works up to 1169 (I'm currently using that).

I tried adding in every theater from generic to lunar and yet it still doesn't show properly...

I had to reduce it to 96 frames (shadows included) in order to get it working...

Sleipnir and Graion was right, buildups has to be less than 100 frames for it to work. But I wonder why?

Revision history for this message
DCoder DCoder (dcoder1337) said :
#6

We can investigate that in the code, but I guess they wanted a constant length buildup anim or something. There was a discussion about buildup lengths on DZ a long time ago that might give you ideas.

Revision history for this message
Renegade (renegade) said :
#7

-_-

Drogan...I know the shiny buttons all look the same (except for, you know, their explanatory text), but please watch what you click next time. Instead of confirming this as solved, you used your comment saying it was solved to tell the system it was, in fact, not solved.

You should have a "This solved my problem"-Button in the vincinity of Graion's answer; please click that to bring the question back to its proper state. If you just want to add a comment later on, use the button saying "Just Add a Comment". (You might see a connection there.)

Revision history for this message
Best Renegade (renegade) said :
#8

I have created an FAQ entry for this issue, for easier search/response in the future.
FAQ #1847: “Why does my long buildup sequence not work?”.

Revision history for this message
Rogan (pdrogan) said :
#9

Ah, sorry. I was curious with why there's a frame limit with buildups in the first place and sought for any further explanation or answer.

I didn't see the button under Graions' So I'm just going to set this as "Problem Solved" and Click the button under your FAQ post.

Revision history for this message
Rogan (pdrogan) said :
#10

Thanks Renegade, that solved my question.