QUOTE(DiscipleOfAdun @ Apr 7 2006, 09:32 AM)
1. You actually probably messed up something by using A3. Do not use it. Use DatEdit. A3 messes with the position placement, which would offset the Refinery.
2. Are you sure the requirements are completely correct? And the Act and Req vars and reqs and vars are all correct?
3. It is exe hidden. Sorry, no easy way around it yet.
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Oh, sorry, I meant the converted Refinery. The normal one works absolutely fine, but the Protoss Assimilator, which I have converted into a Refinery, will not work. Unless that's what you're talking about... Well, I'll see what I can do about DatEdit. The problem is that I've already done a signifigant amount of work in Arsenal III. Maybe I'll just leave gas harvesting out of the mod.
Action and Requirement variants have been checked many times. IN FACT, I've even tried making it completely identical to its preceeding button; I copied the vulture button (which works fine) and pasted it over the tank button and it STILL won't show up. I've also tried using different units, but to no avail.
QUOTE(TERRAINFIGHTER @ Apr 6 2006, 09:42 PM)
1. Try going back to the default Assimilator and just changing a few properties, like the graphics and such and then tell it to use the same iscript as the refinery (in images.dat)
2. Did you make sure that you fixed the setup for it so it uses the correct lo* file?
3. You really can't, at least not with the current modding tools (once firegraft comes out, it might be able to)
its hidden in the exe somewhere, you'd have to hex edit in order to get it working (you might can ask DiscipleOfAdun
)
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Ah, I might try that Refinery suggestion.
lo* file? Well, I don't really have any idea what that is, however, I've managed to do every other button and unit perfectly fine, so I'm at a loss.
Anyway, thanks to all of you for the help.