Thread: Bug Hunt
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Old 04-17-2003, 10:05 PM   #1 (permalink)
mastermind2003
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Join Date: Feb 2003
Location: USA
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Default Bug Hunt

If you can find the bug, you will earn my undying gratefulness (and if you're at Slepnir Stuff, a few kel).

The Game serious errors out on loading with this message.
Quote:
Release Crash at Wed Apr 16 20:23:46 2003
; Reason Error parsing INI file 'Data\INI\Object\FactionUnit.ini' (Line: 'Object AmericaVehicleCargoPlane ')


Last error:


Current stack:
Code:
;------------------------------------------------------------------------------ 
Object AmericaVehicleCargoPlane 

; *** ART Parameters *** 
SelectPortrait = SACargoPlane_L 
ButtonImage = SACargoPlane 

Draw = W3DModelDraw ModuleTag_01 
DefaultConditionState 
Model = AVCargoPln 
Animation = AVCargoPln.AVCargoPln 
AnimationMode = LOOP 
ParticleSysBone = Propeller01 JetBlackTrailThin 
ParticleSysBone = Propeller02 JetBlackTrailThin 
ParticleSysBone = Propeller03 JetBlackTrailThin 
ParticleSysBone = Propeller04 JetBlackTrailThin 
ParticleSysBone = WingTip01 JetContrailThin 
ParticleSysBone = WingTip02 JetContrailThin 
End 

ConditionState = DAMAGED 
Model = AVCargoPln_D 
Animation = AVCargoPln_D.AVCargoPln_D 
AnimationMode = MANUAL 
Flags = START_FRAME_FIRST 
ParticleSysBone = Smoke01 JetFireLarge 
ParticleSysBone = Smoke02 JetFireLarge 
ParticleSysBone = Propeller03 JetBlackTrailThin 
ParticleSysBone = Propeller04 JetBlackTrailThin 
ParticleSysBone = Smoke01 JetSmokeLarge 
ParticleSysBone = Smoke02 JetSmokeLarge 
End 

ConditionState = REALLYDAMAGED 
Model = AVCargoPln_D 
Animation = AVCargoPln_D.AVCargoPln_D 
AnimationMode = MANUAL 
Flags = START_FRAME_FIRST 
ParticleSysBone = Smoke01 JetFireLarge 
ParticleSysBone = Smoke02 JetFireLarge 
ParticleSysBone = Smoke03 JetFireLarge 
ParticleSysBone = Smoke05 JetFireLarge 
ParticleSysBone = Propeller03 JetBlackTrailThin 
ParticleSysBone = Propeller04 JetBlackTrailThin 
ParticleSysBone = Smoke01 JetSmokeLarge 
ParticleSysBone = Smoke02 JetSmokeLarge 
ParticleSysBone = Smoke03 JetSmokeLarge 
ParticleSysBone = Smoke05 JetSmokeLarge 
End 

ConditionState = RUBBLE 
Model = AVCargoPln_D1 
Animation = AVCargoPln_D.AVCargoPln_D 
AnimationMode = MANUAL 
Flags = START_FRAME_FIRST 
ParticleSysBone = Smoke01 JetFireLarge 
ParticleSysBone = Smoke06 JetFireLarge 
ParticleSysBone = Smoke03 JetFireLarge 
ParticleSysBone = Smoke05 JetFireLarge 
ParticleSysBone = Smoke01 JetSmokeLarge 
ParticleSysBone = Smoke06 JetSmokeLarge 
ParticleSysBone = Smoke03 JetSmokeLarge 
ParticleSysBone = Smoke05 JetSmokeLarge 
End 

OkToChangeModelColor = Yes 
End 

Draw = W3DModelDraw ModuleTag_02 
DefaultConditionState 
Model = AVCargoPln_A2 
Animation = AVCargoPln_A2.AVCargoPln_A2 
AnimationMode = MANUAL 
Flags = START_FRAME_FIRST 
End 
ConditionState = DOOR_1_OPENING 
Model = AVCargoPln_A2 
Animation = AVCargoPln_A2.AVCargoPln_A2 
AnimationMode = ONCE 
Flags = START_FRAME_FIRST 
End 
ConditionState = DOOR_1_CLOSING 
Model = AVCargoPln_A2 
Animation = AVCargoPln_A2.AVCargoPln_A2 
AnimationMode = ONCE_BACKWARDS 
Flags = START_FRAME_LAST 
End 
End 

; ***DESIGN parameters *** 
DisplayName = OBJECT:CargoPlane 
EditorSorting = VEHICLE 
Side = America 
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 
VisionRange = 300.0 
ShroudClearingRange = 600 
BuildCost = 12000 
BuildTime = 240.0 ;in seconds 
Prerequisites 
Object = AmericaAirfield 
End 
ExperienceValue = 50 50 50 50 ; 
IsTrainable = No 
CommandSet = AmericaVehicleCargoPlaneCommandSet 
ArmorSet 
Conditions = None 
Armor = AirplaneArmor 
DamageFX = TankDamageFX 
End 

; *** AUDIO Parameters *** 
VoiceSelect = ChinookVoiceSelect 
VoiceMove = ChinookVoiceMove 
VoceAttack = ChinookVoiceAttack 
SoundAmbient = C130AmbientLoop 
SoundAmbientRubble = NoSound 
SoundEnter = HumveeEnter 
SoundExit = HumveeExit 
UnitSpecificSounds 
VoiceCreate = ChinookVoiceCreate 
End 

; *** ENGINEERING Parameters *** 
RadarPriority = UNIT 
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE 
Body = ActiveBody ModuleTag_03 
MaxHealth = 1000.0 
InitialHealth = 1000.0 
End 

Behavior = TransportContain ModuleTag_10 
Slots = 10 
DamagePercentToUnits = 100% 
ScatterNearbyOnExit = No 
OrientLikeContainerOnExit = Yes 
KeepContainerVelocityOnExit = Yes 
ExitPitchRate = 30 
ExitBone = WeaponA01 
AllowInsideKindOf = INFANTRY VEHICLE DOZER 
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE 
ExitDelay = 100 
NumberOfExitPaths = 1 
PutInContainer = AmericaParachute 
DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 
End 
Behavior = PhysicsBehavior ModuleTag_04 
Mass = 500.0 
End 
Locomotor = SET_NORMAL B52Locomotor 

Behavior = JetSlowDeathBehavior ModuleTag_11 
DestructionDelay = 2000 
RollRate = 0.0 
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 
PitchRate = 0 
FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 
FXInitialDeath = FX_JetBigDeathInitial 
OCLInitialDeath = OCL_AmericaJetCargoDeathStart 
DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 
OCLSecondary = OCL_AmericaJetCargoHulkDeath 
FXSecondary = FX_BigPlaneDeath 
; FXFinalBlowUp = FX_JetDeathFinalBlowUp 
; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 
; DeathLoopSound = MICAL NEEDS TO MAKE ME 
End 

ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12 
End 

Behavior = TransitionDamageFX ModuleTag_17 
DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 
End 


Geometry = Box 
GeometryIsSmall = No 
GeometryMajorRadius = 40.0 
GeometryMinorRadius = 10.0 
GeometryHeight = 10.0 
Shadow = SHADOW_VOLUME 
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 
End
Thanks.
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