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:
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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.