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Old 03-07-2004, 12:01 PM   #1 (permalink)
Dex369
Junior Member
 
Join Date: Feb 2004
Posts: 10
Default Hovering Crusader Problem

I've read from deeZires tutorial on enabling the hovering crusader, but its not working. I keep getting the technical difficulties error each time i load the game. This is the code im using for the Crusader, as i've just added the hover upgrade to that:

Code:
Object AmericaTankCrusader

  ; *** ART Parameters ***
  SelectPortrait         = SACLeopard_L
  ButtonImage            = SACLeopard
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo4 = Upgrade_AmericaCompositeArmor
  UpgradeCameo5 = Upgrade_AmericaCrusaderHover

  Draw = W3DTankDraw ModuleTag_01
    DefaultConditionState
      Model               = AVCrusader
      Turret              = Turret
      WeaponFireFXBone    = PRIMARY TurretMS
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End

    ConditionState = NONE
      Model = AVCrusader
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      TransitionKey = TRANS_Drive
    End

    ConditionState = MOVING
      Model = AVCrusader
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      TransitionKey = TRANS_Drive
      ParticleSysBone = TreadFX01 QuadCannonDust
      ParticleSysBone = TreadFX02 QuadCannonDust
    End

    ConditionState = REALLYDAMAGED
      Model = AVCrusader_D
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      TransitionKey = TRANS_DriveDamaged
    End

    AliasConditionState = DAMAGED
    AliasConditionState = MOVING DAMAGED
    AliasConditionState = MOVING REALLYDAMAGED

    ConditionState = RUBBLE
      Model = AVCrusader_D
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      TransitionKey = TRANS_Hover
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE MOVING
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      ParticleSysBone = TreadFX01 QuadCannonDust
      ParticleSysBone = TreadFX02 QuadCannonDust
      TransitionKey = TRANS_Hover
    End

    TransitionState = TRANS_Drive TRANS_Hover
      Model = AVCrusader_A
      HideSubObject = TurretFX01
      Animation = AVCRUSADER_A.AVCRUSADER_A
      AnimationMode = ONCE
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      TransitionKey = TRANS_HoverDamaged
    End

    AliasConditionState = WEAPONSET_PLAYER_UPGRADE DAMAGED
    AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING DAMAGED
    AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING REALLYDAMAGED

    ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End

    TransitionState = TRANS_DriveDamaged TRANS_HoverDamaged
      Model = AVCrusader_A
      HideSubObject = TurretFX01
      Animation = AVCRUSADER_A.AVCRUSADER_A
      AnimationMode = ONCE
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE OVER_WATER
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE MOVING OVER_WATER
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      ParticleSysBone = TreadFX01 AmphibWave
    End

    AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING OVER_WATER REALLYDAMAGED
      TrackMarks = EXTnkTrack.tga
    End

    TrackMarks           = EXTnkTrack.tga
    TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
    TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
    TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
    OkToChangeModelColor = Yes

  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Crusader
  Side                   = America
  EditorSorting          = VEHICLE
  TransportSlotCount     = 3
  WeaponSet
    Conditions           = None
    Weapon               = PRIMARY CrusaderTankGun
  End
  WeaponSet
    Conditions           = PLAYER_UPGRADE
    Weapon               = PRIMARY CrusaderTankGun
  End
  ArmorSet
    Conditions           = None
    Armor                = TankArmor
    DamageFX             = TankDamageFX
  End
  BuildCost              = 900
  BuildTime              = 10.0
  VisionRange            = 150
  ShroudClearingRange = 300
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue        = 100 100 200 400
  ExperienceRequired     = 0 200 300 600
  IsTrainable            = Yes
  CrusherLevel           = 2
  CrushableLevel         = 2
  CommandSet             = AmericaTankCrusaderCommandSet
  
  ; *** AUDIO Parameters ***
  VoiceSelect           = CrusaderTankVoiceSelect
  VoiceMove             = CrusaderTankVoiceMove
  VoiceGuard            = CrusaderTankVoiceMove
  VoiceAttack           = CrusaderTankVoiceAttack
  SoundMoveStart        = CrusaderTankMoveStart
  SoundMoveStartDamaged = CrusaderTankMoveStart

  UnitSpecificSounds
    VoiceCreate         = CrusaderTankVoiceCreate
    VoiceEnter          = CrusaderTankVoiceMove
    TurretMoveStart     = NoSound
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = CrusaderTankVoiceCrush
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority          = UNIT
  KindOf                 = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
  
  Body                   = ActiveBody ModuleTag_02
    MaxHealth       = 480
    InitialHealth   = 480
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate       = 180
      ControlledWeaponSlots= PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End

  Locomotor = SET_NORMAL CrusaderLocomotor
  Locomotor = SET_NORMAL_UPGRADED BasicAmphibiousLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass                 = 50.0
  End

  Behavior = ObjectCreationUpgrade ModuleTag_05
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone
  End

  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone
  End

  Behavior = ProductionUpdate ModuleTag_07
    MaxQueueEntries = 1
  End

  Behavior = ExperienceScalarUpgrade ModuleTag_08
    TriggeredBy   = Upgrade_AmericaAdvancedTraining
    AddXPScalar   = 1.0
  End

  Behavior = MaxHealthUpgrade ModuleTag_09
    TriggeredBy   = Upgrade_AmericaCompositeArmor
    AddMaxHealth  = 100.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO
  End

  Behavior = WeaponSetUpgrade ModuleTag_10
    TriggeredBy   = Upgrade_AmericaCrusaderHover
  End

  Behavior = LocomotorSetUpgrade ModuleTag_11
    TriggeredBy   = Upgrade_AmericaCrusaderHover
  End

  ; Turret fly off death
  Behavior = SlowDeathBehavior ModuleTag_10
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier  = 50
    DestructionDelay  = 500
    DestructionDelayVariance  = 100
    FX  = INITIAL  FX_GenericTankDeathEffect
    OCL = MIDPOINT OCL_GenericTankDeathEffect
    FX  = FINAL    FX_DragonTankDeathExplosionFinal
    OCL = FINAL    OCL_CrusaderTurret
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier  = 50
    DestructionDelay  = 2000
    DestructionDelayVariance  = 300
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_GenericTankDeathEffect  
    FX  = FINAL    FX_DragonTankDeathExplosionFinal
  End

  Behavior = TransitionDamageFX ModuleTag_12
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = DestroyDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_14
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateObjectDie ModuleTag_15
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End

  Behavior                    = CreateCrateDie ModuleTag_CratesChange
   CrateData             = SalvageCrateData
  End

  Behavior = EjectPilotDie ModuleTag_17
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
    ExemptStatus = HIJACKED
    VeterancyLevels =  ALL -REGULAR
  End

  Behavior = MaxHealthUpgrade ModuleTag_18
    TriggeredBy   = Upgrade_AmericaCompositeArmor
    AddMaxHealth  = 100.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000
    AflameDamageAmount = 3
    AflameDamageDelay = 500
  End

  Geometry               = BOX
  GeometryMajorRadius    = 15.0
  GeometryMinorRadius    = 10.0
  GeometryHeight         = 10.0     
  GeometryIsSmall        = Yes    
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45

End
Anyone have any ideas why it isn't working?
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