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Old 10-18-2005, 06:52 PM   #25 (permalink)
Phantom139
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Default WHY?????

Release Crash at Tue Oct 18 17:49:40 2005
; Reason Uncaught Exception in GameEngine::update

Last error:


Current stack:

I did all the upgrade stuff and now this happens....

heres the new code for the scorpion:

Code:
;------------------------------------------------------------------------------
Object GLATankScorpion

  ; *** ART Parameters ***
  SelectPortrait         = SUScorpion_L
  ButtonImage            = SUScorpion
  
  UpgradeCameo1 = Upgrade_GLAScorpionRocket
  UpgradeCameo2 = Upgrade_GLAWeapons
  UpgradeCameo3 = Upgrade_GLAToxinShells
  UpgradeCameo4 = Upgrade_GLAJunkRepair
  UpgradeCameo5 = Upgrade_GLAAnthraxBeta
  
  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
 
; ------------ Normal  
    DefaultConditionState
      Model = UVLiteTank
      Turret = Turret ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks
      ; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack!
      ShowSubObject = Turret01
      HideSubObject = MissleRack01 MissleRack02 TurretUP01; MissileRack misspelled in the Art
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponLaunchBone = PRIMARY Muzzle
    End

    ConditionState = REALLYDAMAGED
      Model = UVLiteTank_d
    End
    AliasConditionState = RUBBLE
    
; ------------ With big turret  
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE ; one or two crates is a turret switch
      ShowSubObject = TurretUP01
      HideSubObject = MissleRack01 MissleRack02 Turret01   ; MissileRack misspelled in the Art
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO

    ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
      Model = UVLiteTank_d
      ShowSubObject = TurretUP01
      HideSubObject = MissleRack01 MissleRack02 Turret01   ; MissileRack misspelled in the Art
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED

; ---------- With missile
    ConditionState = WEAPONSET_PLAYER_UPGRADE
      ShowSubObject = MissleRack01 Turret01
      HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art
      WeaponFireFXBone = SECONDARY WeaponA
      WeaponLaunchBone = SECONDARY WeaponA
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
      Model = UVLiteTank_d
      ShowSubObject = MissleRack01 Turret01
      HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art
      WeaponFireFXBone = SECONDARY WeaponA
      WeaponLaunchBone = SECONDARY WeaponA
    End

; ---------- With missile and big turret
    ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE
      ShowSubObject = MissleRack01 TurretUP01
      HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art
      WeaponFireFXBone = SECONDARY WeaponA
      WeaponLaunchBone = SECONDARY WeaponA
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
      Model = UVLiteTank_d
      ShowSubObject = MissleRack01 TurretUP01
      HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art
      WeaponFireFXBone = SECONDARY WeaponA
      WeaponLaunchBone = SECONDARY WeaponA
    End

; ---------- With two missiles and big turret
    ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO
      ShowSubObject = MissleRack01 MissleRack02 TurretUP01
      HideSubObject = Turret01; MissileRack misspelled in the Art
      WeaponFireFXBone = SECONDARY WeaponA
      WeaponLaunchBone = SECONDARY WeaponA
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED
      Model = UVLiteTank_d
      ShowSubObject = MissleRack01 MissleRack02 TurretUP01
      HideSubObject = Turret01; MissileRack misspelled in the Art
      WeaponFireFXBone = SECONDARY WeaponA
      WeaponLaunchBone = SECONDARY WeaponA
    End

    TrackMarks = EXTnkTrack.tga
    TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Scorpion
  Side                  = GLA
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY ScorpionTankGun
    Weapon = SECONDARY None
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGun
    Weapon = SECONDARY ScorpionMissileWeapon
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGunPlusOne
    Weapon = SECONDARY None
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE  PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGunPlusOne
    Weapon = SECONDARY ScorpionMissileWeapon ; No bonus at Plus One
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two
    Weapon = SECONDARY None
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE  PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two
    Weapon = SECONDARY ScorpionMissileWeaponPlusTwo
  End

  ArmorSet
    Conditions      = None
    Armor           = TankArmor
    DamageFX        = TankDamageFX
  End
  BuildCost       = 600
  BuildTime       = 7.0          ;in seconds    
  VisionRange     = 125
  ShroudClearingRange = 300
  Prerequisites
    Object = GLAArmsDealer
  End

  ExperienceValue = 60 60 120 200    ;Experience point value at each level
  ExperienceRequired = 0 100 200 400  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet      = GLATankScorpionCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = ScorpionTankVoiceSelect
  VoiceMove = ScorpionTankVoiceMove
  VoiceAttack = ScorpionTankVoiceAttack
  SoundMoveStart = ScorpionTankMoveStart
  SoundMoveStartDamaged = ScorpionTankMoveStart
  VoiceGuard = ScorpionTankVoiceMove

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate          = ScorpionTankVoiceCreate
    ;TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    VoiceEnter = ScorpionTankVoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 370.0
    InitialHealth   = 370.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 740
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 100
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL ScorpionLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End
  Behavior = AutoHealBehavior ModuleTag_05
    HealingAmount = 2
    HealingDelay = 1000 ; msec
    TriggeredBy = Upgrade_GLAJunkRepair
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 50
    DestructionDelay = 2000
    DestructionDelayVariance = 300
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_ScorpionTankDeathEffect 
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
  End

  Behavior = WeaponSetUpgrade ModuleTag_07
    TriggeredBy = Upgrade_GLAScorpionRocket
  End

  Behavior = DestroyDie ModuleTag_09
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

;GLA Weapons Upgrade

Behavior = ObjectCreationUpgrade ModuleTag_22
TriggeredBy = Upgrade_GLAUpgradeWeapons   
ConflictsWith = UpgradeScorpion2  ; NOPE need this 1 first
End 

Behavior = ProductionUpdate ModuleTag_23
MaxQueueEntries = 1; I'm not lettin u buy them both in the same quere screen
End 

Behavior = CommandSetUpgrade ModuleTag_24 
CommandSet = GLATankScorpionCommandSetUpgrade   
TriggeredBy = Upgrade_GLAUpgradeWeapons    
ConflictsWith = UpgradeScorpion1   ; Specifies you cant buy upgrade 1 again 
End 

;;;;;end of new code;;;;

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_10
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_12
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End
  
  Behavior                 = TransitionDamageFX ModuleTag_13
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 9.0
  GeometryHeight = 10.5    
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME   
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
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