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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-17-2003, 09:05 PM   #1 (permalink)
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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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Old 04-17-2003, 09:19 PM   #2 (permalink)
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This may be a longshout but i think it is because it is AmericaVehicleCargoPlane not AmericaJetCargoPlane
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Old 04-17-2003, 09:21 PM   #3 (permalink)
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I suggest make a new infantry based on the Chinook as it carries units (just cut the harvest stuff) that should make it work better.
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Old 04-17-2003, 10:10 PM   #4 (permalink)
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This code has been pissing me off to no end........... Goketa, I tried your suggestion, renaming everything, I still get this error- Release Crash at Thu Apr 17 19:16:04 2003
; Reason Error parsing INI file 'Data\INI\Object\FactionUnit.ini' (Line: 'Object AmericaJetHercules ')
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Old 04-18-2003, 09:32 AM   #5 (permalink)
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okay, names have nothing to do with it. You could call it BigDaddy and it would still work if it was going to.

Check the interdepance of the other files. Have you made a commandset for it? You CANNOT call on anything that you have not declared yet.

Try changing your kind of to this:
KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT SCORE

Also, you need to give it a TAXI locomotor if you want it to be able to take off.

Locomotor = SET_TAXIING BasicJetTaxiLocomotor

Did you really mean to give it a cost of 12000?

This could help it too:

Behavior = JetAIUpdate ModuleTag_07
OutOfAmmoDamagePerSecond = 10%
TakeoffSpeedForMaxLift = 100%
TakeoffPause = 500
MinHeight = 5
ReturnForAmmoLocomotorType = SET_NORMAL
ReturnToBaseIdleTime = 10000
End
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Old 04-18-2003, 10:54 AM   #6 (permalink)
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Kyp, did that work on yours? I tried it, but it doesn't work. Check it out.
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Old 04-18-2003, 11:11 AM   #7 (permalink)
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Default

I haven't modded cnc so far, but the error is maybe one of the ModuleTags ???
Shouldn't they be in a increasing row of numbers ?!?

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
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Old 04-18-2003, 03:50 PM   #8 (permalink)
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*adds line-by-line ini debugger to wish list* (i.e. VB where it HILITES where ya messed up)

Tried both suggestions, still won't load the game, same error.

Tebrey, it's gotta cost a lot, ya don't want too many of these flying around Besides, I have stuff in mind to limit it to 2 of this type- large aircraft.

Putting the module tags in order may look nice and neat, but it still doesn't help make the code work.....
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Old 04-18-2003, 03:54 PM   #9 (permalink)
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Is it to do with the fact that there's a PutInContainer parachute yet parachutes is not among the allowed transportables?
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Old 04-18-2003, 04:04 PM   #10 (permalink)
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Sorry Kyp I wish I could help I poured over the code for several hours matching it against others and cant find it (the error). But you got my hopes ya find it soon.
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