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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 06-03-2003, 02:15 PM   #1 (permalink)
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Default INI Prob

I'm having some trouble with coding in a new unit, the Lightbird, for the GLA. When I start the game it gives me a Technical Error yadda yadda, file says it's in FactioUnit. It's supposed to be a small helicopter with the ability to carry 4 infantry units, these can shoot FROM the helicopter, and the heli itself can shoot Comanche missiles. Now I've got to this in the FactionUnit.ini:

Code:
Object GLAVehicleLightbird

  SelectPortrait = SULightbird_L
  ButtonImage	 = SULightbird

  Draw                   = W3DModelDraw ModuleTag_01
 
    OkToChangeModelColor = Yes

 
   ConditionState = NONE
      Model = LittleBird
	Animation = LittleBird.LittleBird
      AnimationMode = LOOP
    End
    
    ConditionState = REALLYDAMAGED
      Model = LittleBird
      Animation = LittleBird.LittleBird
      AnimationMode = LOOP
    End
    
    ConditionState = RUBBLE
      Model = LittleBird
    End

  End

  ; ***DESIGN parameters ***
  DisplayName             = OBJECT:GLAVehicleLightbird
  EditorSorting           = VEHICLE
  Side                    = GLA
  TransportSlotCount      = 4 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange             = 200.0 
  ShroudClearingRange     = 200
  Prerequisites
    Object                = GLAAirfield
  End

   WeaponSet 
    Conditions        = None 
    Weapon = PRIMARY ComancheAntiTankMissileWeapon
    PreferredAgainst = PRIMARY VEHICLE BUILDING
  End

  ArmorSet
    Conditions      = None
    Armor           = AirplaneArmor
    DamageFX        = None
  End

  BuildCost               = 700
  BuildTime               = 15   
  ExperienceValue = 50 50 100 200
  ExperienceRequired = 0 100 200 400
  IsTrainable = Yes
  CommandSet              = GLALightbirdCommandset
  SoundAmbient = ComancheAmbientLoop
  SoundAmbientRubble = NoSound
  SoundDie = ComancheVoiceFalling
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT

  Behavior = FXListDie ModuleTag_03
    DeathFX = FX_HelicopterStartDeath
  End

  Body = ActiveBody ModuleTag_04
    MaxHealth = 220.0
    InitialHealth = 220.0
  End

  Behavior = HelicopterSlowDeathBehavior ModuleTag_05
    DestructionDelay = 99999999
    SpiralOrbitTurnRate = 140.0
    SpiralOrbitForwardSpeed = 350.0
    SpiralOrbitForwardSpeedDamping = .9999
    MaxBraking = 190
    SoundDeathLoop = ComancheDamagedLoop
    MinSelfSpin = 100
    MaxSelfSpin = 300
    SelfSpinUpdateDelay = 100
    SelfSpinUpdateAmount = 10
    FallHowFast = 12.0%
    MinBladeFlyOffDelay = 200
    MaxBladeFlyOffDelay = 200
    AttachParticle = SootySmokeTrail
    FXBlade = FX_HelicopterBladeExplosion
    OCLBlade = OCL_ComancheBladeExplosion
    FXHitGround = FX_HelicopterHitGround
    OCLHitGround = OCL_ComancheHitGround
    FXFinalBlowUp = FX_GroundedHelicopterBlowUp
    OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
    DelayFromGroundToFinalDeath = 1500
  End

  Behavior               = PhysicsBehavior ModuleTag_07
    Mass                 = 50.0
  End

  Behavior = TransitionDamageFX ModuleTag_08
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
  End


  Behavior = JetAIUpdate ModuleTag_09
    MinHeight = 5
    NeedsRunway = No
    KeepsParkingSpaceWhenAirborne = No
    AutoAcquireEnemiesWhenIdle = Yes 
  End

  Locomotor = SET_NORMAL ComancheLocomotor
  Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

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

  Geometry = BOX
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 25.0     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME    
  ShadowSizeX = 89

End
I would greatly appreciate it if someone with knowledge would see the mistake and help me out .

Wickster
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Old 06-03-2003, 02:18 PM   #2 (permalink)
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I dont see the mistake off the top of my head but I will take a closer look tonight for you Wicked.
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Old 06-03-2003, 07:20 PM   #3 (permalink)
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Quote:
; ***DESIGN parameters ***
DisplayName = OBJECT:GLAVehicleLightbird
EditorSorting = VEHICLE
Side = GLA
TransportSlotCount = 4 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 200
Prerequisites
Object = GLAAirfield
End

WeaponSet
Conditions = None
Weapon = PRIMARY ComancheAntiTankMissileWeapon
PreferredAgainst = PRIMARY VEHICLE BUILDING
End

ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End

BuildCost = 700
BuildTime = 15
ExperienceValue = 50 50 100 200
ExperienceRequired = 0 100 200 400
IsTrainable = Yes
CommandSet = GLALightbirdCommandset
SoundAmbient = ComancheAmbientLoop
SoundAmbientRubble = NoSound
SoundDie = ComancheVoiceFalling
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT

Behavior = FXListDie ModuleTag_03
DeathFX = FX_HelicopterStartDeath
End

Body = ActiveBody ModuleTag_04
MaxHealth = 220.0
InitialHealth = 220.0
End
I would start with these three if it's not any of those then Im not sure what the problem is, but its most likely something in the CommandSet/Button that isn't there or is named different.
Chrono
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Old 06-03-2003, 07:59 PM   #4 (permalink)
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Default Re: INI Prob

I think I found your problem! happened to me before
notice how the object is GLAVehiclelightbird
and then the command button is GLALightbirdCommandset try adding the Vehicle before LightBird and tell me if taht works.. ok

Oldfaq

Code:
Object GLAVehicleLightbird

  SelectPortrait = SULightbird_L
  ButtonImage	 = SULightbird

  Draw                   = W3DModelDraw ModuleTag_01
 
    OkToChangeModelColor = Yes

 
   ConditionState = NONE
      Model = LittleBird
	Animation = LittleBird.LittleBird
      AnimationMode = LOOP
    End
    
    ConditionState = REALLYDAMAGED
      Model = LittleBird
      Animation = LittleBird.LittleBird
      AnimationMode = LOOP
    End
    
    ConditionState = RUBBLE
      Model = LittleBird
    End

  End

  ; ***DESIGN parameters ***
  DisplayName             = OBJECT:GLAVehicleLightbird
  EditorSorting           = VEHICLE
  Side                    = GLA
  TransportSlotCount      = 4 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange             = 200.0 
  ShroudClearingRange     = 200
  Prerequisites
    Object                = GLAAirfield
  End

   WeaponSet 
    Conditions        = None 
    Weapon = PRIMARY ComancheAntiTankMissileWeapon
    PreferredAgainst = PRIMARY VEHICLE BUILDING
  End

  ArmorSet
    Conditions      = None
    Armor           = AirplaneArmor
    DamageFX        = None
  End

  BuildCost               = 700
  BuildTime               = 15   
  ExperienceValue = 50 50 100 200
  ExperienceRequired = 0 100 200 400
  IsTrainable = Yes
  CommandSet              = GLALightbirdCommandset
  SoundAmbient = ComancheAmbientLoop
  SoundAmbientRubble = NoSound
  SoundDie = ComancheVoiceFalling
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT

  Behavior = FXListDie ModuleTag_03
    DeathFX = FX_HelicopterStartDeath
  End

  Body = ActiveBody ModuleTag_04
    MaxHealth = 220.0
    InitialHealth = 220.0
  End

  Behavior = HelicopterSlowDeathBehavior ModuleTag_05
    DestructionDelay = 99999999
    SpiralOrbitTurnRate = 140.0
    SpiralOrbitForwardSpeed = 350.0
    SpiralOrbitForwardSpeedDamping = .9999
    MaxBraking = 190
    SoundDeathLoop = ComancheDamagedLoop
    MinSelfSpin = 100
    MaxSelfSpin = 300
    SelfSpinUpdateDelay = 100
    SelfSpinUpdateAmount = 10
    FallHowFast = 12.0%
    MinBladeFlyOffDelay = 200
    MaxBladeFlyOffDelay = 200
    AttachParticle = SootySmokeTrail
    FXBlade = FX_HelicopterBladeExplosion
    OCLBlade = OCL_ComancheBladeExplosion
    FXHitGround = FX_HelicopterHitGround
    OCLHitGround = OCL_ComancheHitGround
    FXFinalBlowUp = FX_GroundedHelicopterBlowUp
    OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
    DelayFromGroundToFinalDeath = 1500
  End

  Behavior               = PhysicsBehavior ModuleTag_07
    Mass                 = 50.0
  End

  Behavior = TransitionDamageFX ModuleTag_08
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
  End


  Behavior = JetAIUpdate ModuleTag_09
    MinHeight = 5
    NeedsRunway = No
    KeepsParkingSpaceWhenAirborne = No
    AutoAcquireEnemiesWhenIdle = Yes 
  End

  Locomotor = SET_NORMAL ComancheLocomotor
  Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

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

  Geometry = BOX
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 25.0     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME    
  ShadowSizeX = 89

End
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Old 06-03-2003, 08:01 PM   #5 (permalink)
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one other thing, you will have to go into commandbutton/set and rename it to GLAVehicleLightBird
Oldfaq

hope that helps you!
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Old 06-04-2003, 12:05 AM   #6 (permalink)
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it might be something to do with the module tags too, u may have to put in ADDmodule blahblahblah and all that good stuff. i am not sure tho.
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Old 06-04-2003, 01:20 AM   #7 (permalink)
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Does the "GLAAirfield" exist?
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Old 06-04-2003, 04:29 AM   #8 (permalink)
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Yes GLAAirfield exists with me, I put it in, I already had a close look @ the commandbutton and commandset but they are fine:

CommandSet.ini:

Code:
CommandSet GLAVehicleLightbirdCommandset
  1 = Command_TransportExit
  2 = Command_TransportExit
  3 = Command_TransportExit
  4 = Command_TransportExit
  9 = Command_AttackMove
  11 = Command_Guard
  12 = Command_Stop
CommandButton.ini:

Code:
CommandButton Command_ConstructGLAVehicleLightbird
  Command       = UNIT_BUILD
  Object        = GLAVehicleLightbird
  TextLabel     = CONTROLBAR:ConstructGLAVehicleLightbird
  ButtonImage   = SULightbird
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipGLABuildLightbird
End

FactionUnit.ini:

Code:
Object GLAVehicleLightbird

  SelectPortrait = SULightbird_L
  ButtonImage	 = SULightbird

  Draw                   = W3DModelDraw ModuleTag_01
 
    OkToChangeModelColor = Yes

 
   ConditionState = NONE
      Model = LittleBird
	Animation = LittleBird.LittleBird
      AnimationMode = LOOP
    End
    
    ConditionState = REALLYDAMAGED
      Model = LittleBird
      Animation = LittleBird.LittleBird
      AnimationMode = LOOP
    End
    
    ConditionState = RUBBLE
      Model = LittleBird
    End

  End

  ; ***DESIGN parameters ***
  DisplayName             = OBJECT:GLAVehicleLightbird
  EditorSorting           = VEHICLE
  Side                    = GLA
  TransportSlotCount      = 4 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange             = 200.0 
  ShroudClearingRange     = 200
  Prerequisites
    Object                = GLAAirfield
  End

   WeaponSet 
    Conditions        = None 
    Weapon = PRIMARY ComancheAntiTankMissileWeapon
    PreferredAgainst = PRIMARY VEHICLE BUILDING
  End

  ArmorSet
    Conditions      = None
    Armor           = AirplaneArmor
    DamageFX        = None
  End

  BuildCost               = 700
  BuildTime               = 15   
  ExperienceValue = 50 50 100 200
  ExperienceRequired = 0 100 200 400
  IsTrainable = Yes
  CommandSet              = GLAVehicleLightbirdCommandset
  SoundAmbient = ComancheAmbientLoop
  SoundAmbientRubble = NoSound
  SoundDie = ComancheVoiceFalling
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT

  Behavior = FXListDie ModuleTag_03
    DeathFX = FX_HelicopterStartDeath
  End

  Body = ActiveBody ModuleTag_04
    MaxHealth = 220.0
    InitialHealth = 220.0
  End

  Behavior = HelicopterSlowDeathBehavior ModuleTag_05
    DestructionDelay = 99999999
    SpiralOrbitTurnRate = 140.0
    SpiralOrbitForwardSpeed = 350.0
    SpiralOrbitForwardSpeedDamping = .9999
    MaxBraking = 190
    SoundDeathLoop = ComancheDamagedLoop
    MinSelfSpin = 100
    MaxSelfSpin = 300
    SelfSpinUpdateDelay = 100
    SelfSpinUpdateAmount = 10
    FallHowFast = 12.0%
    MinBladeFlyOffDelay = 200
    MaxBladeFlyOffDelay = 200
    AttachParticle = SootySmokeTrail
    FXBlade = FX_HelicopterBladeExplosion
    OCLBlade = OCL_ComancheBladeExplosion
    FXHitGround = FX_HelicopterHitGround
    OCLHitGround = OCL_ComancheHitGround
    FXFinalBlowUp = FX_GroundedHelicopterBlowUp
    OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
    DelayFromGroundToFinalDeath = 1500
  End

  Behavior               = PhysicsBehavior ModuleTag_07
    Mass                 = 50.0
  End

  Behavior = TransitionDamageFX ModuleTag_08
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
  End


  Behavior = JetAIUpdate ModuleTag_09
    MinHeight = 5
    NeedsRunway = No
    KeepsParkingSpaceWhenAirborne = No
    AutoAcquireEnemiesWhenIdle = Yes 
  End

  Locomotor = SET_NORMAL ComancheLocomotor
  Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

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

  Geometry = BOX
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 25.0     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME    
  ShadowSizeX = 89

End
It all appears right to me and yes I'm aware of the fact that the model is names LittleBird but it should cause it's the filename :P. Just can't seem to solve it, neither with your tip OldFaq, thanks though everyone.

Wickster
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Old 06-04-2003, 05:22 AM   #9 (permalink)
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Just one thing.

You wont be able to transport anything in that.

The
Code:
TransportSlotCount      = 4 ;how many "slots" we take in a transport (0 == not transportable)
is not how many troops that can fit within the vehicle but how much space this vehicle takes within another.

Since this is a helicopter I suggest you set it to 0 (Unless of course you planned for it to be able to store inside a vehicle.)


To make it a transport for 4 that can shoot out you need this code somewhere in the design section

Code:
  Behavior = TransportContain  ModuleTag_xx ;Make sure this number is uniqe
    PassengersAllowedToFire = Yes
    Slots             = 4
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 10% ;This is how much damage the units within will take when the transport dies
    AllowInsideKindOf  = INFANTRY
    ExitDelay = 250
    NumberOfExitPaths = 3 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
  End
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Old 06-04-2003, 05:45 AM   #10 (permalink)
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Thanks for pointing that one out, owe you one ! Now to solve the rest...

Wickster
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