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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-29-2003, 03:05 PM
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#1 (permalink)
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Junior Member
Join Date: Jun 2003
Location: Canada
Posts: 11
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Help with a small mod
Hello all, I have a small problem: I have recently started work on my first mod. Its a small one that will allow the sides to use thier cargo planes to transport units from airfield to airfield. (I will sort out a GLA airfield later) I have had some help from another forum, but they eventually sent me here.
(I have started with the Chinese Cargo Plane
After typing up all the things I thought would be important and testing it,(it failed to start) I found out that what I was missing was a new locomotor
I copied a Mig locomotor, modified it, and a taxi locomotor, but it still dosn't work.
I have copied the "FactionUnit" entry of my new cargo plane onto here, since the error report said this is where the error is:
Object ChinaCargoPlane
; *** ART Parameters ***
SelectPortrait = china_cargoplane
ButtonImage = china_cargoplane
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NVCargoPln
Animation = NVCargoPln.NVCargoPln
AnimationMode = LOOP
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = Propeller02 JetBlackTrailThin
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = DAMAGED
Model = NVCargoPln_D
Animation = NVCargoPln_D.NVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = Propeller02 JetBlackTrailThin
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = REALLYDAMAGED
Model = NVCargoPln_D
Animation = NVCargoPln_D.NVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke04 JetFireLarge
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 JetSmokeLarge
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = RUBBLE
Model = NVCargoPln_D1
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke06 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke04 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke06 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 JetSmokeLarge
End
OkToChangeModelColor = Yes
End
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = NVCargoPln_A2
Animation = NVCargoPln_A2.NVCargoPln_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:CargoPlane
EditorSorting = VEHICLE
Side = China
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 205.0
ShroudClearingRange = 301.0
Prequisites
Object = ChinaAirfield
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
BuildCost = 1450
Buildtime = 15
ExperienceValue = 40 40 40 40 ; Experience point value at each level
ExperienceRequired= 0 40 50 60
IsTrainable = No
CrusherLevel = 0
CrushableLevel = 2
CommandSet = ChinaCargoPlaneCommandSet
; *** AUDIO Parameters ***
VoiceSelect = MigVoiceSelect
VoiceMove = MigVoiceMove
SoundAmbient = C130AmbientLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE TRANSPORT SCORE AIRCRAFT
Body = ActiveBody ModuleTag_03
MaxHealth = 175.0
InitialHealth = 175.0
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 500.0
End
Locomotor = SET_NORMAL ChinaCargoPlaneLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Behavior = TransportContain ModuleTag_04
Slots = 9 ; hey, it's a BIG transport
InitialPayload = ChinaRedGuard 8
ScatterNearbyOnExit = No
Health%RegenPerSecond = 11
Damage%OnExit = 99%
AllowInsideKindOf = INFANTRY VEHICLE DOZER
NumberOfExitPaths = 1
GoAgressiveOnExit = Yes
End
Behavior = JetSlowDeathBehavior ModuleTag_12
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_MigDeathFinalBlowup
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
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_13
End
Behavior = TransitionDamageFX ModuleTag_14
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__________________________________________________ _____________________
:cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:
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06-29-2003, 10:08 PM
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#2 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 224
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Ah! My eyes! It's all so... sickly green!
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06-29-2003, 11:03 PM
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#3 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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You have two module tags that are both _04, change one of them to _05, and that should clear up the serious error problem.

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06-29-2003, 11:38 PM
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#4 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Australia
Posts: 126
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Ok the easiest way to find out why the game crashed is to check out this document:
ReleaseCrashInfoPrev.txt
It should be in your documents folder, under command and conwuer generals data.
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06-30-2003, 10:06 AM
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#5 (permalink)
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Junior Member
Join Date: Jun 2003
Location: Canada
Posts: 11
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 Thank you! I CAN'T Believ I missed that! 
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06-30-2003, 10:20 AM
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#6 (permalink)
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Junior Member
Join Date: Jun 2003
Location: Canada
Posts: 11
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06-30-2003, 10:47 AM
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#7 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Australia
Posts: 126
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Ok You can try some Basic stuff, you probably didn't make these mistakes, but neways...
Code:
Locomotor = SET_NORMAL ChinaCargoPlaneLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Make sure these Locomotors actually excist and are named correctly
Code:
CommandSet = ChinaCargoPlaneCommandSet
Same with this. Actually could you post all of the other code that this new unit uses...
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06-30-2003, 04:07 PM
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#8 (permalink)
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Junior Member
Join Date: Jun 2003
Location: Canada
Posts: 11
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:cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:
These are the entries that were created/edited for my mod.
__________________________________________________ _____________
CommandButton Command_ConstructChinaCargoPlane
Command = UNIT_BUILD
Object = ChinaCargoPlane
TextLabel = CONTROLBAR:ConstructChinaCargoPlane
ButtonImage = china_cargoplane
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipChinaCargoPlane
End
__________________________________________________ _____________
CommandSet ChinaAirfieldCommandSet
1 = Command_ConstructChinaJetMIG
2 = Command_UpgradeChinaAircraftArmor
;3 = Command_NapalmStrike
4 = Command_ConstructChinaCargoPlane
10 = Command_UpgradeChinaMines
12 = Command_Sell
End
__________________________________________________ _______________
CommandSet ChinaCargoPlaneCommandSet
1 = Command_TransportExit
2 = Command_TransportExit
3 = Command_TransportExit
4 = Command_TransportExit
5 = Command_TransportExit
6 = Command_TransportExit
7 = Command_transportExit
8 = Command_TransportExit
9 = Command_TransportExit
10 = Command_EmptyCrawler
12 = Command_Stop
End
__________________________________________________ __________________
Object ChinaCargoPlane
SelectPortrait = china_cargoplane
ButtonImage = china_cargoplane
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NVCargoPln
Animation = NVCargoPln.NVCargoPln
AnimationMode = LOOP
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = Propeller02 JetBlackTrailThin
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = DAMAGED
Model = NVCargoPln_D
Animation = NVCargoPln_D.NVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = Propeller02 JetBlackTrailThin
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = REALLYDAMAGED
Model = NVCargoPln_D
Animation = NVCargoPln_D.NVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke04 JetFireLarge
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 JetSmokeLarge
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = RUBBLE
Model = NVCargoPln_D1
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke06 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke04 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke06 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 JetSmokeLarge
End
OkToChangeModelColor = Yes
End
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = NVCargoPln_A2
Animation = NVCargoPln_A2.NVCargoPln_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ChinaCargoPlane
EditorSorting = VEHICLE
Side = China
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 205.0
ShroudClearingRange = 301.0
Prequisites
Object = ChinaAirfield
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
BuildCost = 1450
Buildtime = 15
ExperienceValue = 40 40 40 40 ; Experience point value at each level
ExperienceRequired= 0 40 50 60
IsTrainable = No
CrusherLevel = 0
CrushableLevel = 2
CommandSet = ChinaCargoPlaneCommandSet
; *** AUDIO Parameters ***
VoiceSelect = MigVoiceSelect
VoiceMove = MigVoiceMove
SoundAmbient = C130AmbientLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE TRANSPORT SCORE AIRCRAFT
Body = ActiveBody ModuleTag_03
MaxHealth = 175.0
InitialHealth = 175.0
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 500.0
End
Locomotor = SET_NORMAL ChinaCargoPlaneLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Behavior = TransportContain ModuleTag_05
Slots = 9 ; hey, it's a BIG transport
InitialPayload = ChinaRedGuard 8
ScatterNearbyOnExit = No
Health%RegenPerSecond = 11
Damage%OnExit = 99%
AllowInsideKindOf = INFANTRY VEHICLE DOZER
NumberOfExitPaths = 1
GoAgressiveOnExit = Yes
End
Behavior = JetSlowDeathBehavior ModuleTag_12
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_MigDeathFinalBlowup
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
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_13
End
Behavior = TransitionDamageFX ModuleTag_14
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
__________________________________________________ _______________
Locomotor ChinaCargoPlaneLocomotor
Surfaces = AIR
Speed = 115
SpeedDamaged = 99
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60
TurnRate = 30
TurnRateDamaged = 26
Acceleration = 101 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
AccelerationDamaged = 30
Lift = 120
LiftDamaged = 80
Braking = 10
MinTurnSpeed = 150
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 101
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
__________________________________________________ ____________________
:cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:
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06-30-2003, 04:15 PM
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#9 (permalink)
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Senior Member
Join Date: Jun 2003
Location: Behind enemy lines
Posts: 127
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 How do you people understand this?
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06-30-2003, 05:03 PM
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#10 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Canada
Posts: 1,097
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god,
change the color or I won't beable to help u! its too damn hard on the eyes..
oldfaq
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