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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Help please, how can I add an airfield to the GLA?

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

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Old 08-02-2003, 03:17 PM   #1 (permalink)
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Default Help please, how can I add an airfield to the GLA?

I have my own model for it.

In the FactionBuilding.ini I copied the whole Object ChinaAirfield and changed the name to Object GLAAirfield.

Then, I changed every thing to the name of the model...
changed all the NBAirfield, NBAirfield_D, NBAirfield_E, NBAirfield_N, NBAirfield_DN, NBAirfield_ENS, NBAirfield_A9, NBAirfield_A10 etc. Model and Animation to GLAAirfield (that's the name of the model I have). All of this in the FactionBuilding.ini under Object GLAAirfield.

Then I changed
Prerequisites
Object = ChinaSupplyCenter
To
Prerequisites
Object = GLASupplyStash

And EnergyProduction = -1 to EnergyProduction = 0.

then I disabled...
; Behavior = GenerateMinefieldBehavior ModuleTag_15
; TriggeredBy = Upgrade_ChinaMines
; MineName = ChinaStandardMine
; SmartBorder = Yes
; AlwaysCircular = Yes
; End

and in
Behavior = ParkingPlaceBehavior ModuleTag_10
HealAmountPerSecond = 10
NumRows = 2
NumCols = 2
HasRunways = Yes
ApproachHeight = 50
ParkInHangars = Yes
End

I changed it to
NumRows = 1
NumCols = 1
Coz the model I have has only one row.

And I changed
ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Parking2
ExtraPublicBone = Runway2Parking1
ExtraPublicBone = Runway2Parking2
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Park2Han
ExtraPublicBone = Runway2Park1Han
ExtraPublicBone = Runway2Park2Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = Runway1Prep2
ExtraPublicBone = Runway2Prep1
ExtraPublicBone = Runway2Prep2
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayStart2
ExtraPublicBone = RunwayEnd1
ExtraPublicBone = RunwayEnd2

To

ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Parking2
;ExtraPublicBone = Runway2Parking1
;ExtraPublicBone = Runway2Parking2
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Park2Han
;ExtraPublicBone = Runway2Park1Han
;ExtraPublicBone = Runway2Park2Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = Runway1Prep2
;ExtraPublicBone = Runway2Prep1
;ExtraPublicBone = Runway2Prep2
ExtraPublicBone = RunwayStart1
;ExtraPublicBone = RunwayStart2
ExtraPublicBone = RunwayEnd1
;ExtraPublicBone = RunwayEnd2

Coz the model I have has only one row.

And that's all I changed I think...
Did I do something wrong here?

And the W3D file, GLAAirfield.W3D is in Art\W3D

oh and I added this to the worker to construct. ( 8 = Command_ConstructGLAAirfield)


and it says that there is something wrong in Object GLAAirfield
, FactionBuilding.ini.


Maybe it's because I changed all the NBAirfield, NBAirfield_D, NBAirfield_E, NBAirfield_N, NBAirfield_DN, NBAirfield_ENS, NBAirfield_A9, NBAirfield_A10 etc. Model and Animation to GLAAirfield!?
I mean even when damaged It will still look like the normal.. or in snow still will look like the normal and only one model file!?

Any ideas? please?
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Old 08-02-2003, 04:40 PM   #2 (permalink)
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Object AmericaAirfield2


; *** ART Parameters ***
SelectPortrait = T4
ButtonImage = T4
Draw = W3DModelDraw ModuleTag_01

ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Parking2
ExtraPublicBone = Runway2Parking3
ExtraPublicBone = Runway2Parking4
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Park2Han
ExtraPublicBone = Runway2Park3Han
ExtraPublicBone = Runway2Park4Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = Runway1Prep2
ExtraPublicBone = Runway2Prep1
ExtraPublicBone = Runway2Prep2
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayStart2
ExtraPublicBone = RunwayEnd1
ExtraPublicBone = RunwayEnd2
ExtraPublicBone = HeliPark01

OkToChangeModelColor = Yes

; day ********************************************
DefaultConditionState
Model = UBAIRF
Animation = UBAIRF.UBAIRF
AnimationMode = LOOP
End


ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBAIRF
Animation = UBAIRF.UBAIRF
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

ConditionState = DOOR_1_OPENING
End

ConditionState = DOOR_1_CLOSING
End

ConditionState = DOOR_1_WAITING_OPEN
End


; ----------------- door #2 -------------------


ConditionState = DOOR_2_OPENING

End

ConditionState = DOOR_2_CLOSING

End

ConditionState = DOOR_2_WAITING_OPEN

End





ConditionState = DOOR_3_OPENING

End

ConditionState = DOOR_3_CLOSING

End

ConditionState = DOOR_3_WAITING_OPEN

End




ConditionState = DOOR_4_OPENING

End


ConditionState = DOOR_4_CLOSING

End


ConditionState = DOOR_4_WAITING_OPEN

End
End
PlacementViewAngle = -45

; ***DESIGN parameters ***
DisplayName = OBJECT:Airfield
Side = GLA
EditorSorting = STRUCTURE
BuildCost = 500
BuildTime = 20.0 ; in seconds
EnergyProduction = 0
Prerequisites
Object = GLASupplyStash
End
CommandSet = GLAAirfieldCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 150 150 150 150 ; Experience point value at each level

; *** AUDIO Parameters ***
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT
Body = StructureBody ModuleTag_10
MaxHealth = 1500.0
InitialHealth = 1500.0
End

Behavior = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 10
NumRows = 1

NumCols = 1
HasRunways = Yes
ApproachHeight = 50
End

Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 4
DoorOpeningTime = 1 ;in mSeconds
DoorWaitOpenTime = 1 ;in mSeconds
DoorCloseTime = 1 ;in mSeconds
ConstructionCompleteDuration = 1000 ;in mSeconds
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End

Behavior = DestroyDie ModuleTag_14
;nothing
End
Behavior = CreateObjectDie ModuleTag_15
CreationList = OCL_ABPowerPlantExplode
End

Behavior = FXListDie ModuleTag_17
DeathFX = FX_StructureMediumDeath
End

Behavior = FlammableUpdate ModuleTag_19
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End

Geometry = BOX
GeometryMajorRadius = 60.0
GeometryMinorRadius = 50.0
GeometryHeight = 25.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End

try this
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Old 08-02-2003, 08:22 PM   #3 (permalink)
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OK, thanks, I'll try.
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Old 08-02-2003, 08:35 PM   #4 (permalink)
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The game will load with that code now... but when I add the worker the line... 8 = Command_ConstructAmericaAirfield2
the game won't load and it says this error....


Release Crash at Sun Aug 03 03:32:28 2003
; Reason Error parsing INI file 'Data\INI\CommandSet.ini' (Line: 'CommandSet GLAWorkerCommandSet ')


Last error:
Exception is access violation
WinMain at 4017e0
Error code: EXCEPTION_ACCESS_VIOLATION
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:00000004 was read from.

Stack Dump:
<Unknown>(-1) : <Unknown> 0x004568CC
<Unknown>(-1) : <Unknown> 0x6D6D6F43

Details:
Register dump...
Eip:004568CC Esp:0012DB8C Ebp:014A1874
Eax:00000001 Ebx:0012E543 Ecx:037A1350
Edx:00967D50 Esi:00000000 Edi:00000000
EFlags:00010246
CS:001b SS:0023 DS:0023 ES:0023 FS:0038 GS:0000
EIP bytes dump...

Bytes at CS:EIP (004568CC) : 8B 4E 04 85 C9 74 07 E8 58 AC FC FF 8B F0 8D 4C 24 20 C7 44 24 18 FF FF FF FF E8 35 C6 FB FF 85


Current stack:




Try it your self...

any ideas on how to fix it?
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Old 08-04-2003, 12:23 PM   #5 (permalink)
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i submitted a fix for the model in this thread

http://deezire.net/modules.php?name=...ewtopic&t=3865
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Old 08-04-2003, 03:02 PM   #6 (permalink)
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You need an object (factionbuilding) entry..... Commandbutton entry.... command set entry...... generals.CSF entrys....
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Old 08-04-2003, 10:22 PM   #7 (permalink)
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yeah, ok, it's good now, thanks.
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