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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 09-08-2003, 01:55 AM   #1 (permalink)
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Join Date: Apr 2003
Location: Australia
Posts: 374
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Default HELP

i made this code very simpel but it does not work.. ?????

Code:
;------------------------------------------------------------------------------
Object AmericaVehicleHumvee2

  ; *** ART Parameters ***
  SelectPortrait         = SAPowTruck
  ButtonImage            = SAPowTruck
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  ;UpgradeCameo3 = XXX
  ;UpgradeCameo4 = XXX
  ;UpgradeCameo5 = XXX
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = avpowtruck
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = avpowtruck_d
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    TrackMarks = EXTireTrack.tga

    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone          = Tire01
    RightFrontTireBone         = Tire02
    MidLeftRearTireBone        = Tire03
    MidRightRearTireBone       = Tire05
    LeftRearTireBone           = Tire04
    RightRearTireBone          = Tire06
    TireRotationMultiplier     = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.
  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Humvee2
  Side                  = America
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
 End

  ArmorSet
    Conditions      = None
    Armor           = HumveeArmor
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 500
  BuildTime       = 7.0          ;in seconds    
  VisionRange     = 190
  ShroudClearingRange = 320
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;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      = AmericaVehicleHumvee2CommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = POWTruckUSAVoiceSelect
  VoiceMove = POWTruckUSAVoiceMove
  VoiceGuard = POWTruckUSAVoiceMove
  SoundMoveStart = POWTruckUSAMoveStart
  SoundMoveStartDamaged = POWTruckUSAMoveStart
  SoundEnter = POWTruckEnter
  SoundExit = POWTruckExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = POWTruckUSAVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End

  Behavior = AIUpdateInterface ModuleTag_20
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End

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

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 500.0
    InitialHealth   = 500.0
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL HumveeLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100% ;10%
    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

  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone
  End
  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    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 = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object AmericaVehicleHumvee2DeadHull

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = avpowtruck_d1
    End
  End

  ; ***DESIGN parameters ***
  Side = America
  EditorSorting   = SYSTEM
  TransportSlotCount = 0                 ;how many "slots" we take in a transport (0 == not transportable)

  ; *** AUDIO Parameters ***
  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = CAN_CAST_REFLECTIONS IMMOBILE NO_COLLIDE HULK

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End


  Behavior = PhysicsBehavior ModuleTag_03
    Mass = 50
    AllowBouncing = Yes
  End

  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 0   ; min lifetime in msec
    MaxLifetime = 0   ; max lifetime in msec
  End

  Behavior = SlowDeathBehavior ModuleTag_05
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = TransitionDamageFX ModuleTag_06
    RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
  End

  Geometry = BOX
  GeometryMajorRadius = 9.0
  GeometryMinorRadius = 6.0
  GeometryHeight = 7.5     
  GeometryIsSmall = Yes    

End

;----------------------------------------------------------


can you tell me whats wrong. i do things like this all the time and it works. you know clone a unit and give the models and sh!t.
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Old 09-08-2003, 04:26 AM   #2 (permalink)
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Default

I encountered the same problem before, try renaming the Humvee2 to Humvee.
It should look like this

; ***DESIGN parameters ***
DisplayName = OBJECT:Humvee
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
End
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Old 09-08-2003, 05:53 AM   #3 (permalink)
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thanks i'll try that.
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Old 09-08-2003, 11:49 AM   #4 (permalink)
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Default

That will not work ! The Error:

1. You deleted the WeaponSet and left the "END" tag !
Code:
  ; ***DESIGN parameters *** 
  DisplayName           = OBJECT:Humvee2 
  Side                  = America 
  EditorSorting         = VEHICLE 
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable) 
End
To:

Code:
  ; ***DESIGN parameters *** 
  DisplayName           = OBJECT:Humvee2 
  Side                  = America 
  EditorSorting         = VEHICLE 
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable) 
Weaponset
End
2. Do the AIUpdateInterface after the ActiveBody !

Code:
Behavior = AIUpdateInterface ModuleTag_20 
    AutoAcquireEnemiesWhenIdle = Yes 
    MoodAttackCheckRate        = 250 
  End
That should work !
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Old 09-09-2003, 04:55 AM   #5 (permalink)
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YES, thank you.
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Old 09-09-2003, 05:20 AM   #6 (permalink)
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Nope!!!.
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Old 09-09-2003, 09:39 AM   #7 (permalink)
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What exactly does your POW Truck do that's different from the original?
I see the Scout and Battle drone upgrade, but is that it?

Colton
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