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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 10-21-2003, 05:50 PM   #1 (permalink)
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Join Date: Aug 2003
Posts: 15
Default help me plz

I've ben trying to add a transport truck for ZH and it wont work so could you plz tell me wats rong with the coding

Quote:
;-------------------------------------------------------------------
Object TransportTruck

; *** ART Parameters ***
SelectPortrait = SUTerrorist_L
ButtonImage = SUTerrorist

Draw = W3DModelDraw ModuleTag_01
ConditionState = NONE
Model = CVSpplyTrk
End

ConditionState = REALLYDAMAGED
Model = CVSpplyTrk_D
End

ConditionState = RUBBLE
Model = CVSpplyTrk_D1
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:TransportTruck
EditorSorting = VEHICLE
Side = AmericaAirForceGeneral
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 200
BuildCost = 300
BuildTime = 5.0 ;in seconds
Prerequisites
Object = AirF_AmericaWarFactory
End

ArmorSet
Armor = TruckArmor
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 = AirF_AmericaVehicleTransportTruckCommandSet

; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit


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

Body = ActiveBody ModuleTag_02
MaxHealth = 150.0
InitialHealth = 150.0
End
Behavior = DestroyDie ModuleTag_03
DeathTypes = ALL -CRUSHED -SPLATTED
End
Behavior = CrushDie ModuleTag_04
DeathTypes = NONE +CRUSHED +SPLATTED
TotalCrushSound = CarAlarm
BackEndCrushSound = CarAlarm
FrontEndCrushSound = CarAlarm
TotalCrushSoundPercent = 50
BackEndCrushSoundPercent = 50
FrontEndCrushSoundPercent = 50
End
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 14000
SinkRate = 2 ; in Dist/Sec
DestructionDelay = 20000
End

Behavior = TransportContain ModuleTag_08
Slots = 10
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
End

Behavior = FXListDie ModuleTag_05
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
CreationList = OCL_GenericCarExplode
End
Behavior = FXListDie ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
DeathFX = FX_GenericCarExplode
End
Behavior = CreateObjectDie ModuleTag_08
DeathTypes = NONE +SUICIDED
CreationList = OCL_BurnedCarHull
End

Behavior = AIUpdateInterface ModuleTag_09
End
Locomotor = HumveeLocomotor

Behavior = PhysicsBehavior ModuleTag_10
Mass = 30.0
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = BOX
GeometryIsSmall = Yes
GeometryMajorRadius = 18.0
GeometryMinorRadius = 8.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME

End
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Old 10-21-2003, 10:18 PM   #2 (permalink)
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Location: Nevada, USA
Posts: 933
Default

hmmmmmmmmmm.........

Well, I took a really quick glance at it and it looks OK...

First of all, you need to be more specific, like you said "It doesn't work". What doesn't work?

Does the game gives you an error when you try to launch it, does the game crash when you build this unit, or what?

Also, you could have got something wrong in the commndset.ini...

All I can tell you until you specify more clearily what problem you are having is that

1) You gotta have UnitSpecificSounds under the Audio Parameters, just look at the Humvee or some other transport unit more carefully (technical, battlebus).

2) I'm pretty sure you gotta have the weaponset lines even if you dont have any weapons.
Try adding

WeaponSet
Conditions = None
Weapon = PRIMARY None

Never tried that before but...

3) Check the lines more carefully, 1 little mistype and the whole game goes BOOM!

You get my point.

-Mishkin- or -The Russian Dude-
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Old 10-21-2003, 10:34 PM   #3 (permalink)
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Thks Mishkin and the game crashes b4 its in the game..."technical error"

and ive changed the audio and engeneering peramaters to the humvees and changed the capacity to 10, but i still get the tech error.
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Old 10-21-2003, 10:58 PM   #4 (permalink)
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Load WB and see what error comes up. It should say where the error is at.
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Old 10-21-2003, 11:49 PM   #5 (permalink)
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Posts: 933
Default

still get the error eh?

Well all I can tell you is look at the humvee again or omethin'

I'll be happy to look at the code more carefully, just e-mail what you got to my e-mail mishkinx@yahoo.com .

Also, the model, is it from the original game. Or did you make the model yourself?

Jus e-mail me and i'll see wat i can do for you.
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Old 10-22-2003, 04:39 PM   #6 (permalink)
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i loaded it up in wb and it says somthing about the locomotor and an aiupdate block........any ideas wat that is, cuz i have no idea


EDIT:Assertion failure-attempted to specify a locomotor for object TransportTruck without an AIUpdate block
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Old 10-22-2003, 11:07 PM   #7 (permalink)
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It looks like its missing an AIUpdate Behavior Module. I see you have one but it dont have anything in it so check other vehicles and see what goes there if any. Other than that I dunno whats wrong.
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Old 10-23-2003, 06:33 AM   #8 (permalink)
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Well, by the looks of it, I think the problem may be caused by the CrushDie and SlowDeathBehavior modules. They both work for the CRUSHED and SPLATTED DeathTypes and you can't do that. Either you keep SlowDeathBehavior and lose CrushDie or the other way around.
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