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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
10-31-2003, 02:09 PM
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#1 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 337
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Specialpower help needed
Okey i created this new superweapon
Its an attack by 3 aurora's (the black one's from the superweapon general ,avaurorasw)
Now how can i make it a superweapon it keeps crashing.
can anyone send me the code to make it like the napalm strike only it are airfuel bomb aurora's (the weaponcode i got) but everytime i do it it crashes and if i try to find out the bug through worldbuilder it does not detect anything and releasecrashinfo says its a gameengine mistake.
I could send the code to someone who could fix it, so plzzz help me
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10-31-2003, 02:19 PM
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#2 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Well, the game engine didn't make a mistake, you did. Not that it's bad or anything. It just crashes because there is something it's looking for but it can't find it. So you might have forgotten something.
Post your code, but only the code you added/modified for the purpose of the superweapon, not everything (keep the boards clean).
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10-31-2003, 02:28 PM
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#3 (permalink)
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Senior Member
Join Date: Jan 2003
Location: uk
Posts: 186
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At what point does it crash? When you start generals, when you deploy the superweapon or when the auroras drop their bombs?
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10-31-2003, 02:51 PM
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#4 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 337
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Ill post the code thta i changed, now i am 100% that the commandbuttons and commandsets and that stuff is correct the only problem is the relation between the OBJECT and the OCL
Okey here is the edited aurora version.
;------------------------------------------------------------------------------
Object AmericaGenericJetSuperAurora
; ***DESIGN parameters ***
DisplayName = OBJECT:SupW_Aurora
EditorSorting = VEHICLE
Side = GenericAmerica
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
ShroudClearingRange = 600
Prerequisites
Object = AmericaGenericAirfield
Object = AmericaGenericStrategyCenter
End
BuildCost = 3000
BuildTime = 25.0 ;in seconds
WeaponSet
Conditions = None
Weapon = PRIMARY GenericAuroraFuelBombWeapon
End
ArmorSet
Conditions = None
Armor = GenericAirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = GenericCountermeasuresAirplaneArmor
DamageFX = None
End
ExperienceValue = 200 200 400 400 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = SupW_AmericaJetAuroraCommandSet
; *** AUDIO Parameters ***
VoiceSelect = AuroraBomberVoiceSelect
VoiceMove = AuroraBomberVoiceMove
VoiceGuard = AuroraBomberVoiceMove
VoiceAttack = AuroraBomberVoiceAttack
SoundAmbient = AuroraBomberAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
VoiceCreate = AuroraBomberVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = AuroraBomberVoiceLowFuel
VoiceGarrison = AuroraBomberVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = JetSlowDeathBehavior ModuleTag_03
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_AuroraDeathInitial
;OCLInitialDeath = None
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
;OCLSecondary = None
FXHitGround = FX_JetDeathHitGround
;OCLHitGround = None
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End
Behavior = ExperienceScalarUpgrade ModuleTag_06
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = JetAIUpdate ModuleTag_07
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode
AttackLocomotorType = SET_NORMAL
AttackLocomotorPersistTime = 20000 ; we start slowing down almost immediately
AttackersMissPersistTime = 20000 ; but remain untargetable fer a bit longer
ReturnForAmmoLocomotorType = SET_NORMAL
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL GenericAuroraJetSupersonicLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End
Behavior = MaxHealthUpgrade ModuleTag_12
TriggeredBy = Upgrade_AmericaCountermeasures
AddMaxHealth = 40.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = PointDefenseLaserUpdate ModuleTag_14
WeaponTemplate = GenericRaptorPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 10
ScanRange = 200.0
PredictTargetVelocityFactor = 2.0
End
Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 2 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
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
Behavior = TransitionDamageFX ModuleTag_22
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End
Behavior = DeliverPayloadAIUpdate ModuleTag_Delivery
End
Behavior = TransportContain ModuleTag_Transport
Slots = 100 ; hey, it's a BIG transport
ScatterNearbyOnExit = No
OrientLikeContainerOnExit = Yes
KeepContainerVelocityOnExit = No
ExitPitchRate = 30
ExitBone = WeaponA
AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE
;gs I added parachutable as a catch all to prevent making new kindofs (like CRATE)
DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
NumberOfExitPaths = 0
DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill'
End
Behavior = OCLSpecialPower ModuleTag_SpecialpowerOCL
SpecialPowerTemplate = SuperweaponGenericAuroraSuperStrike
OCL = SUPERWEAPON_SuperAuroraStrike3
CreateLocation = USE_OWNER_OBJECT
ScriptedSpecialPowerOnly = Yes
End
Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
;----------NOTE for you editers: i did test the weapons and that stuff because its an edited version of my current aurora i am normally using.
Okey here is the OCL
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_SuperAuroraStrike3
DeliverPayload
Transport = AmericaGenericJetSuperAurora
FormationSize = 3
FormationSpacing = 35.0
WeaponConvergenceFactor = 0.5
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
Payload = GenericAuroraFuelAirBomb 1
FireWeapon = Yes
DeliveryDistance = 300
WeaponConvergenceFactor = 1.0
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; PLZ help me fix it
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10-31-2003, 08:05 PM
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#5 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Well, first of all, using USE_OWNER_OBJECT in the OCLSpecialPower looks weird. Cause that would create your aurora on the command center :lol:, so use CREATE_AT_EDGE_NEAR_SOURCE instead. And you should also remove the payload from the OCL alltogether. Cause the way you have it now, they will drop their payload AND fire at the target. And if both are bombs then you get two bombs. So jsut have them fire the weapon, and they should drop 1 bomb if everything's right.
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10-31-2003, 08:21 PM
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#6 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 337
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Hmm the USE_OWNER_OBJECT i had that from the a10 so i figured it would be alright but i will try yours, and that payload i will test right now be right back.
Okey this is an edit.
I deleted this
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
Payload = GenericAuroraFuelAirBomb 1
In the OCL
And it still crashes and yes i did use the CREATE AT BLAH BLAH something i dont remember the full name.
I CHALLENGE SOMOENE TO MAKE ME A AURORA ATTACK WITH BLACK PLANES (the plane's from avauroraSW)
Whoever wins gets a cookie 
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11-01-2003, 02:32 PM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 337
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Bumpage
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11-01-2003, 04:04 PM
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#8 (permalink)
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Senior Member
Join Date: Mar 2003
Location: USA
Posts: 452
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when does it crash?? after the super is deployed? when the game starts? when the aurora's try to fire??
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11-01-2003, 05:50 PM
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#9 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 337
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It reports no mistakes untill i click the button and i get the cursor (wich works fine) untill i tell what location to attack, as soon as i click BOOOM it says i get overheated hardware and that i need to contact ea for additional support (lol isnt ea stupid overheated hardware lol) anyway the bug report says it makes an engine mistake.
It crashes when i give the command to launch at a location.
Do you need the rapport? from releasecrashinfo? (i doubt it will help because i cant make sense out of it.
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11-01-2003, 08:24 PM
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#10 (permalink)
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Senior Member
Join Date: Mar 2003
Location: CANADA
Posts: 275
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Did you put the superweapon module tag for it, on the command center?
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