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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 12-25-2003, 04:49 PM   #1 (permalink)
Sy
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Join Date: Apr 2003
Location: UK
Posts: 186
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Default INI OCL Overlord Style Upgrade Help

Hi,

I've been working on this unit for the best part of 3 days now...the upgrade is reasonably simple and I've implemented this style of upgrade before without problems...but for the life of me I can't see why this isn't working this time.

I have a chassis that is built and to it you can add either an AA system or a Tank Killer turret. For 2 days both upgrades have been showing "Conflict with upgrade purchased" or words to that effect...during the course of lots of reviews and tweaks I managed to get one of the upgrades working....the AA system....however the other still remains the same. I don't know what I did to get the AA system working.

Here is the code, I'm hoping someone can explain it to me as its got to be something that I just keep missing.

*** UPGRADES.INI ***
Code:
Upgrade Upgrade_UKStormV1
  DisplayName        = UPGRADE:UKStormerV1
  Type               = OBJECT
  BuildTime          = 1.0
  BuildCost          = 100
  ButtonImage        = UK_STORMER_AA
End

Upgrade Upgrade_UKStormV2
  DisplayName        = UPGRADE:UKStormerV2
  Type               = OBJECT
  BuildTime          = 1.0
  BuildCost          = 100
  ButtonImage        = UK_STORMER_TANK
End
*** COMMANDBUTTON.INI ***
Code:
CommandButton Command_ConstructUKStormerChassis
  Command       = UNIT_BUILD
  Object        = UKStormerChassis
  TextLabel     = CONTROLBAR:ConstructUKStormer
  ButtonImage   = UK_STORMER
  ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel = CONTROLBAR:ToolTipUKStormerChassis
End

CommandButton Command_UpgradeUKStormerV1
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_UKStormV1
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  TextLabel     = CONTROLBAR:UpgradeUKStormerV1
  ButtonImage   = UK_STORMER_AA
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:TooltipUpgradeUKStormerV1
End

CommandButton Command_UpgradeUKStormerV2
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_UKStormV2
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  TextLabel     = CONTROLBAR:UpgradeUKStormerV2
  ButtonImage   = UK_STORMER_TANK
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:TooltipUpgradeUKStormerV2
End
*** COMMANDSET.INI ***
Code:
CommandSet UKStormerCommandSet
  1  = Command_UpgradeUKStormerV1
  3  = Command_UpgradeUKStormerV2
  9  = Command_AttackMove
  11 = Command_Guard
  12 = Command_Stop
End

CommandSet UKStormerV1CommandSet
  9  = Command_AttackMove
  11 = Command_Guard
  12 = Command_Stop
End

CommandSet UKStormerV2CommandSet
  9  = Command_AttackMove
  11 = Command_Guard
  12 = Command_Stop
End
*** OBJECTCREATIONLIST.INI ***
Code:
ObjectCreationList OCL_UKStormV1
  CreateObject
    ObjectNames       = UKStormerV1
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End

ObjectCreationList OCL_UKStormV2
  CreateObject
    ObjectNames       = UKStormerV2
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End
*** ACTUAL VEHICLE OBJECT CODE ***
Code:
Object UKStormerChassis
  ; *** ART Parameters ***
  SelectPortrait = UK_STORMER
  ButtonImage    = UK_STORMER
  
  UpgradeCameo1 = Upgrade_UKStormV1
  UpgradeCameo2 = Upgrade_UKStormV2

  Draw = W3DOverlordTankDraw ModuleTag_01
    ConditionState = NONE
      Model = ww3vbhvm
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      ParticleSysBone     = EXHAUSTFX01 DozerSmokeLight
    End

    ConditionState = MOVING
      Model = ww3vbhvm
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      ParticleSysBone     = EXHAUSTFX01 DozerSmokeHeavy
    End 
      
    ConditionState = REALLYDAMAGED
      Model = ww3vbhvm_d
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      ParticleSysBone     = EXHAUSTFX01 DozerSmokeHeavy
      ParticleSysBone     = Smoke01 SmokeFactionMedium
      ParticleSysBone     = Smoke02 SmokeFactionMedium
      ParticleSysBone     = Smoke03 SmokeFactionMedium
      ParticleSysBone     = Smoke04 SmokeFactionMedium
      ParticleSysBone     = Smoke05 SmokeFactionMedium
    End
    
    ConditionState = RUBBLE
      Model = ww3vbhvm_e
    End

    TrackMarks           = EXTnkTrack.tga
    OkToChangeModelColor = Yes
    TreadAnimationRate = 2.0;  amount of tread texture to move per second
    TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
    TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
  End

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

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY StormerGun
    AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  End

  ArmorSet
    Conditions  = None
    Armor       = TankArmor
    DamageFX    = TankDamageFX
  End

  BuildCost       = 100
  BuildTime       = 1.0          ;in seconds    
  VisionRange     = 120
  ShroudClearingRange = 300

  Prerequisites
;    Object = UKWarFactory
  End

  ExperienceValue = 200 200 400 600   ;Experience point value at each level
  ExperienceRequired = 0 400 600 1200  ;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 = UKStormerCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect           = CrusaderTankVoiceSelect
  VoiceMove             = CrusaderTankVoiceMove
  VoiceGuard            = CrusaderTankVoiceMove
  VoiceAttack           = CrusaderTankVoiceAttack
  VoiceAttackAir        = HumveeVoiceAttackTOW
  SoundMoveStart        = CrusaderTankMoveStart
  SoundMoveStartDamaged = CrusaderTankMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate         = CrusaderTankVoiceCreate
    VoiceEnter             = CrusaderTankVoiceMove
    TurretMoveStart     = NoSound
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = CrusaderTankVoiceCrush
  End

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

  Body = ActiveBody ModuleTag_03
    MaxHealth       = 400.0
    InitialHealth   = 400.0
  End

  Behavior = TransportAIUpdate ModuleTag_04
; There is no turret on the chassis
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL UKStormerLocomotor

  Behavior = OverlordContain ModuleTag_05 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) 
    Slots                   = 1
    DamagePercentToUnits    = 100%
    AllowInsideKindOf       = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PassengersInTurret      = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
  End

  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_UKStormV1
    TriggeredBy   = Upgrade_UKStormV1
    ConflictsWith = Upgrade_UKStormV2
  End
  Behavior = ObjectCreationUpgrade ModuleTag_08
    UpgradeObject = OCL_UKStormV2
    TriggeredBy   = Upgrade_UKStormV2
    ConflictsWith = Upgrade_UKStormV1
  End
  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
  Behavior = CommandSetUpgrade ModuleTag_11
    CommandSet = UKStormerV1CommandSet
    TriggeredBy   = Upgrade_UKStormV1
    ConflictsWith = Upgrade_UKStormV2
  End
  Behavior = CommandSetUpgrade ModuleTag_12
    CommandSet = UKStormerV2CommandSet
    TriggeredBy   = Upgrade_UKStormV2
    ConflictsWith = Upgrade_UKStormV1
  End
 
  Behavior = PhysicsBehavior ModuleTag_14
    Mass = 40.0
  End
  
  ; Just explode death
  Behavior = SlowDeathBehavior ModuleTag_16
    ProbabilityModifier = 25
    DestructionDelay = 200
    DestructionDelayVariance = 100
    OCL = FINAL    OCL_ChinaTankOverlordDebris
    FX  = FINAL    FX_OverlordExplosionOneFinal
  End
  Behavior = CreateCrateDie ModuleTag_17
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

  Behavior = TransitionDamageFX ModuleTag_18
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
  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 = 18.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
End



;--------------------------------------
;--------------------------------------
Object UKStormerV1
  ; *** ART Parameters ***
  SelectPortrait         = UK_STROMER_AA
  ButtonImage            = UK_STROMER_AA
  
  UpgradeCameo5 = Upgrade_UKStormV1
   
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = FIREPOINT01

    DefaultConditionState
      Model               = ww3vbhvm_aa
      Animation           = ww3vbhvm_aa.ww3vbhvm_aa
      AnimationMode       = LOOP
      Turret              = TURRET
      TurretPitch         = TURRETEL
      WeaponLaunchBone    = PRIMARY WEAPONA
    End
    ConditionState        = REALLYDAMAGED 
      Model               = ww3vbhvm_aad
      Animation           = ww3vbhvm_aad.ww3vbhvm_aad
      AnimationMode       = LOOP
      Turret              = TURRET
      TurretPitch         = TURRETEL
      WeaponLaunchBone    = PRIMARY WEAPONA
      ParticleSysBone     = Smoke01 SmokeFactionMedium
      ParticleSysBone     = Smoke02 SmokeFactionMedium
      ParticleSysBone     = Smoke03 SmokeFactionMedium
      ParticleSysBone     = Smoke04 SmokeFactionMedium
      ParticleSysBone     = Smoke05 SmokeFactionMedium
    End
  End

  ; ***DESIGN parameters ***
  Side             = UK
  EditorSorting    = SYSTEM
  TransportSlotCount = 1

  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY StormerAAMissileWeapon
    PreferredAgainst    = PRIMARY BALLISTIC_MISSILE AIRCRAFT
  End
  
  ArmorSet
    Conditions     = None
    Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
  End
  VisionRange     = 200

  ; *** AUDIO Parameters ***
  UnitSpecificSounds
    TurretMoveStart = NoSound
    TurretMoveLoop  = NoSound ;TurretMoveLoop
    VoiceRapidFire  = NoSound
  End

  ; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI

  Body            = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      ControlledWeaponSlots = PRIMARY
      TurretTurnRate      = 60   // turn rate, in degrees per sec
      TurretPitchRate     = 60
      AllowsPitch         = Yes
    End
    AutoAcquireEnemiesWhenIdle = Yes 
  End

  Behavior             = DestroyDie ModuleTag_04
    ;nothing
  End

  Geometry            = BOX
  GeometryMajorRadius = 8.0
  GeometryMinorRadius = 8.0
  GeometryHeight      = 9.0
  GeometryIsSmall     = No      
  Shadow              = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
End


;--------------------------------------
;--------------------------------------
Object UKStormerV2
  ; *** ART Parameters ***
  SelectPortrait         = UK_STROMER_TANK
  ButtonImage            = UK_STROMER_TANK
  
  UpgradeCameo5 = Upgrade_UKStormV2
   
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = FIREPOINT02

    DefaultConditionState
      Model               = ww3vbhvm_tk
      Turret              = TURRET
      WeaponFireFXBone    = PRIMARY TurretMS
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY TurretFX
      WeaponLaunchBone    = PRIMARY TurretMS
      WeaponLaunchBone    = SECONDARY WEAPONA
    End
    ConditionState        = REALLYDAMAGED 
      Model               = ww3vbhvm_tkd
      Turret              = TURRET
      WeaponFireFXBone    = PRIMARY TurretMS
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY TurretFX
      WeaponLaunchBone    = PRIMARY TurretMS
      WeaponLaunchBone    = SECONDARY WEAPONA
      ParticleSysBone     = Smoke01 SmokeFactionMedium
      ParticleSysBone     = Smoke02 SmokeFactionMedium
      ParticleSysBone     = Smoke03 SmokeFactionMedium
      ParticleSysBone     = Smoke04 SmokeFactionMedium
      ParticleSysBone     = Smoke05 SmokeFactionMedium
    End
  End

  ; ***DESIGN parameters ***
  Side             = UK
  EditorSorting    = SYSTEM
  TransportSlotCount = 1

  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY StormerTankGun
    PreferredAgainst    = PRIMARY VEHICLE STRUCTURE INFANTRY
    Weapon              = SECONDARY StormerToWMissileWeapon
    PreferredAgainst    = SECONDARY VEHICLE STRUCTURE INFANTRY
  End
  
  ArmorSet
    Conditions     = None
    Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
  End
  VisionRange     = 200

  ; *** AUDIO Parameters ***
  UnitSpecificSounds
    TurretMoveStart = NoSound
    TurretMoveLoop  = NoSound ;TurretMoveLoop
    VoiceRapidFire  = NoSound
  End

  ; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI

  Body            = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      ControlledWeaponSlots = PRIMARY SECONDARY
      TurretTurnRate      = 60   // turn rate, in degrees per sec
      TurretPitchRate     = 60
      AllowsPitch         = Yes
    End
    AutoAcquireEnemiesWhenIdle = Yes 
  End

  Behavior             = DestroyDie ModuleTag_04
    ;nothing
  End

  Geometry            = BOX
  GeometryMajorRadius = 8.0
  GeometryMinorRadius = 8.0
  GeometryHeight      = 9.0
  GeometryIsSmall     = No      
  Shadow              = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
End
Thank you.
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Old 12-26-2003, 06:24 PM   #2 (permalink)
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day 4...still not working...I'm pretty sure there is nothing wrong with this code and that the problem lies somewhere else....

Is there any way to debug or trace upgrade conflicts?
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Old 12-26-2003, 06:33 PM   #3 (permalink)
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Try opening WorldBuilder. It should tell you what the problem is....but then again, if the problem is somewhere like the CommandSet.ini, then WorldBuilder won't detect it, as I just found out (I had accidentally capitalised a letter in one of the object names )
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Old 12-26-2003, 08:41 PM   #4 (permalink)
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I know I'm not a programmer, Sy, but I can see you've refered to it as STROMER instead of STORMER a few times. That's in the Model code tho, so I'm not sure it should affect anything but the cosmetics.

Object UKStormerV2
; *** ART Parameters ***
SelectPortrait = UK_STROMER_TANK
ButtonImage = UK_STROMER_TANK

The V2 upgrade is the Tank Killer, right? The one you can't get working?
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Old 12-27-2003, 04:56 AM   #5 (permalink)
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I found out what the problem was....


It puzzled me that I fixed one of the upgrades without really changing any code...then it hit me....I moved an upgrade that was previously defined infront of these two....the top most upgrade is the one that worked.

So today I swapped the order in the file around and the other started to work.

I then moved both the upgrades up to the top of the file and everything works...however the upgrades at the bottom of the UPGRADE.INI file no longer work.

I can only conclude that there is a fixed limit on the number of upgrades the engine allows and that we have hit it.

Does anyone know if there is a way of increasing this limit?

61 seems to be the current limit...This is in the WW3:CTA mod and includes all the EA upgrades to, which will be removed when all our armies are complete...for now I will have to start removing EA sides.
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Old 12-29-2003, 05:35 PM   #6 (permalink)
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Isn't the limit 64 upgrades in generals and 128 in ZH?
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Old 12-29-2003, 06:19 PM   #7 (permalink)
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Either port your mod to Zero Hour (good idea), or combine similar upgrades from different factions into one upgrade (ok idea). You could also just remove some features (bad idea).
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Old 12-30-2003, 05:00 AM   #8 (permalink)
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One other thing you might do is make totally different units (dunno if there's a limit). I'm just trying to add input but...
technically the overlord could be 3 different units. It really makes no sense the way it is, as you can't tear the upgrade down once you've selected one.
-Syco
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Old 12-30-2003, 05:22 AM   #9 (permalink)
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Well since we are making a total conversion eventually we decided to kill off the GLA which has cured the problem for now...we will port to Zero Hour in the near future.

Although I don't understand why they have a fixed limit in either? Is the same true for objects?
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