As a way of introducing myself to ini editing in ZH, iwas making some rather simplistic(well..in comparison to the skilled people here ^_^ it's like greek to me, but im learning) additions. My biggest change I am making, is giving the Laser General rangers 'with frickin laser beams on their forehead'

hehe
Seriously though, I am swapping the ranger weapon with laser weapon. But I am running into a weird problem. the game isnt displaying any of my edits to the rangers 0_0 not even the cost or hp changes, nothing.
So what could I be doing wrong(Yes, i checked to see if the ini's were in the right place and if they were the up to date ini's. ^_^)
Here is my code
from the LaserGeneral.ini *design parameters portion. i can post the whole thing if need be)
Quote:
; ***DESIGN parameters ***
DisplayName = OBJECT:Ranger
Side = AmericaLaserGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY LaserRangerGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY LaserRangerGun
Weapon = SECONDARY RangerFlashBangGrenadeWeapon
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ChemSuitHumanArmor
DamageFX = None
End
VisionRange = 100
ShroudClearingRange = 400
Prerequisites
Object = Lazr_AmericaBarracks
End
BuildCost = 300
BuildTime = 6.0 ;in seconds
ExperienceValue = 30 50 80 100 ;Experience point value at each level
ExperienceRequired = 0 50 80 220 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = Lazr_AmericaInfantryRangerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = RangerVoiceSelect
VoiceMove = RangerVoiceMove
VoiceGuard = RangerVoiceMove
VoiceAttack = RangerVoiceAttack
VoiceFear = RangerVoiceFear
VoiceTaskComplete = RangerVoiceCaptureComplete
UnitSpecificSounds
VoiceEnter = RangerVoiceMove
VoiceEnterHostile = RangerVoiceMove
VoiceGarrison = RangerVoiceGarrison
VoiceCreate = RangerVoiceCreate
VoiceSubdue = RangerVoiceSubdue
VoiceClearBuilding = RangerVoiceClearBuilding
VoiceGetHealed = RangerVoiceMove
VoicePrimaryWeaponMode = RangerVoiceModeGun
VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang
End
UnitSpecificFX
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
CombatDropKillFX = FX_RangerCombatDropKill
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE
Behavior = CommandButtonHuntUpdate ModuleTag_02
End
Body = ActiveBody ModuleTag_03
MaxHealth = 250.0
InitialHealth = 250.0
End
Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End
Behavior = AIUpdateInterface ModuleTag_06
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_07
Mass = 5.0
End
Behavior = ProductionUpdate ModuleTag_08
; nothing
End
Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit.
End
Behavior = WeaponSetUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade
End
|
Weapon.ini
Quote:
Weapon LaserRangerGun
PrimaryDamage = 35.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = .5 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 150.0
MinTargetPitch = -45 ; we may not target anything outside of this pitch range
MaxTargetPitch = 45 ; ditto
DamageType = LASER
DeathType = LASERED
WeaponSpeed = 99999 ; dist/sec
LaserName = Lazr_RangerGun
LaserBoneName = Muzzle
FireFX = Lazr_WeaponFX_LaserCrusader
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 120 ; time between shots, msec
ClipSize = 5 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 600 ; how long to reload a Clip, msec
ProjectileCollidesWith = STRUCTURES WALLS
End
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Thanks in adavance for the help
-Raz