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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 03-04-2004, 11:06 PM   #1 (permalink)
Junior Member
 
Join Date: Feb 2004
Posts: 28
Default AARGH!! Why won't this work?

I am new to editing zero hour and am currently experimenting with INI editing but have come up against a brick wall...

This is what i believe to be all the relevent code needed to make this anthrax bomb upgrade for the gla quad cannon however, i cannot make the bomb work.

As you can see I made a radar upgrade that works, so why won't my bomb??


Any help you can give will be much appreciated,


Thankyou in advance.


Commandset.ini
;------------------------------------------------------------------------------


CommandSet GLAVehicleQuadCannon
1 = Command_RadarVanScan
3 = Command_AnthraxBomb1
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End



commandbutton.ini
;------------------------------------------------------------------------------


CommandButton Command_AnthraxBomb1
Command = SPECIAL_POWER
SpecialPower = SuperweaponAnthraxBomb
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:AnthraxBomb
ButtonImage = SSAnthraxBomb
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireAnthraxBomb
RadiusCursorType = ANTHRAXBOMB
End

SpecialPower.ini
;------------------------------------------------------------------------------


SpecialPower SuperweaponAnthraxBomb1
Enum = SPECIAL_ANTHRAX_BOMB
ReloadTime = 360000 ; in millisecons. min is 2x door/open close time!
RequiredScience = NONE
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 200
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End



GLAvehicle.ini
;------------------------------------------------------------------------------


Object GLAVehicleQuadCannon

; *** ART Parameters ***
SelectPortrait = SUQuadCannon_L
ButtonImage = SUQuadCannon

UpgradeCameo1 = Upgrade_GLAAPBullets
UpgradeCameo2 = Upgrade_GLAJunkRepair
;UpgradeCameo3 = XXX
;UpgradeCameo4 = XXX
;UpgradeCameo5 = XXX

Draw = W3DTankTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

ConditionState = NONE
Model = UVQuadCann
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY BarrelMS
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponRecoilBone = PRIMARY Barrel
WeaponFireFXBone = SECONDARY BarrelMS
WeaponMuzzleFlash = SECONDARY BarrelFX
WeaponRecoilBone = SECONDARY Barrel
ShowSubObject = TURRET
HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash
End

ConditionState = REALLYDAMAGED
Model = UVQuadCann_D
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY BarrelMS
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponRecoilBone = PRIMARY Barrel
WeaponFireFXBone = SECONDARY BarrelMS
WeaponMuzzleFlash = SECONDARY BarrelFX
WeaponRecoilBone = SECONDARY Barrel
ShowSubObject = TURRET
HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04
End

ConditionState = RUBBLE
Model = UVQuadCann_D
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY BarrelMS
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponRecoilBone = PRIMARY Barrel
WeaponFireFXBone = SECONDARY BarrelMS
WeaponMuzzleFlash = SECONDARY BarrelFX
WeaponRecoilBone = SECONDARY Barrel
ShowSubObject = TURRET
HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04
End

ConditionState = WEAPONSET_CRATEUPGRADE_ONE
Model = UVQuadCann
Turret = TURRETUP01
TurretPitch = TURRETEL01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponFireFXBone = SECONDARY BarrelUp01MS
WeaponMuzzleFlash = SECONDARY BarrelUp01FX
WeaponRecoilBone = SECONDARY BarrelUp01
ShowSubObject = TURRETUP01
HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04
End

ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
Model = UVQuadCann
Turret = TURRETUP01
TurretPitch = TURRETEL01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponFireFXBone = SECONDARY BarrelUp01MS
WeaponMuzzleFlash = SECONDARY BarrelUp01FX
WeaponRecoilBone = SECONDARY BarrelUp01
ShowSubObject = TURRETUP01
HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04
End

ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE
Model = UVQuadCann
Turret = TURRETUP01
TurretPitch = TURRETEL01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponFireFXBone = SECONDARY BarrelUp01MS
WeaponMuzzleFlash = SECONDARY BarrelUp01FX
WeaponRecoilBone = SECONDARY BarrelUp01
ShowSubObject = TURRETUP01
HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04
End

ConditionState = WEAPONSET_CRATEUPGRADE_TWO
Model = UVQuadCann
Turret = TURRETUP02
TurretPitch = TURRETEL02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponFireFXBone = SECONDARY BarrelUp02MS
WeaponMuzzleFlash = SECONDARY BarrelUp02FX
WeaponRecoilBone = SECONDARY BarrelUp02
ShowSubObject = TURRETUP02
HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04
End

ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED
Model = UVQuadCann_D
Turret = TURRETUP02
TurretPitch = TURRETEL02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponFireFXBone = SECONDARY BarrelUp02MS
WeaponMuzzleFlash = SECONDARY BarrelUp02FX
WeaponRecoilBone = SECONDARY BarrelUp02
ShowSubObject = TURRETUP02
HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04
End

ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE
Model = UVQuadCann_D
Turret = TURRETUP02
TurretPitch = TURRETEL02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponFireFXBone = SECONDARY BarrelUp02MS
WeaponMuzzleFlash = SECONDARY BarrelUp02FX
WeaponRecoilBone = SECONDARY BarrelUp02
ShowSubObject = TURRETUP02
HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04
End

TrackMarks = EXTnkTrack.tga

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.

Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray

; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0 ; This unit doesn't powerslide.
End

; ***DESIGN parameters ***
DisplayName = OBJECT:QuadCannon
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY QuadCannonGun
Weapon = SECONDARY QuadCannonGunAir
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY QuadCannonGunUpgradeOne
Weapon = SECONDARY QuadCannonGunUpgradeOneAir
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY QuadCannonGunUpgradeTwo
Weapon = SECONDARY QuadCannonGunUpgradeTwoAir
End
ArmorSet
Conditions = None
Armor = HumveeArmor
DamageFX = TankDamageFX
End
BuildCost = 700
BuildTime = 6.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = GLAArmsDealer
End

CommandSet = GLAVehicleQuadCannon

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

; *** AUDIO Parameters ***
VoiceSelect = QuadCannonVoiceSelect
VoiceMove = QuadCannonVoiceMove
VoiceAttack = QuadCannonVoiceAttack
VoiceAttackAir = QuadCannonVoiceAttackAir
SoundMoveStart = QuadCannonMoveStart
SoundMoveStartDamaged = QuadCannonMoveStart
VoiceGuard = QuadCannonVoiceMove
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = QuadCannonVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
; Required for the W3DTruckDraw module
TruckLandingSound = NoSound
TruckPowerslideSound = NoSound
VoiceSalvage = QuadCannonVoiceSalvage
VoiceCrush = QuadCannonVoiceCrush
VoiceEnter = QuadCannonVoiceMove
End


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

Body = ActiveBody ModuleTag_02
MaxHealth = 300.0
InitialHealth = 300.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 440
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 360
TurretPitchRate = 360
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes Stealthed
MoodAttackCheckRate = 250
End

Locomotor = SET_NORMAL QuadCannonLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 40.0
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 411
DestructionDelay = 150
DestructionDelayVariance = 250
OCL = FINAL OCL_QuadCannonDeathEffect
FX = FINAL FX_BattleMasterExplosionOneFinal
End

Behavior = AutoHealBehavior ModuleTag_06
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End




Behavior = OCLSpecialPower ModuleTag_07
SpecialPowerTemplate = SpecialPowerRadarVanScan
OCL = SUPERWEAPON_RadarVanScan
CreateLocation = CREATE_AT_LOCATION
StartsPaused = No
End


Behavior = OCLSpecialPower ModuleTag_14
SpecialPowerTemplate = SuperweaponAnthraxBomb
OCL = SUPERWEAPON_AnthraxBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End





Behavior = FlammableUpdate ModuleTag_08
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_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End


; A crushing defeat
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateCrateDie ModuleTag_11
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = WeaponBonusUpgrade ModuleTag_12
TriggeredBy = Upgrade_GLAAPBullets
End

Behavior = DestroyDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
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



Thanks again.
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Old 03-05-2004, 01:53 AM   #2 (permalink)
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Join Date: Dec 2003
Posts: 217
Default

Try looking at RelaseCrashInfo.txt to find where you went wrong. Also, running worldbuilder is a useful tool for debugging
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Old 03-05-2004, 06:33 AM   #3 (permalink)
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Join Date: Jan 2004
Location: Melb, Australia
Posts: 7
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remove RequiredScience = NONE from specialpower.ini that should stop it from crashing also to make the quad correctly use the bomb just add 1 or something to the special power
SuperweaponAnthraxBomb1 for example
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