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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Wierd game crash after adding in two new units

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-01-2004, 10:37 PM   #1 (permalink)
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Default Wierd game crash after adding in two new units

I got this error today.

Release Crash at Tue Jun 01 17:06:57 2004
; Reason Uncaught Exception during initialization.

It happened when I started up the game.

The code seems fine. I'm not sure what the problem is.... :/
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Old 06-01-2004, 11:02 PM   #2 (permalink)
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Run it through world builder, if it doesn't crash add your 2 models to the world builder map and see if its both or just one of them causing problems. Import the one causing an error into renx and look it over
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Old 06-01-2004, 11:16 PM   #3 (permalink)
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99% chance that is it a small stupid INI error (yea world builder should catch it and tell you in much better detail what is wrong)
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Old 06-02-2004, 07:57 AM   #4 (permalink)
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OK I checked with the World Builder and it told me that there was an Unknown Block in "ExperienceValue"

THe coding looked fine. What could this mean?
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Old 06-02-2004, 12:17 PM   #5 (permalink)
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Well, one of your units' ExperienceValue probably has a value that's not allowed. Maybe a non-numerical character, or possibly you included too many values, or not enough. You should have 4 integer numbers, separated by spaces.
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Old 06-02-2004, 06:10 PM   #6 (permalink)
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I'll try
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Old 06-02-2004, 06:24 PM   #7 (permalink)
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Here is the coding

The error log states line 18409

Object Chem_GLAVehicleBattleBus

; *** ART Parameters ***
SelectPortrait = UAN_BMP2
ButtonImage = UAN_BMP2

UpgradeCameo1 = Upgrade_GLAArmor
UpgradeCameo2 = Upgrade_GLAAPRockets
UpgradeCameo3 = Upgrade_GLAJunkRepair
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

ConditionState = NONE
Model = UVBMP2
Turret = Turret
WeaponFireFXBone = PRIMARY TURRETMS
WeaponMuzzleFlash = PRIMARY TURRETFX
WeaponLaunchBone = SECONDARY WEAPONB
WeaponMuzzleFlash = SECONDARY WEAPONB
End

ConditionState = REALLYDAMAGED
Model = UVBMP2_D
Turret = Turret
WeaponFireFXBone = PRIMARY TURRETMS
WeaponMuzzleFlash = PRIMARY TURRETFX
WeaponFireFXBone = SECONDARY WEAPONB
WeaponMuzzleFlash = SECONDARY WEAPONB
ParticleSysBone = Smoke01 DozerSmokeLight
ParticleSysBone = Smoke02 DozerSmokeLight
ParticleSysBone = Smoke03 DozerSmokeLight
ParticleSysBone = Smoke04 DozerSmokeLight
ParticleSysBone = Smoke05 DozerSmokeLight
End

ConditionState = OVER_WATER
Model = UVBMP2_W
Turret = Turret
WeaponFireFXBone = PRIMARY TURRETMS
WeaponMuzzleFlash = PRIMARY TURRETFX
WeaponLaunchBone = SECONDARY WEAPONB
WeaponMuzzleFlash = SECONDARY WEAPONB
ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = Mist02 AmphibMist
ParticleSysBone = Mist03 AmphibMistSide
ParticleSysBone = Mist04 AmphibMistSide
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = TreadFX02 AmphibWave
End
ConditionState = OVER_WATER REALLYDAMAGED
Model = UVBMP2_WD
Turret = Turret
WeaponFireFXBone = PRIMARY TURRETMS
WeaponMuzzleFlash = PRIMARY TURRETFX
WeaponLaunchBone = SECONDARY WEAPONB
WeaponMuzzleFlash = SECONDARY WEAPONB
ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = Mist02 AmphibMist
ParticleSysBone = Mist03 AmphibMistSide
ParticleSysBone = Mist04 AmphibMistSide
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = TreadFX02 AmphibWave
ParticleSysBone = Smoke01 DozerSmokeLight
ParticleSysBone = Smoke02 DozerSmokeLight
ParticleSysBone = Smoke03 DozerSmokeLight
ParticleSysBone = Smoke04 DozerSmokeLight
ParticleSysBone = Smoke05 DozerSmokeLight
End


TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
End

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

WeaponSet
Conditions = None
Weapon = PRIMARY BMPGun
Weapon = SECONDARY BMPMissileWeapon
End

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TruckDamageFX
End

BuildCost = 800
BuildTime = 15.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Chem_GLAArmsDealer
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 = AmericaVehicleHumveeCommandSet
End

; *** AUDIO Parameters ***
VoiceSelect = BattleBusVoiceSelect
VoiceMove = BattleBusVoiceMove
VoiceGuard = BattleBusVoiceMove
VoiceAttack = BattleBusVoiceAttack
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
VoiceCreate = BattleBusVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = HumveeVoiceCrush
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceUnload = BattleBusVoiceUnload
VoiceEnter = BattleBusVoiceMove
End

Behavior = AIUpdateInterface ModuleTag_02
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End

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

Body = ActiveBody ModuleTag_03
MaxHealth = 340.0
InitialHealth = 340.0
End
Behavior = TransportAIUpdate ModuleTag_04
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TroopCrawlerLocomotor

Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
End

Behavior = TransportContain ModuleTag_06
PassengersAllowedToFire = Yes
Slots = 5
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End

Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End

Behavior = DestroyDie ModuleTag_08
DeathTypes = NONE +CRUSHED +SPLATTED
End

Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

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

Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = FlammableUpdate ModuleTag_11
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = MaxHealthUpgrade ModuleTag_12
TriggeredBy = Upgrade_GLAArmor
AddMaxHealth = 80.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

Behavior = AutoHealBehavior ModuleTag_13
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End


Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End
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Old 06-02-2004, 07:11 PM   #8 (permalink)
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Line 18409... So which line is that in the code you posted?
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Old 06-02-2004, 10:40 PM   #9 (permalink)
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You should find it now. Its an caps

Object Chem_GLAVehicleBattleBus

; *** ART Parameters ***
SelectPortrait = UAN_BMP2
ButtonImage = UAN_BMP2

UpgradeCameo1 = Upgrade_GLAArmor
UpgradeCameo2 = Upgrade_GLAAPRockets
UpgradeCameo3 = Upgrade_GLAJunkRepair
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

ConditionState = NONE
Model = UVBMP2
Turret = Turret
WeaponFireFXBone = PRIMARY TURRETMS
WeaponMuzzleFlash = PRIMARY TURRETFX
WeaponLaunchBone = SECONDARY WEAPONB
WeaponMuzzleFlash = SECONDARY WEAPONB
End

ConditionState = REALLYDAMAGED
Model = UVBMP2_D
Turret = Turret
WeaponFireFXBone = PRIMARY TURRETMS
WeaponMuzzleFlash = PRIMARY TURRETFX
WeaponFireFXBone = SECONDARY WEAPONB
WeaponMuzzleFlash = SECONDARY WEAPONB
ParticleSysBone = Smoke01 DozerSmokeLight
ParticleSysBone = Smoke02 DozerSmokeLight
ParticleSysBone = Smoke03 DozerSmokeLight
ParticleSysBone = Smoke04 DozerSmokeLight
ParticleSysBone = Smoke05 DozerSmokeLight
End

ConditionState = OVER_WATER
Model = UVBMP2_W
Turret = Turret
WeaponFireFXBone = PRIMARY TURRETMS
WeaponMuzzleFlash = PRIMARY TURRETFX
WeaponLaunchBone = SECONDARY WEAPONB
WeaponMuzzleFlash = SECONDARY WEAPONB
ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = Mist02 AmphibMist
ParticleSysBone = Mist03 AmphibMistSide
ParticleSysBone = Mist04 AmphibMistSide
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = TreadFX02 AmphibWave
End
ConditionState = OVER_WATER REALLYDAMAGED
Model = UVBMP2_WD
Turret = Turret
WeaponFireFXBone = PRIMARY TURRETMS
WeaponMuzzleFlash = PRIMARY TURRETFX
WeaponLaunchBone = SECONDARY WEAPONB
WeaponMuzzleFlash = SECONDARY WEAPONB
ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = Mist02 AmphibMist
ParticleSysBone = Mist03 AmphibMistSide
ParticleSysBone = Mist04 AmphibMistSide
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = TreadFX02 AmphibWave
ParticleSysBone = Smoke01 DozerSmokeLight
ParticleSysBone = Smoke02 DozerSmokeLight
ParticleSysBone = Smoke03 DozerSmokeLight
ParticleSysBone = Smoke04 DozerSmokeLight
ParticleSysBone = Smoke05 DozerSmokeLight
End


TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
End

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

WeaponSet
Conditions = None
Weapon = PRIMARY BMPGun
Weapon = SECONDARY BMPMissileWeapon
End

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TruckDamageFX
End

BuildCost = 800
BuildTime = 15.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Chem_GLAArmsDealer
End

[ LINE 18409 DIRECTLY BELOW!! ]
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 = AmericaVehicleHumveeCommandSet
End

; *** AUDIO Parameters ***
VoiceSelect = BattleBusVoiceSelect
VoiceMove = BattleBusVoiceMove
VoiceGuard = BattleBusVoiceMove
VoiceAttack = BattleBusVoiceAttack
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
VoiceCreate = BattleBusVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = HumveeVoiceCrush
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceUnload = BattleBusVoiceUnload
VoiceEnter = BattleBusVoiceMove
End

Behavior = AIUpdateInterface ModuleTag_02
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End

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

Body = ActiveBody ModuleTag_03
MaxHealth = 340.0
InitialHealth = 340.0
End
Behavior = TransportAIUpdate ModuleTag_04
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TroopCrawlerLocomotor

Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
End

Behavior = TransportContain ModuleTag_06
PassengersAllowedToFire = Yes
Slots = 5
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End

Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End

Behavior = DestroyDie ModuleTag_08
DeathTypes = NONE +CRUSHED +SPLATTED
End

Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

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

Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = FlammableUpdate ModuleTag_11
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = MaxHealthUpgrade ModuleTag_12
TriggeredBy = Upgrade_GLAArmor
AddMaxHealth = 80.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

Behavior = AutoHealBehavior ModuleTag_13
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End


Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End
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Old 06-02-2004, 10:49 PM   #10 (permalink)
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Ok this is getting annoying. I fixed the code but and World Builder now doesn't have an error.

BUT THE GAME IS STILL HAVING A Reason Uncaught Exception during initialization. ERROR!!!
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