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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » w888 to to inextricability problem(China pascal pull fourth

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

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Old 07-06-2004, 06:21 AM   #1 (permalink)
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Join Date: Jul 2004
Location: China
Posts: 184
Default w888 to to inextricability problem(China pascal pull fourth

w888 to to inextricability problem(China pascal pull fourth tank weapon problem)???? on

China pascal pull fourth tank code on:
;------------------------------------------------------------------------------
Object ChinaTankPaladinII

; *** ART Parameters ***
SelectPortrait = T69
ButtonImage = T69

UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_Nationalism
UpgradeCameo3 = Upgrade_ChinaUraniumShells
UpgradeCameo4 = Upgrade_AmericaCompositeArmor
UpgradeCameo5 = Upgrade_ChinaNuclearTanks

Draw = W3DTankDraw ModuleTag_01

ExtraPublicBone = Laser

ConditionState = NONE
Model = AvpldS
Turret = Turret01
Turret = Turret02
WeaponFireFXBone = PRIMARY TurretMS01
WeaponFireFXBone = SECONDARY TurretMS02
WeaponRecoilBone = PRIMARY Barrel01
WeaponRecoilBone = SECONDARY Barrel02
WeaponMuzzleFlash = PRIMARY TurretFX01
WeaponMuzzleFlash = SECONDARY TurretFX02
WeaponLaunchBone = PRIMARY TurretMS01
WeaponLaunchBone = PRIMARY TurretMS02
End

ConditionState = REALLYDAMAGED
Model = AvPldS_D
Turret = Turret01
Turret = Turret02
WeaponFireFXBone = PRIMARY TurretMS01
WeaponFireFXBone = SECONDARY TurretMS02
WeaponRecoilBone = PRIMARY Barrel01
WeaponRecoilBone = SECONDARY Barrel02
WeaponMuzzleFlash = PRIMARY TurretFX01
WeaponMuzzleFlash = SECONDARY TurretFX02
WeaponLaunchBone = PRIMARY TurretMS01
WeaponLaunchBone = SECONDARY TurretMS02
End

ConditionState = RUBBLE
Model = AvPldS_D
Turret = Turret01
Turret = Turret02
WeaponFireFXBone = PRIMARY TurretMS01
WeaponFireFXBone = SECONDARY TurretMS02
WeaponRecoilBone = PRIMARY Barrel01
WeaponRecoilBone = SECONDARY Barrel02
WeaponMuzzleFlash = PRIMARY TurretFX01
WeaponMuzzleFlash = SECONDARY TurretFX02
WeaponLaunchBone = PRIMARY TurretMS01
WeaponLaunchBone = SECONDARY TurretMS02
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.
OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:PaladinII
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY KingPaladinTankGunOne
Weapon = SECONDARY KingPaladinTankGunTwo
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = UpgradedTankArmor
; DamageFX = TankDamageFX
;End
BuildCost = 480
BuildTime = 2 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = ChinaWarFactory
End

ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;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 = ChinaTankPaladinIICommandSet

; *** AUDIO Parameters ***
VoiceSelect = PaladinTankVoiceSelect
VoiceMove = PaladinTankVoiceMove
VoiceGuard = PaladinTankVoiceMove
VoiceAttack = PaladinTankVoiceAttack
SoundMoveStart = PaladinTankMoveStart
SoundMoveStartDamaged = PaladinTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = PaladinTankVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = PaladinTankVoiceCrush
VoiceEnter = PaladinTankVoiceMove
End

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

Body = ActiveBody ModuleTag_02
MaxHealth = 7500.0
InitialHealth = 7500.0

; 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 = 1000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180 ;60 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
;AltTurret
; TurretTurnRate = 9000;
; ControlledWeaponSlots = SECONDARY
;End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CrusaderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_PaladinTankDeathEffect
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_PaladinTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End

Behavior = PointDefenseLaserUpdate ModuleTag_07
WeaponTemplate = PaladinPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
SecondaryTargetTypes = INFANTRY
ScanRate = 500
ScanRange = 120.0
PredictTargetVelocityFactor = 3.0
End

Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
DeathWeapon = NuclearTankDeathWeapon
StartsActive = No ; turned on by upgrade
TriggeredBy = Upgrade_ChinaNuclearTanks
End
Behavior = LocomotorSetUpgrade ModuleTag_11
TriggeredBy = Upgrade_ChinaNuclearTanks
End

Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = DestroyDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = CreateCrateDie ModuleTag_16
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = MaxHealthUpgrade ModuleTag_18
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 9000.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
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 = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

Weapon.ini:
;----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Weapon KingPaladinTankGunOne
PrimaryDamage = 320.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 4000.0
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
LaserName = AvengerTargetingLaserBeam
LaserBoneName = Muzzle01
FireFX = WeaponFX_AvengerTargetDesignator
FireSound = LaserCrusaderWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 3 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 700 ; how long to reload a Clip, msec
;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200%
;WeaponBonus = DRONE_SPOTTING RANGE 200%
;WeaponBonus = DRONE_SPOTTING DAMAGE 200%
End
;----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Weapon KingPaladinTankGunTwo
PrimaryDamage = 320.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 4000.0
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
LaserName = AvengerTargetingLaserBeam
LaserBoneName = Muzzle02
FireFX = WeaponFX_AvengerTargetDesignator
FireSound = LaserCrusaderWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 3 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 700 ; how long to reload a Clip, msec
;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200%
;WeaponBonus = DRONE_SPOTTING RANGE 200%
;WeaponBonus = DRONE_SPOTTING DAMAGE 200%
End
;------------------------------------------------------------------------------
Weapon PaladinPointDefenseLaser
PrimaryDamage = 200.0
PrimaryDamageRadius = 0.0
AttackRange = 65.0
DamageType = LASER
DeathType = LASERED
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AcceptableAimDelta = 180 ; Don't need to turn at all.
AntiSmallMissile = Yes
AntiProjectile = No
LaserName = PointDefenseLaserBeam
LaserBoneName = LASER
FireFX = WeaponFX_PaladinPointDefenseLaser
End
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Old 07-06-2004, 06:27 AM   #2 (permalink)
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???? is right. I dont see a discription of a problem, could describe th eproblem better.
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Old 07-06-2004, 06:33 AM   #3 (permalink)
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Release Crash at Tue Jul 06 18:33:01 2004
; Reason Uncaught Exception during initialization.

Last error:


Current stack:
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Old 07-06-2004, 06:39 AM   #4 (permalink)
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An explanation of the problem would help don't you think? :wtf:
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Old 07-06-2004, 06:44 AM   #5 (permalink)
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pestilence ask assist w888 set China pascal pull fourth tank weapon problem on at rest in to????
:dead: :dead: :dead:
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Old 07-06-2004, 07:30 AM   #6 (permalink)
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ASSERTTON FAILURE: Weapon "PaladinPointDefenseLaser" already exists,but OVERRIDE not
specified
Abort->exception: Retry->debugger: Ignore->continue

ASSERTTON FAILURE: [LINE:8742 -FILE:"Data\INI\Weapon.ini"] Unknown block"PrimaryDamage"
Abort->exception: Retry->debugger: Ignore->continue

Microsoft Visual C++ Runtime Library
Runtime Error!
Prorgram:....es\Command & Conquer Generals Zero Hour\worldbuilder.exe
abnormal program termination
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Old 07-06-2004, 08:07 AM   #7 (permalink)
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thats a start, but a description of what you changed in the game, i.e. creating a new unit, creating a new weapon for an existing unit, what are you modifying in the game before these errors started showing?
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Old 07-06-2004, 08:21 AM   #8 (permalink)
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I do not think he is good with english buddy.
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Old 07-06-2004, 02:05 PM   #9 (permalink)
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/\ /\

Understatement of the year
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Old 07-06-2004, 05:54 PM   #10 (permalink)
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Looks to me like there are 2 entries called PaladinPointDefenseLaser in weapon.ini

Just noticed something else too. In the ConditionStates the PRIMARY weapon fires out of both turrets. Need to have 2 weapons to use 2 turrets.
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