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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 08-09-2004, 06:51 PM   #11 (permalink)
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Thx guys
ill try it out
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Old 08-09-2004, 07:13 PM   #12 (permalink)
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heres my problem, i get an error that points to the dozer, the module tags were empty so i moved each tag ddown, still wit the error. No clue whats wrong, heres the code,

;China Construction Dozer
Object ChinaVehicleDozer

; *** ART Parameters ***
SelectPortrait = SNDozer_L
ButtonImage = SNDozer

;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01

OkToChangeModelColor = Yes

DefaultConditionState
Model = NVCONSTDOZ_A
ParticleSysBone = EXHAUST01 DozerSmokeLight
End
ConditionState = MOVING
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
End
ConditionState = FIRING_A MOVING PREATTACK_A
Model = NVCONSTDOZ_A
Animation = NVCONSTDOZ_A.NVCONSTDOZ_A
AnimationMode = ONCE
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
ParticleSysBone = DIRTFX01 DozerDirtFall
End
AliasConditionState = ATTACKING FIRING_A MOVING

ConditionState = REALLYDAMAGED RUBBLE
Model = NVCONSTDOZ_AD
End
ConditionState = MOVING REALLYDAMAGED RUBBLE
Model = NVCONSTDOZ_AD
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
End
ConditionState = FIRING_A MOVING PREATTACK_A REALLYDAMAGED RUBBLE
Model = NVCONSTDOZ_AD
Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD
AnimationMode = ONCE
ParticleSysBone = EXHAUST01 DozerSmokeHeavy
ParticleSysBone = DIRTFX01 DozerDirtFall
End
AliasConditionState = ATTACKING FIRING_A MOVING REALLYDAMAGED RUBBLE

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

; ***DESIGN parameters ***
DisplayName = OBJECTozer
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1000
BuildTime = 5.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300

WeaponSet
Conditions = None
Weapon = PRIMARY None
End
WeaponSet
Conditions = MINE_CLEARING_DETAIL
Weapon = PRIMARY DozerMineDisarmingWeapon
End

ArmorSet
Conditions = None
Armor = DozerArmor ;Special Explosion-Proof Armor
DamageFX = TankDamageFX
End
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 = ChinaDozerCommandSet

; *** AUDIO Parameters ***
VoiceSelect = DozerChinaVoiceSelect
VoiceMove = DozerChinaVoiceMove
VoiceEnter = DozerChinaVoiceMove
VoiceTaskComplete = DozerChinaVoiceBuildComplete
SoundMoveStart = DozerChinaMoveStart
SoundMoveStartDamaged = DozerChinaMoveStart

UnitSpecificSounds
VoiceCreate = DozerChinaVoiceCreate
VoiceCrush = DozerChinaVoiceCrush
VoiceNoBuild = DozerChinaVoiceBuildNot
VoiceRepair = DozerChinaVoiceRepair
VoiceDisarm = DozerChinaVoiceClearMine
VoiceEnter = DozerChinaVoiceMove
VoiceBuildResponse = DozerChinaVoiceBuild
End



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

Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0
End
Behavior = DozerAIUpdate ModuleTag_03
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
; the only "enemies" that workers can acquire are mines, to be disarmed...
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL ChinaVehicleDozerLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End

Behavior = StealthDetectorUpdate ModuleTag_05
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things
End

Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 100
DestructionDelay = 1500
DestructionDelayVariance = 600
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_ChinaDozerExplode
FX = FINAL FX_BattleMasterExplosionOneFinal
End

Behavior = CreateCrateDie ModuleTag_09
CrateData = SalvageCrateData
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

Behavior = FXListDie ModuleTag_22
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = DestroyDie ModuleTag_23
DeathTypes = NONE +CRUSHED +SPLATTED
End

Behavior = CommandSetUpgrade ModuleTag_24
TriggeredBy = Upgrade_BuildingsCommandSet
RemovesUpgrades = Upgrade_SecondCommandSet
CommandSet = ChinaDozerCommandSet
End

Behavior = CommandSetUpgrade ModuleTag_25
TriggeredBy = Upgrade_SecondCommandSet
RemovesUpgrades = Upgrade_BuildingsCommandSet
CommandSet = ChinaDozerSecondCommandSet
End

Behavior = ProductionUpdate ModuleTag_26
MaxQueueEntries = 1; For the command set switching upgrade
End

Geometry = BOX
GeometryMajorRadius = 17.0;new radius to align mine sweeping position
;GeometryMajorRadius = 21.0;old radius
GeometryMinorRadius = 10.0
GeometryHeight = 15.0
GeometryIsSmall = NO
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End
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Old 08-10-2004, 04:54 PM   #13 (permalink)
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tiral and error

take the original china dozer ini and add and change infomation little by little with testing in between, thats how i solve those in-depth probs
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Old 08-18-2004, 09:13 AM   #14 (permalink)
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i found the problem...Removeupgrade is not a moudule in gen.

I need to use upgradedie... any ideas...
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Old 08-18-2004, 12:41 PM   #15 (permalink)
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Location: Eindhoven, Netherlands
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Make an upgrade that triggers a CommandSetUpgrade and at the same time triggers creation of a drone-like object. That object dies immediately, and removes the upgrade with UpgradeDie. But the CommandSet won't change back. It will only change back when you buy a different upgrade, which should work exactly like the first one (but it has a different name and creates a different drone).
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Old 08-18-2004, 02:59 PM   #16 (permalink)
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ill pay 500 Credits for someone just to set one up in generals...This is pissin me off.
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