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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
12-15-2004, 07:21 AM
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#1 (permalink)
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Member
Join Date: Nov 2004
Posts: 49
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But I saw it making!
Okay, so I add a couple of new aircraft. I got their W3Ds in the W3D folder, I got their tga's in the Texture folder, fire the game up, build the airfield, there's the two new images in the command bar, click on each of them once and their in the getting ready window, timer winds down and then their done. Hanger door opens and just about the time you're thinking, "Where's the aircraft?" , the game crashes back to the desktop and you get a serious error message, but the crash file doesn't point anywhere specific.
Any ideas?
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12-15-2004, 07:56 AM
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#2 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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I've had that before, it usually means there's a fundamental problem in the code of that particularly object. Worldbuilder might pick it up, otherwise it's just a case of working through the code to find the error.
Usually, unless you have a deep understanding of the object code, I would just start the unit from scratch.
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12-15-2004, 07:59 AM
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#3 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 734
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If the game crashes upon the creation of the game, then it is probably related to the locomotor or the object code itself.
As said above, WB might help you in this case.
If the gamecrashes at the splashscreens and it doesn't show up in WB, then it's probably a command/UI issue.
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12-15-2004, 08:02 AM
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#4 (permalink)
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Member
Join Date: Nov 2004
Posts: 49
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No, it crashes when the aircraft just made is suppose to be rolling out of the hanger
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12-15-2004, 08:27 AM
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#5 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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you should post your units code.I have a suspicion its an art code problem
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12-15-2004, 08:38 AM
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#6 (permalink)
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Member
Join Date: Nov 2004
Posts: 49
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Object AmericaJetTomcat
; *** ART Parameters ***
SelectPortrait = Tomcat_L
ButtonImage = Tomcat
UpgradeCameo1 = Upgrade_AmericaNapalmCanisters
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVTomcat
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
End
ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End
ConditionState = REALLYDAMAGED
Model = AVTomcat_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End
ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVTomcat_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = AVTomcat_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = RUBBLE
Model = AVTomcat_D1
HideSubObject = None
ShowSubObject = None
End
ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVTomcat_D1
;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Tomcat
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
Object = AmericaAirfield
End
WeaponSet
Conditions = None
Weapon = PRIMARY TomcatJetMissileWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY NapalmTomcatMissileWeapon
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
BuildCost = 1800
BuildTime = 20
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = AmericaJetRaptorCommandSet
; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 280.0
InitialHealth = 280.0
End
Behavior = WeaponSetUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaNapalmCanisters
End
Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End
Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End
Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL AuroraJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
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 = FireWeaponUpdate ModuleTag_23
Weapon = TomcatMissileJammer
ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long
End
Geometry = Box
Scale = 0.9
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.
End
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12-17-2004, 02:05 AM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Location: the Netherlands
Posts: 228
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could be the misslejammer weapon
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