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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 01-01-2005, 06:41 AM   #1 (permalink)
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Join Date: Dec 2004
Posts: 3
Default Help with New General

Okay...so I'm trying to create a new General for personal use when my friends and I play Zero Hour over the LAN. It's a Chinese general that specialized in Air Force (basically the equivalent to Granger. Where Granger uses his air force to pummel his opponnet to oblivion, I use my airforce to support a small ground force in battle)

Anyway...I've edited pretty much just about everything about this general to my liking, while trying to keep it balanced. It uses Zero Hour Reborn's new fighters for China in it. I'm not going to release it onto the internet. It's for my personal use.

But anyway...I keep running into this problem where the game has problems parsing a particular line in my ChinaAirGeneral.ini file. It parses the entire file just fine, except for the 'Object CAir_ChinaCommandCenter' line, which is down near the very end of the file.

Here's that section of ChinaAirGeneral.ini (I cut out the some of the unimportant stuff for posting). If you could please take a look at it and tell me what's wrong (which I'm betting is a simple, stupid mistake on my part), I would love you forever. I thought I had this pretty much edited just fine. I've created CommandSets, edited PlayerFaction, and edited CommandButton. Maybe there's somewhere else I'm supposed to edit?

*is a n00b and knows it*

Code:
Object CAir_ChinaCommandCenter

  ; *** ART Parameters ***
  
  ; ------------ the main building itself -----------------
  SelectPortrait         = SNComCentr_L
  ButtonImage            = SNComCentr
  Draw                   = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    
    ; DAY ************************************
    DefaultConditionState
      Model              = NBConYardI
      Animation          = NBConYardI.NBConYardI
      AnimationMode      = LOOP    
    End
    ConditionState       = DAMAGED
      Model              = NBConYardI_D
      Animation          = NBConYardI_D.NBConYardI_D
      AnimationMode      = LOOP    
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire02 SmolderingFire
      ParticleSysBone    = Fire03 SmolderingFire
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
    End
    ConditionState       = REALLYDAMAGED RUBBLE
      Model              = NBConYardI_E
      Animation          = NBConYardI_E.NBConYardI_E
      AnimationMode      = LOOP
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire02 SmolderingFire
      ParticleSysBone    = Fire03 SmolderingFire
      ParticleSysBone    = Fire04 SmolderingFire
      ParticleSysBone    = Fire05 SmolderingFire
      ParticleSysBone    = Fire06 SmolderingFire
      ParticleSysBone    = Fire07 SmolderingFire
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
    End


    ;NIGHT ***********************************
    ConditionState       = NIGHT
      Model              = NBConYardI_N
      Animation          = NBConYardI_N.NBConYardI_N
      AnimationMode      = LOOP    
    End
    ConditionState       = DAMAGED NIGHT
      Model              = NBConYardI_DN
      Animation          = NBConYardI_DN.NBConYardI_DN
      AnimationMode      = LOOP    
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire02 SmolderingFire
      ParticleSysBone    = Fire03 SmolderingFire
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
    End
    ConditionState    = REALLYDAMAGED RUBBLE NIGHT
      Model           = NBConYardI_EN
      Animation       = NBConYardI_EN.NBConYardI_EN
      AnimationMode   = LOOP
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFire
      ParticleSysBone = Fire06 SmolderingFire
      ParticleSysBone = Fire07 SmolderingFire
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
    End

    
    ;SNOW *************************************
    ConditionState       = SNOW
      Model              = NBConYardI_S
      Animation          = NBConYardI_S.NBConYardI_S
      AnimationMode      = LOOP    
    End
    ConditionState       = DAMAGED SNOW
      Model              = NBConYardI_DS
      Animation          = NBConYardI_DS.NBConYardI_DS
      AnimationMode      = LOOP    
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire02 SmolderingFire
      ParticleSysBone    = Fire03 SmolderingFire
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
    End
    ConditionState       = REALLYDAMAGED RUBBLE SNOW
      Model              = NBConYardI_ES
      Animation          = NBConYardI_ES.NBConYardI_ES
      AnimationMode      = LOOP
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire02 SmolderingFire
      ParticleSysBone    = Fire03 SmolderingFire
      ParticleSysBone    = Fire04 SmolderingFire
      ParticleSysBone    = Fire05 SmolderingFire
      ParticleSysBone    = Fire06 SmolderingFire
      ParticleSysBone    = Fire07 SmolderingFire
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
    End

    ;NIGHT SNOW *****************************
    ConditionState       = NIGHT SNOW
      Model              = NBConYardI_NS
      Animation          = NBConYardI_NS.NBConYardI_NS
      AnimationMode      = LOOP    
    End
    ConditionState       = DAMAGED NIGHT SNOW
      Model              = NBConYardI_DNS
      Animation          = NBConYardI_DNS.NBConYardI_DNS
      AnimationMode      = LOOP    
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire02 SmolderingFire
      ParticleSysBone    = Fire03 SmolderingFire
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
    End
    ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
      Model           = NBConYardI_ENS
      Animation       = NBConYardI_ENS.NBConYardI_ENS
      AnimationMode   = LOOP
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFire
      ParticleSysBone = Fire06 SmolderingFire
      ParticleSysBone = Fire07 SmolderingFire
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
    End   
    
     
  ; Officers club flag
  Draw = W3DModelDraw ModuleTag_OfficersClub
    OkToChangeModelColor = No

    ConditionState       = NONE
      Model              = None
    End
    AliasConditionState  = DAMAGED
    AliasConditionState  = REALLYDAMAGED
    AliasConditionState  = RUBBLE
    AliasConditionState  = REALLYDAMAGED RUBBLE
    ConditionState       = PREORDER
      Model              = OCFlagCHA
      Animation          = OCFlagCHA.OCFlagCHA
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
;    ConditionState       = PREORDER DAMAGED
;      Model              = OCFlagCHA_D
;      Animation          = OCFlagCHA_D.OCFlagCHA_D
;      AnimationMode      = LOOP
;      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
;    End
;    ConditionState       = PREORDER REALLYDAMAGED
;      Model              = OCFlagCHA_E
;      Animation          = OCFlagCHA_E.OCFlagCHA_E
;      AnimationMode      = LOOP
;      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
;    End
  End

  PlacementViewAngle = -135

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:CommandCenter
  Side              = ChinaInfantryGeneral
  EditorSorting     = STRUCTURE
  BuildCost         = 2000
  BuildTime         = 45.0           ; in seconds
  EnergyProduction  = 0  ;Command center should be free
  CommandSet        = CAir_ChinaCommandCenterCommandSet
  VisionRange       = 300.0           ; Shroud clearing distance
  ShroudClearingRange = 300
  ArmorSet
    Conditions      = None
    Armor           = StructureArmorTough
    DamageFX        = StructureDamageFXNoShake
  End
  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

  ; *** AUDIO Parameters ***
  VoiceSelect       = CommandCenterChinaSelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority     = STRUCTURE
  KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY

  Body              = StructureBody ModuleTag_07
    MaxHealth       = 5000.0
    InitialHealth   = 5000.0

    ; 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 = 5200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End

  Behavior = PreorderCreate ModuleTag_PreorderCreate
  End

  Behavior = ProductionUpdate ModuleTag_08
    NumDoorAnimations            = 1
    DoorOpeningTime              = 3000  ;in mSeconds
    DoorWaitOpenTime             = 3000  ;in mSeconds
    DoorCloseTime                = 3000  ;in mSeconds
    ConstructionCompleteDuration = 1500  ;in mSeconds
  End
  Behavior = DefaultProductionExitUpdate ModuleTag_09
    UnitCreatePoint   = X:-18.0  Y: 40.0   Z:0.0
    NaturalRallyPoint = X: 60.0  Y: 40.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  End
  Behavior = RadarUpdate ModuleTag_10
    RadarExtendTime   = 4000     ;in mSeconds
  End

  Behavior             = DestroyDie ModuleTag_11
    ;nothing
  End
  Behavior             = CreateObjectDie ModuleTag_12
    CreationList  = OCL_LargeStructureDebris
  End
  Behavior             = FXListDie ModuleTag_13
    DeathFX       = FX_CommandCenterDeathInfantryGen;FX_StructureMediumDeath
  End

  Behavior         = RadarUpgrade ModuleTag_14
    TriggeredBy   = Upgrade_ChinaRadar
  End

  Behavior = GenerateMinefieldBehavior     ModuleTag_15
    TriggeredBy           = Upgrade_ChinaMines
    MineName              = ChinaStandardMine
    SmartBorder           = Yes
    AlwaysCircular        = Yes

    Upgradable            = Yes
    UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
    UpgradedMineName      = ChinaEMPMine
  End

  Behavior           = OCLSpecialPower ModuleTag_16
    SpecialPowerTemplate = SuperweaponNapalmStrike
    OCL                  = SUPERWEAPON_NapalmStrike
  End

  Behavior           = OCLSpecialPower ModuleTag_17
    SpecialPowerTemplate = SuperweaponArtilleryBarrage
    UpgradeOCL           = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
    UpgradeOCL           = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
    OCL                  = SUPERWEAPON_ArtilleryBarrage1
    CreateLocation       = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
  End

  Behavior           = OCLSpecialPower ModuleTag_18
    SpecialPowerTemplate = SuperweaponClusterMines
    OCL                  = SUPERWEAPON_ClusterMines
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End

  Behavior           = OCLSpecialPower ModuleTag_19
    SpecialPowerTemplate = SuperweaponEMPPulse
    OCL                  = SUPERWEAPON_EMPPulse
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End

  Behavior           = CashHackSpecialPower ModuleTag_20
    SpecialPowerTemplate = SuperweaponCashHack
    UpgradeMoneyAmount   = SCIENCE_CashHack3 4000
    UpgradeMoneyAmount   = SCIENCE_CashHack2 2000
    MoneyAmount          = 1000  ; amount of money to steal
  End
  Behavior           = OCLSpecialPower ModuleTag_21
    SpecialPowerTemplate = SuperweaponEmergencyRepair
    UpgradeOCL           = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
    UpgradeOCL           = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
    OCL                  = SUPERWEAPON_RepairVehicles1
    CreateLocation       = CREATE_AT_LOCATION
  End
  Behavior           = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05
    SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb
    OCL                  = SUPERWEAPON_ChinaCarpetBomb
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End 

  Behavior = FlammableUpdate ModuleTag_23
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_24
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Behavior = CommandSetUpgrade ModuleTag_25
    CommandSet = CAir_ChinaCommandCenterCommandSetUpgrade
    TriggeredBy = Upgrade_ChinaMines
  End
  Behavior = ArmorUpgrade ModuleTag_26
    TriggeredBy = Upgrade_ChinaEMPMines
  End

  Behavior           = OCLSpecialPower ModuleTag_27
    SpecialPowerTemplate = CAir_SuperweaponInfantryParadrop
    UpgradeOCL           = CAir_SCIENCE_InfantryParadrop3 CAir_SUPERWEAPON_Paradrop3
    UpgradeOCL           = CAir_SCIENCE_InfantryParadrop2 CAir_SUPERWEAPON_Paradrop2
    OCL                  = CAir_SUPERWEAPON_Paradrop1
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
    OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
  End 

  Behavior = GrantUpgradeCreate ModuleTag_28
    UpgradeToGrant           = Upgrade_Nationalism
    ExemptStatus      = UNDER_CONSTRUCTION
  End

  Behavior           = OCLSpecialPower ModuleTag_29
    SpecialPowerTemplate = Early_SuperweaponFrenzy
    UpgradeOCL           = Early_SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3
    UpgradeOCL           = Early_SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2
    OCL                  = SUPERWEAPON_Frenzy1
    CreateLocation       = CREATE_AT_LOCATION
  End

  Behavior           = OCLSpecialPower ModuleTag_30
    SpecialPowerTemplate = SuperweaponNapalmStrike
    OCL                  = SUPERWEAPON_NapalmStrike
  End
 
  Geometry            = BOX
  FactoryExitWidth    = 25
  GeometryMajorRadius = 60.0
  GeometryMinorRadius = 63.0
  GeometryHeight      = 36.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME
  BuildCompletion     = PLACED_BY_PLAYER

End
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Old 01-01-2005, 09:22 AM   #2 (permalink)
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Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Most important trick when fighting bugs/errors: Run ZH's world builder. Where the game just says there IS an error (and occasionally says where it is), WB will almost ALWAYS say where the error is, and even some hints on how to fix it.
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Old 01-01-2005, 09:47 AM   #3 (permalink)
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If WB can't find it, its usually commandset or commandbutton.
If the game boots but crashes on a particular unit, its usually that units anims or art.
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