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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 02-07-2005, 10:25 AM   #1 (permalink)
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Default [FIXED]Superweapon problem

[EDIT]
I can get the plane to fly on the map now, but It won't drop any weapons, and when it does fly, only one plane flies on, not two like the first level should
[EDIT]

I'm having a pretty annoying superweapon problem. I made my own superweapon based on this one:
http://www.sleipnirstuff.com/forum/v...c.php?p=207101

Everything went fine and all when I just copied the code from Sleipnir and put in my inis, but when I tried it without making it seperate from the rest it stopped working. Everything gets past WB and the game doesn't crash, I can purchase the superweapon but when I try and order it, I get the correct radius cursor, but I can't order it because I also get the invalid cursor.

The problem's been bugging me for a long time and I just don't know the solution or the problem.

I think it lies in SpecialPower.ini with this line:
Enum = SPECIAL_A10_THUNDERBOLT_STRIKE
The problem Is I don't know what it means, but It may be the problem.

I think I can post just my code, the one on Sleipnir is fine.
Airplane code(it's the A10 code copied and a few details changed):
Code:
;------------------------------------------------------------------------------
Object USAircraftA1Skyraider

 ; *** ART Parameters ***
 SelectPortrait = USAircraftA1Skyraider
 ButtonImage    = USAircraftA1Skyraider

 Draw = W3DModelDraw ModuleTag_01

 OkToChangeModelColor = No

 ExtraPublicBone = WeaponA
; ExtraPublicBone = WeaponA02
; ExtraPublicBone = WeaponA03
; ExtraPublicBone = WeaponA04
; ExtraPublicBone = WeaponA05
; ExtraPublicBone = WeaponA06

 DefaultConditionState
 Model = us_air_a1sky
 Animation       = us_air_a1sky.us_air_a1sky
 AnimationMode   = LOOP
; WeaponMuzzleFlash = PRIMARY MuzzleFX01
 WeaponFireFXBone = PRIMARY WeaponA
 ParticleSysBone = Wingtip01 JetContrailThin
 ParticleSysBone = Wingtip02 JetContrailThin
 End

 ConditionState = REALLYDAMAGED
 Model = us_air_a1sky
 Animation       = us_air_a1sky.us_air_a1sky
 AnimationMode   = LOOP
 WeaponMuzzleFlash = PRIMARY MuzzleFX01
; WeaponFireFXBone = PRIMARY Muzzle01
 End
 AliasConditionState = RUBBLE

 ParticlesAttachedToAnimatedBones = Yes
 End

   ;***DESIGN parameters ***
   DisplayName = OBJECT:USAircraftA1Skyraider
   EditorSorting = VEHICLE
   Side = America
   TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
   VisionRange = 300.0
   ShroudClearingRange = 300

   Prerequisites
 ;  Object = AmericaAirfield
   End

   WeaponSet
   Conditions = None
   Weapon = PRIMARY MassiveNapalmBombWeapon
   End

   ArmorSet
   Conditions = None
   Armor = AirplaneArmor
   DamageFX = None
   End

;   ArmorSet
;   Conditions = PLAYER_UPGRADE
;   Armor = CountermeasuresAirplaneArmor
;   DamageFX = None
;   End

   CommandSet = Command_ScriptedTransportDrops

   ExperienceValue = 50 100 150 400 ;Experience point value at each level
   ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
   IsTrainable = Yes ;Can gain experience

   ; *** AUDIO Parameters ***
   SoundAmbient = A10ThunderboltAmbientLoop
   SoundAmbientRubble = NoSound
   UnitSpecificSounds
   SoundEject = PilotSoundEject
   VoiceEject = PilotVoiceEject
   StartDive = A10ThunderboltDive
   End

   ; *** ENGINEERING Parameters ***
   RadarPriority = UNIT
   KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE IGNORED_IN_GUI EMP_HARDENED
   Body = ActiveBody ModuleTag_02
   MaxHealth = 600.0
   InitialHealth = 600.0
   End

   ExperienceValue = 40 40 40 40 ; Experience point value at each level

  Behavior = JetSlowDeathBehavior ModuleTag_03
  DestructionDelay = 99999999 ; destruction will happen when we
  RollRate = 0.0
  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_JetDeathInitial
  OCLInitialDeath = None
  DelaySecondaryFromInitialDeath = 500 ; in milliseconds
  FXSecondary = FX_JetDeathSecondary
  OCLSecondary = None
  FXHitGround = FX_JetDeathHitGround
  OCLHitGround = OCL_A10DeathHitGround
  DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
  FXFinalBlowUp = FX_JetDeathFinalBlowUp
  OCLFinalBlowUp = OCL_A10DeathFinalBlowUp
  End

  Behavior = PhysicsBehavior ModuleTag_05
  Mass = 500.0
 End

 ;SCRIPTED SUPPORT: These special power is triggered directly
 ;from the transport without creating a transport. This is done
 ;via new code support and CreateLocation USE_OWNER_OBJECT --
 ;which also prevents creating the payload transport.
 Behavior = OCLSpecialPower ModuleTag_06

 SpecialPowerTemplate = SuperweaponA1SkyraiderStrike ;@@KRIS@@
 UpgradeOCL = SCIENCE_A1SkyraiderStrike3 SUPERWEAPON_A1SkyraiderStrike3
 UpgradeOCL = SCIENCE_A1SkyraiderStrike2 SUPERWEAPON_A1SkyraiderStrike2
 OCL = SUPERWEAPON_A1SkyraiderStrike1
 CreateLocation = USE_OWNER_OBJECT
; ScriptedSpecialPowerOnly = Yes
 End

  Behavior = DeliverPayloadAIUpdate ModuleTag_20
  DoorDelay = 500
  MaxAttempts = 4
  DropOffset = X:0 Y:0 Z:-10
  DropDelay = 300 ; time in between each item dropped (if more than one)
  PutInContainer = AmericaParachute
  DeliveryDistance = 150
  End

  Locomotor = SET_NORMAL A10ThunderboltLocomotor

  Behavior = TransportContain ModuleTag_30
  Slots = 100 ; hey, it's a BIG transport
  ScatterNearbyOnExit = No
  OrientLikeContainerOnExit = Yes
  KeepContainerVelocityOnExit = Yes
  ExitPitchRate = 30
  ExitBone = WeaponA
  AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE
  DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
  NumberOfExitPaths = 0
  DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill'
  End

;  Behavior = ArmorUpgrade ModuleTag_Armor01
;  TriggeredBy = Upgrade_AmericaCountermeasures
;  End

;  Behavior = CountermeasuresBehavior ModuleTag_10
;  TriggeredBy = Upgrade_AmericaCountermeasures
;  FlareTemplateName = CountermeasureFlare
;  FlareBoneBaseName = Flare  ; Name of the base flare bone (Flare01, Flare02, Flare03)
;  VolleySize = 3             ; Number of flares launched per volley (requires bones)
;  VolleyArcAngle = 90.0      ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
;  VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
;  DelayBetweenVolleys = 1000 ; Time between flare volleys
;  NumberOfVolleys = 3        ; Number of times the volleys will fire before reloading
;  ReloadTime = 0             ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
;  EvasionRate = 30%          ; With active flares, the specified percentage will be diverted.
;  ReactionLaunchLatency = 0  ; Reaction between getting shot at and the firing of the first volley of countermeasures.
;  MissileDecoyDelay = 200    ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
;  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

;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
;;;;;;;; End

  Geometry = Cylinder
  GeometryIsSmall = Yes
  GeometryMajorRadius = 10.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 10.0
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End
;-----------------------------------------------------------------------------------
SpecialPower code:
Code:
SpecialPower SuperweaponA1SkyraiderStrike
  Enum                = SPECIAL_A10_THUNDERBOLT_STRIKE
  ReloadTime          = 60000   ; in milliseconds
  RequiredScience     = SCIENCE_A1SkyraiderStrike1
  PublicTimer         = No
  SharedSyncedTimer   = Yes
  ViewObjectDuration  = 30000
  ViewObjectRange     = 250
  RadiusCursorRadius  = 75
  ShortcutPower       = Yes     ;Capable of being fired by the side-bar shortcut.
  AcademyClassify     = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
Science.ini code:
Code:
Science SCIENCE_A1SkyraiderStrike1
  PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = SCIENCE:USAA10Strike1
  Description = CONTROLBAR:ToolTipUSAScienceA10Strike
End

Science SCIENCE_A1SkyraiderStrike2
  PrerequisiteSciences = SCIENCE_A1SkyraiderStrike1 SCIENCE_Rank3
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = SCIENCE:USAA10Strike2
  Description = CONTROLBAR:ToolTipUSAScienceA10Strike
End

Science SCIENCE_A1SkyraiderStrike3
  PrerequisiteSciences = SCIENCE_A1SkyraiderStrike2 SCIENCE_Rank3
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = SCIENCE:USAA10Strike3
  Description = CONTROLBAR:ToolTipUSAScienceA10Strike
End
OCL.ini
Code:
ObjectCreationList SUPERWEAPON_A1SkyraiderStrike1
DeliverPayload
Transport = USAircraftA1Skyraider

FormationSize = 2
FormationSpacing = 45.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
Payload = MassiveNapalmBombWeapon
DeliveryDistance = 160
PreOpenDistance = 160
DeliveryDecalRadius = 170
DeliveryDecal
Texture = SCCFuelAirBomb_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = No
End
End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_A1SkyraiderStrike2
DeliverPayload
Transport = USAircraftA1Skyraider

FormationSize = 4
FormationSpacing = 45.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
Payload = MassiveNapalmBombWeapon
DeliveryDistance = 160
PreOpenDistance = 160
DeliveryDecalRadius = 170
DeliveryDecal
Texture = SCCFuelAirBomb_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = No
End
End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_A1SkyraiderStrike3
DeliverPayload
Transport = USAircraftA1Skyraider

FormationSize = 5
FormationSpacing = 45.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
Payload = MassiveNapalmBombWeapon
DeliveryDistance = 160
PreOpenDistance = 160
DeliveryDecalRadius = 170
DeliveryDecal
Texture = SCCFuelAirBomb_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = No
End
End
End
CommandButton.ini:
Code:
CommandButton Command_PurchaseScienceA1SkyraiderStrike1
  Command           = PURCHASE_SCIENCE
  Science           = SCIENCE_A1SkyraiderStrike1
  ButtonImage       = USAircraftA1Strike1
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
End

CommandButton Command_PurchaseScienceA1SkyraiderStrike2
  Command           = PURCHASE_SCIENCE
  Science           = SCIENCE_A1SkyraiderStrike2
  ButtonImage       = USAircraftA1Strike2
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
End

CommandButton Command_PurchaseScienceA1SkyraiderStrike3
  Command           = PURCHASE_SCIENCE
  Science           = SCIENCE_A1SkyraiderStrike3
  ButtonImage       = USAircraftA1Strike3
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
End





CommandButton Command_A1SkyraiderStrike
  Command           = SPECIAL_POWER
  SpecialPower      = SuperweaponA1SkyraiderStrike
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  Science           = SCIENCE_A1SkyraiderStrike1 SCIENCE_A1SkyraiderStrike2 SCIENCE_A1SkyraiderStrike3 ;These will cause the buttons to change icons, nothing more
  TextLabel         = CONTROLBAR:USA1SkyraiderNapalmStrike
  ButtonImage       = USAircraftA1Strike1
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:USTooltipA1SkyraiderStrike
  RadiusCursorType  = A10STRIKE
  InvalidCursorName     = GenericInvalid
End

CommandButton Command_A1SkyraiderStrikeFromShortcut
  Command           = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower      = SuperweaponA1SkyraiderStrike
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  Science           = SCIENCE_A1SkyraiderStrike1 SCIENCE_A1SkyraiderStrike2 SCIENCE_A1SkyraiderStrike3 ;These will cause the buttons to change icons, nothing more
  TextLabel         = GUI:USA1SkyraiderStrike
  ButtonImage       = USAircraftA1Strike1
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:USTooltipA1SkyraiderStrike
  RadiusCursorType  = A10STRIKE
  InvalidCursorName     = GenericInvalid
End
I think that's most of the code, I hope anybody can solve the problem.
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Old 02-07-2005, 02:39 PM   #2 (permalink)
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The problem lies somewhere in the either the command button, science or the specialpower... I'm suspecting it's the special power.
Try commenting out the SharedSyncedTimer = Yes.
But I'll work on the code for a week and get back to you.
It could be all the Ends that you have at the end of the OCLs, although I can't remember if you're suppose to have that many Ends...
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Old 02-07-2005, 08:12 PM   #3 (permalink)
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Try using a different Enum argument for your superweapon. Any of the unimplemented superweapons (such as that of the Napalm Strike) should have an acceptable Enum argument.

If that doesn't work, post the code for the Command Center.
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Old 02-08-2005, 12:14 AM   #4 (permalink)
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I suspect that the problem lies in specialpower.INI or maybe OCL.INI. I had a similar problem with the supeweapon ready and radius cursor good, but like you, I had an invalid cursor. My problem was that sneak attack tunnel can't be spawned again for some reason...or something...sorry...don't remember.
What I would do is get it to work again (even if it means starting fresh) and change things one by one to easily spot the problem.
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Old 02-08-2005, 04:56 AM   #5 (permalink)
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I already got it to work, for one part, just the problem is that only one plane comes onto the map and even that one won't drop the napalm.

And the problem was with the command center code, forgot to add it there.
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Old 02-12-2005, 04:57 AM   #6 (permalink)
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Bump.
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