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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 04-15-2005, 02:32 PM   #1 (permalink)
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Join Date: Mar 2005
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Posts: 45
Default Working with objects.ini !!

I had managed to live a good wholesome 17 years without thinking of suicide.... but since i meet objects.ini im having doubts.

All i want to know is what needs to goin for a basic building for example a pillbox.

Things i (think i) know are needed :~

Art Peramiters - button images and condition states

Design Peramiters - Cost, Armour, Vision and stuff

Audio Peramiters - "cheak out our new TOW missiles" and stuff

Engineering Peramiters - HP and Behaviors like stelth, detect stealth, mines etc...

Things i dont know :~

Why and where End goes... like four spaces in at the end of some bits of code... but i always get errors with End

Do i need asmany models as EA made? like... normal, snow, night, night snow, damaged, damaged night, damaged snow, damaged night snow and rubble?

Why i cant just type "shoot damn you shoot!" after all its only a bloody pillbox.

------------------------------------
I want to live to 18... please help me... please
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Old 04-15-2005, 02:36 PM   #2 (permalink)
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The easiest way to use new buildings is to take existing ones. So, if you want a pillbox, a good idea is to take the BattleBunker as a start.
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Old 04-15-2005, 03:21 PM   #3 (permalink)
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Yea i already knew that but you still need to chop and change the code alot and i always seem to get stupid errors like this:


hear what i got in the way of pillbox code...
Code:
;------------------------------------------------------------------------------
Object NewRegimePillBox

  ; *** ART Parameters ***
  SelectPortrait         = SNBunker_L
  ButtonImage            = SNBunker
  Draw                   = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
   
   
    ;day
    ConditionState       = NONE
      Model              = NRPillbox
      WeaponFireFXBone    = PRIMARY WEAPON01
      WeaponMuzzleFlash   = PRIMARY BARRELFX01
      WeaponMuzzleFlash   = SECONDARY BARRELFX02
    End
    ConditionState       = DAMAGED
      Model              = NRPillbox
        ParticleSysBone      = Fire01  SmolderingFire
        ParticleSysBone      = Smoke01 SmolderingSmoke
        ParticleSysBone      = Fire01  SmolderingFlameCore
        ParticleSysBone      = Fire02  SmolderingFire
        ParticleSysBone      = Smoke02 SmolderingSmoke
        ParticleSysBone      = Fire02  SmolderingFlameCore
    End
    ConditionState       = REALLYDAMAGED RUBBLE
      Model              = NBBunker_E
      ParticleSysBone        = Fire01 SmolderingFire
      ParticleSysBone        = Fire01 SmolderingFlameCore
      ParticleSysBone        = Fire02 SmolderingFire
      ParticleSysBone        = Fire02 SmolderingFlameCore
      ParticleSysBone        = Fire03 SmolderingFire
      ParticleSysBone        = Fire03 SmolderingFlameCore
      ParticleSysBone        = Fire04 SmolderingFire
      ParticleSysBone        = Fire04 SmolderingFlameCore
      ParticleSysBone        = Fire05 SmolderingFire
      ParticleSysBone        = Fire05 SmolderingFlameCore
      ParticleSysBone        = Smoke01  SmolderingSmoke
      ParticleSysBone        = Smoke02 SmolderingSmoke
      ParticleSysBone        = Smoke03 SmolderingSmoke
      ParticleSysBone        = Smoke04 SmolderingSmoke
      ParticleSysBone        = Smoke05 SmolderingSmoke
    End    
        
        ;**************************************************************************************************************************
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = NBBunker
      ;Animation          = NBBunker.NBBunker
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = NBBunker_D
      ;Animation          = NBBunker_D.NBBunker_D
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = NBBunker_E
      ;Animation          = NBBunker_E.NBBunker_E
      ;AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION 
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = SOLD 
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    ;**************************************************************************************************************************
    
  End  
    
  ; ------------ construction-zone fence -----------------
  Draw = W3DModelDraw ModuleTag_02
  AnimationsRequirePower = No
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A4
      Animation       = NBBunker_A4.NBBunker_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A4N
      Animation       = NBBunker_A4N.NBBunker_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A4S
      Animation       = NBBunker_A4S.NBBunker_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A4SN
      Animation       = NBBunker_A4SN.NBBunker_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = NBBunker_A4
      Animation       = NBBunker_A4.NBBunker_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = NBBunker_A4N
      Animation       = NBBunker_A4N.NBBunker_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = NBBunker_A4S
      Animation       = NBBunker_A4S.NBBunker_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = NBBunker_A4SN
      Animation       = NBBunker_A4SN.NBBunker_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = NBBunker_A4
      Animation       = NBBunker_A4.NBBunker_A4
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = NBBunker_A4N
      Animation       = NBBunker_A4N.NBBunker_A4N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = NBBunker_A4S
      Animation       = NBBunker_A4S.NBBunker_A4S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = NBBunker_A4SN
      Animation       = NBBunker_A4SN.NBBunker_A4SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  ; ------------ under-construction scaffolding -----------------
  Draw = W3DModelDraw ModuleTag_03
  AnimationsRequirePower = No
    MinLODRequired = MEDIUM
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = PARTIALLY_CONSTRUCTED
      Model           = NBBunker_A6
      Animation       = NBBunker_A6.NBBunker_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Smoke01 BuildUpSmokeChina
      ParticleSysBone = Smoke02 BuildUpSmokeChina
      ParticleSysBone = Smoke03 BuildUpSmokeChina
      ParticleSysBone = Smoke04 BuildUpSmokeChina
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = NBBunker_A6N
      Animation       = NBBunker_A6N.NBBunker_A6N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Smoke01 BuildUpSmokeChina
      ParticleSysBone = Smoke02 BuildUpSmokeChina
      ParticleSysBone = Smoke03 BuildUpSmokeChina
      ParticleSysBone = Smoke04 BuildUpSmokeChina
    End
    ConditionState    = SNOW PARTIALLY_CONSTRUCTED
      Model           = NBBunker_A6S
      Animation       = NBBunker_A6S.NBBunker_A6S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
      ParticleSysBone = Smoke01 BuildUpSnowSmoke
      ParticleSysBone = Smoke02 BuildUpSnowSmoke
      ParticleSysBone = Smoke03 BuildUpSnowSmoke
      ParticleSysBone = Smoke04 BuildUpSnowSmoke
    End
    ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model           = NBBunker_A6SN
      Animation       = NBBunker_A6SN.NBBunker_A6SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = NBBunker_A6
      Animation       = NBBunker_A6.NBBunker_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = NBBunker_A6N
      Animation       = NBBunker_A6N.NBBunker_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = NBBunker_A6S
      Animation       = NBBunker_A6S.NBBunker_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = NBBunker_A6SN
      Animation       = NBBunker_A6SN.NBBunker_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = NBBunker_A6
      Animation       = NBBunker_A6.NBBunker_A6
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = NBBunker_A6N
      Animation       = NBBunker_A6N.NBBunker_A6N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = NBBunker_A6S
      Animation       = NBBunker_A6S.NBBunker_A6S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = NBBunker_A6SN
      Animation       = NBBunker_A6SN.NBBunker_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  ; ------------ being-constructed crane -----------------
  Draw = W3DModelDraw ModuleTag_04
  AnimationsRequirePower = No
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SOLD
      Model           = NONE
    End

    ConditionState  = ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A5
      Animation       = NBBunker_A5.NBBunker_A5
      AnimationMode   = LOOP
      TransitionKey  = UP_DAY
    End

    ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A5N
      Animation       = NBBunker_A5N.NBBunker_A5N
      AnimationMode   = LOOP
      TransitionKey  = UP_NIGHT
    End
    ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A5S
      Animation       = NBBunker_A5S.NBBunker_A5S
      AnimationMode   = LOOP
      TransitionKey  = UP_SNOW
    End
    ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
      Model           = NBBunker_A5SN
      Animation       = NBBunker_A5SN.NBBunker_A5SN
      AnimationMode   = LOOP
      TransitionKey  = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model            = NBBunker_AB
      Animation       = NBBunker_AB.NBBunker_AB
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End

    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model            = NBBunker_ABN
      Animation       = NBBunker_ABN.NBBunker_ABN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model            = NBBunker_ABS
      Animation       = NBBunker_ABS.NBBunker_ABS
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model            = NBBunker_ABSN
      Animation       = NBBunker_ABSN.NBBunker_ABSN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model            = NBBunker_AB
      Animation       = NBBunker_AB.NBBunker_AB
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model            = NBBunker_ABN
      Animation       = NBBunker_ABN.NBBunker_ABN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model            = NBBunker_ABS
      Animation       = NBBunker_ABS.NBBunker_ABS
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model            = NBBunker_ABSN
      Animation       = NBBunker_ABSN.NBBunker_ABSN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End
  
  PlacementViewAngle     = -135

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:PillBox
  Side = NewRegime
  EditorSorting     = STRUCTURE 
  End
  BuildCost         = 500
  BuildTime         = 4.0           ; in seconds
  EnergyProduction  = 0
  VisionRange       = 300.0         ; Shroud clearing distance
  ShroudClearingRange = 200
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  CommandSet       = ChinaBunkerCommandSet

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

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE
  Body              = StructureBody ModuleTag_05
    MaxHealth       = 1200.0
    InitialHealth   = 1200.0

    ; 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 = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100

  End
;  Behavior               = FXListDie ModuleTag_07
;    DeathFX         = FX_SmallStructureDeath
;  End

  ExperienceValue     = 20 20 20 20  ; Experience point value at each level

  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY GattlingBuildingGun
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon              = SECONDARY GattlingBuildingGunAir
    AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
    PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
  End
  
  VisionRange      = 360.0           ; Shroud clearing distance AND targeting range
  ShroudClearingRange = 360
  
  ArmorSet
    Conditions     = None
    Armor          = BaseDefenseArmor
    DamageFX       = StructureDamageFXNoShake
  End

  Behavior = ProductionUpdate ModuleTag_10
    ; nothing, but is required if we have any Object-level Upgrades!
  End

  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior             = CreateObjectDie ModuleTag_13
    CreationList  = OCL_LargeStructureDebris
  End
  Behavior             = FXListDie ModuleTag_14
    DeathFX       = FX_StructureSmallDeath
  End
  Behavior = DestroyDie ModuleTag_06
    ;nothing
  End

  Behavior = TransitionDamageFX ModuleTag_15
    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  End
  
  Behavior = CommandSetUpgrade ModuleTag_25
    CommandSet = ChinaBunkerCommandSetUpgrade
    TriggeredBy = Upgrade_ChinaMines
  End
  Behavior = ArmorUpgrade ModuleTag_26
    TriggeredBy = Upgrade_ChinaEMPMines
  End

  Geometry            = BOX
  GeometryMajorRadius = 16.0
  GeometryMinorRadius = 16.0
  GeometryHeight      = 20.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME
  BuildCompletion     = PLACED_BY_PLAYER

End
....stupid errors are stupid...
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Old 04-15-2005, 04:07 PM   #4 (permalink)
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well look at this in your code:

Code:
  EditorSorting     = STRUCTURE
  End
  BuildCost         = 500
You have an extra END and should be deleted if I'm correct.
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Old 04-16-2005, 11:10 AM   #5 (permalink)
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Start with units, not buildings.
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