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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 03-21-2003, 05:24 AM   #1 (permalink)
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Default Stinger Soldier!

Hey Guys!

I made the Stinger Soldier buildable from the GLA barracks! and they actually are controlable and fully-working! w00t!

i have one problem though, the game keeps crashin in different times during gameplay with a "sorry, a seriouse error has occured" message...

Anyone have a solution?

I've included a pic of them.

Cheers!
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Old 03-21-2003, 09:53 AM   #2 (permalink)
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19 views...no reply :|

come on!
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Old 03-21-2003, 10:18 AM   #3 (permalink)
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Tripple post :/
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Old 03-21-2003, 10:18 AM   #4 (permalink)
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Tripple post :/
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Old 03-21-2003, 10:18 AM   #5 (permalink)
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dude take it easy...

this is (sorry that i have to say this..) very easy to do..

and without you posting the code, we cant help you with the Error!

i mean, how on earth can we help you with a problem when we dont know what you changed :P

same as help me with my math, but you wont give us the question.

but a nice start !
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Old 03-21-2003, 10:41 AM   #6 (permalink)
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check the error log dude and see what went wrong
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Old 03-21-2003, 01:03 PM   #7 (permalink)
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Webbie, errr, good point... here they are:

FactionUnit.ini
;Tunnel Fanatic ;Now called the RPG Trooper
Object GLAInfantryRPGTrooper

; *** ART Parameters ***
SelectPortrait = SUStinger_L
ButtonImage = SUStinger

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

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = UISmsd_SKN
IdleAnimation = UITunF_SKL.UITunF_STA 0 20
IdleAnimation = UITunF_SKL.UITunF_IDA
IdleAnimation = UITunF_SKL.UITunF_IDB
IdleAnimation = UITunF_SKL.UITunF_IDC
AnimationMode = ONCE
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
End

ConditionState = MOVING
Animation = UITunF_SKL.UITunF_WKA 16
Animation = UITunF_SKL.UITunF_WKB 30
Animation = UITunF_SKL.UITunF_WKC 30
Animation = UITunF_SKL.UITunF_RNA 15
Animation = UITunF_SKL.UITunF_RNB 25
AnimationMode = LOOP
ParticleSysBone = None InfantryDustTrails
End

ConditionState = DYING
Animation = UITunF_SKL.UITunF_DTA
Animation = UITunF_SKL.UITunF_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = UITunF_SKL.UITunF_ADTA1
Animation = UITunF_SKL.UITunF_ADTE1
Animation = UITunF_SKL.UITunF_ADTF1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = UITunF_SKL.UITunF_ADTA2
Animation = UITunF_SKL.UITunF_ADTE2
Animation = UITunF_SKL.UITunF_ADTF2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = UITunF_SKL.UITunF_ADTA3
Animation = UITunF_SKL.UITunF_ADTE3
Animation = UITunF_SKL.UITunF_ADTF3
AnimationMode = ONCE
TransitionKey = None
End

ConditionState = FIRING_A
Animation = UITunF_SKL.UITunF_ATA
AnimationMode = ONCE
TransitionKey = TRANS_START_FIRING
End
ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = UITunF_SKL.UITunF_STA
AnimationMode = ONCE
; this is basically a trick: this guy has a nontrivial animation for firing,
; and a long recycle time between shots. we want him to finish his fire animation
; (unless he's ordered to do something else), so this is just a handy trick that
; says, "if the previous state had this transition key, allow it to finish before
; switching to us, if possible".
WaitForStateToFinishIfPossible = TRANS_START_FIRING
End
AliasConditionState = RELOADING_A

ConditionState = SPECIAL_CHEERING
Animation = UITUNF_SKL.UITUNF_CHA
AnimationMode = LOOP
End

; surrender is cut. sorry. (srj)
; ConditionState = SURRENDER
; Animation = UITUNF_SKL.UITUNF_SST
; AnimationMode = ONCE
; TransitionKey = TRANS_SurrenderKneeling
; End
; ;@TODO -- MISSING ANIMATION FILE
; ;ConditionState = SURRENDER MOVING
; ; Animation = UITUNF_SKL.UITUNF_SWKB
; ; AnimationMode = ONCE
; ; TransitionKey = TRANS_SurrenderMoving
; ;End
; TransitionState = TRANS_Stand TRANS_SurrenderKneeling
; Animation = UITUNF_SKL.UITUNF_SUR
; AnimationMode = ONCE
; End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:TunnelDefender
Side = GLA
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY StingerMissileWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
Weapon = SECONDARY StingerMissileWeaponAir
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 400
; Prerequisites
; Object = GLATunnelNetwork
; End
BuildCost = 300
BuildTime = 5.0 ;in seconds

ExperienceValue = 20 20 40 60 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GLAInfantryRPGTrooperCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RPGTrooperVoiceSelect
VoiceMove = RPGTrooperVoiceMove
VoiceGuard = RPGTrooperVoiceMove
VoiceAttack = RPGTrooperVoiceAttack
SoundDie = RPGTrooperVoiceDie
SoundDieFire = DieByFireGLA
SoundDieToxin = DieByToxinGLA
; surrender is cut. sorry. (srj)
; VoiceSurrender = RPGTrooperVoiceSurrender
VoiceFear = RPGTrooperVoiceFear
UnitSpecificSounds
VoiceCreate = RPGTrooperVoiceCreate
VoiceGarrison = RPGTrooperVoiceGarrison
VoiceEnter = RPGTrooperVoiceMove
VoiceEnterHostile = RPGTrooperVoiceMove
VoiceGetHealed = RPGTrooperVoiceMove
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL MissileDefenderLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End


p.s : i replaced the stinger soldier with the rpg trooper. i used all the rpg troopers code , just changed the wepon and model.

CommandSet.ini

CommandSet GLAInfantryRPGTrooperCommandSet
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End

&
CommandSet GLABarracksCommandSet
1 = Command_ConstructGLAInfantryRebel
2 = Command_ConstructGLAInfantryRPGTrooper
3 = Command_ConstructGLAInfantryTerrorist
4 = Command_ConstructGLAInfantryAngryMob
5 = Command_ConstructGLAInfantryHijacker
6 = Command_ConstructGLAInfantryJarmenKell
7 = Command_UpgradeGLARebelCaptureBuilding
11 = Command_SetRallyPoint
12 = Command_Sell
End

CommandButton.ini
CommandButton Command_ConstructGLAInfantryRPGTrooper
Command = UNIT_BUILD
Object = GLAInfantryRPGTrooper
TextLabel = CONTROLBAR:ConstructGLAInfantryRPGtrooper
ButtonImage = SUStinger
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper[/code

That enough?! :dead:

Goketa, its says "Reason Uncaught...."

can anyone help?
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