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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 08-02-2005, 10:38 PM   #1 (permalink)
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Default Airfield Troubles

Ok, i made this new bigger airfield for america and...for some reason... 2 planes park in the hangars...and 2 park smack dab in the middle of the airfield where there are no bones, hangers, or nothing...i cant figure out why they go there instead of the other 2 hangers...be mindful this airfield has 4 runways and 1 hanger for each:

Here is the paperwork:
------------------------------------------------------------------

FactionBuilding.ini

Code:
Object NAmericaAirfield
  SelectPortrait     = SNAirfield_L
  ButtonImage        = SNAirfield
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ExtraPublicBone    = Runway1Parking1
    ExtraPublicBone    = Runway2Parking1
    ExtraPublicBone    = Runway3Parking1
    ExtraPublicBone    = Runway4Parking1
    ExtraPublicBone    = Runway1Park1Han
    ExtraPublicBone    = Runway2Park1Han
    ExtraPublicBone    = Runway3Park1Han
    ExtraPublicBone    = Runway4Park1Han
    ExtraPublicBone    = Runway1Prep1
    ExtraPublicBone    = Runway2Prep1
    ExtraPublicBone    = Runway3Prep1
    ExtraPublicBone    = Runway4Prep1
    ExtraPublicBone    = RunwayStart1
    ExtraPublicBone    = RunwayStart2
    ExtraPublicBone    = RunwayStart3
    ExtraPublicBone    = RunwayStart4
    ExtraPublicBone    = RunwayEnd1
    ExtraPublicBone    = RunwayEnd2
    ExtraPublicBone    = RunwayEnd3
    ExtraPublicBone    = RunwayEnd4
    DefaultConditionState 
      Model              = ABArFrcCmdBig
    End
    ConditionState = DAMAGED
      Model              = ABArFrcCmdBig
    End
    ConditionState = REALLYDAMAGED RUBBLE
      Model              = ABArFrcCmdBig
    End
  End
  PlacementViewAngle = -45
  DisplayName        = OBJECT:Airfield
  Side               = America
  EditorSorting      = STRUCTURE
  Prerequisites 
    Object             = AmericaAirfield
  End
  BuildCost          = 1900
  BuildTime          = 35.0
  CommandSet         = NAmericaAirfieldCommandSet
  VisionRange        = 200.0
  ShroudClearingRange = 200
  ArmorSet 
    Conditions         = None
    Armor              = StructureArmor
    DamageFX           = StructureDamageFXNoShake
  End
  ExperienceValue    = 150 150 150 150
  VoiceSelect        = AirfieldChinaSelect
  SoundDie           = BuildingDie
  SoundOnDamaged     = BuildingDamagedStateLight
  SoundOnReallyDamaged = BuildingDestroy
  UnitSpecificSounds 
    UnderConstruction  = UnderConstructionLoop
  End
  RadarPriority      = STRUCTURE
  KindOf             = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY
  Body = StructureBody ModuleTag_09
    MaxHealth          = 1500.0
    InitialHealth      = 1500.0
  End
  Behavior = ParkingPlaceBehavior ModuleTag_11
    HealAmountPerSecond = 20
    NumRows            = 2
    NumCols            = 2
    HasRunways         = Yes
    ApproachHeight     = 80
    ParkInHangars      = Yes
  End
  Behavior = ProductionUpdate ModuleTag_12
    NumDoorAnimations  = 4
    DoorOpeningTime    = 2000
    DoorWaitOpenTime   = 3000
    DoorCloseTime      = 2000
    ConstructionCompleteDuration = 1000
  End
  Behavior = DestroyDie ModuleTag_13
  End
  Behavior = CreateObjectDie ModuleTag_14
    CreationList       = OCL_ABPowerPlantExplode
  End
  Behavior = FXListDie ModuleTag_15
    DeathFX            = FX_StructureMediumDeath
  End
  Behavior = OCLSpecialPower ModuleTag_16
    SpecialPowerTemplate = SuperweaponGLAClusters
    OCL                = SUPERWEAPON_GLAClusters
    CreateLocation     = CREATE_AT_EDGE_NEAR_SOURCE
  End
  Behavior = FlammableUpdate ModuleTag_17
    AflameDuration     = 5000
    AflameDamageAmount = 5
    AflameDamageDelay  = 500
  End
  Behavior = TransitionDamageFX ModuleTag_18
    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
    
  Geometry           = BOX
  GeometryMajorRadius = 143.0
  GeometryMinorRadius = 126.0
  GeometryHeight     = 45.0
  GeometryIsSmall    = No
  Shadow             = SHADOW_VOLUME
  BuildCompletion    = PLACED_BY_PLAYER
End
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Old 08-03-2005, 11:06 AM   #2 (permalink)
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Posts: 134
Default

i think you should change this:
Behavior = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 20
NumRows = 2
NumCols = 2
HasRunways = Yes
ApproachHeight = 80
ParkInHangars = Yes
End

to:
Behavior = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 20
NumRows = 1
NumCols = 4
HasRunways = Yes
ApproachHeight = 80
ParkInHangars = Yes
End
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Old 08-03-2005, 09:09 PM   #3 (permalink)
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I'll confirm that, I did a little bit of testing with different configs for the airfield, all of em work unless the rows and columns are set up wrong, then I get the same problem.
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Old 08-03-2005, 11:12 PM   #4 (permalink)
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Default

oh, ok i will try that and see how it works...thanx guys
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