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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Switching/adding Faction Units between General [Help please]

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-21-2005, 02:50 AM   #1 (permalink)
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Join Date: Aug 2005
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Default Switching/adding Faction Units between General [Help please]

Hi there this is my 1st post too bad it's to request help. But for the life of me and I know this maybe some sort of oversight on my part but I can't seem to get one faction/general's unit to be created by another faction/general. In this instance I'm using the Project Raptor 5 mod and I want to make the Boss General build a HeavyGunner. what am I missing I've looked all over the place to find out how to do this seemingly simple task. I changed the BossGeneral INI file, the command sets [which work] and added a commandbutton. When I go to my barracks to create the unit, the button is grayed out and it crashes the game. Please someone lemme know what I'm missing here. Thanx in advance.

Code:
Release Crash at Sat Aug 20 12:09:28 2005
; Reason Error parsing INI file 'Data\INI\Object\BossGeneral.ini' (Line: 'Object Boss_ChinaInfantryHeavyGunner ')
Code:
;------------------------------------------------------------------------------
Object Boss_ChinaInfantryHeavyGunner

  ; *** ART Parameters ***
  SelectPortrait         = SNHeavySoldier_L
  ButtonImage            = SNHeavySoldier

  UpgradeCameo1 = Upgrade_Fanaticism
;  UpgradeCameo2 = Upgrade_InfantryCaptureBuilding
;  UpgradeCameo3 = Upgrade_ChinaStunBullets
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes

    ; this says "we don't use these condition states at all, so completely
    ; ignore them for purposes of matchmaking"... this is useful to help
    ; reduce the number of AliasConditionState clauses you must add in
    ; order to avoid ambiguity in some cases.
    IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A

    ; ------- Standing-Around Animations

    DefaultConditionState
      Model               = NIFOOTMAN
      IdleAnimation       = NIFOOTMAN_S.NIFOOTMAN_ST 0 35
      IdleAnimation       = NIFOOTMAN_S.NIFOOTMAN_I1
      IdleAnimation       = NIFOOTMAN_S.NIFOOTMAN_I2
      AnimationMode       = ONCE
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      TransitionKey       = TRANS_Stand
    End

    ConditionState        = REALLYDAMAGED
      IdleAnimation       = NIFOOTMAN_S.NIFOOTMAN_ST
      AnimationMode       = ONCE
      TransitionKey       = TRANS_StandDamaged
    End

    ; ------- Machine Gun Animations
    ConditionState      = USING_WEAPON_A
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Firing
    End

    ConditionState      = USING_WEAPON_A REALLYDAMAGED
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode     = LOOP
      TransitionKey     = TRANS_FiringDamaged
    End

    ; ------- Firing-related Transitions
    TransitionState   = TRANS_Firing TRANS_FiringDamaged
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode   = ONCE
    End

    TransitionState   = TRANS_Stand TRANS_Firing
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode   = ONCE
    End

    TransitionState   = TRANS_Firing TRANS_Stand
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode   = ONCE
    End

    TransitionState   = TRANS_StandDamaged TRANS_FiringDamaged
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode   = ONCE
    End

    TransitionState   = TRANS_FiringDamaged TRANS_StandDamaged
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode   = ONCE
    End

    ; ------------- Damage Transitions --------------------
    TransitionState = TRANS_StandDamaged TRANS_RunDamaged
      Animation = NIFOOTMAN_S.NIFOOTMAN_ST
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 2 2
    End
    TransitionState = TRANS_RunDamaged TRANS_StandDamaged
      Animation = NIFOOTMAN_S.NIFOOTMAN_ST
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2 2
      Flags = START_FRAME_LAST
    End
    TransitionState = TRANS_Stand TRANS_StandDamaged
      Animation = NIFOOTMAN_S.NIFOOTMAN_ST
      AnimationMode = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 4 5
      Flags = START_FRAME_LAST
    End

    ; ------- Parachuting Animations

    ConditionState    = FREEFALL
      Animation       = PARAJUMPSK.PARAJUMP
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
      TransitionKey   = TRANS_Falling
    End
    AliasConditionState = FREEFALL REALLYDAMAGED
    AliasConditionState = FREEFALL DYING

    ConditionState    = PARACHUTING
      Animation       = PARAFALLSK.PARAFALL
      AnimationMode   = LOOP
      Flags           = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
      TransitionKey   = TRANS_Chute
    End
    AliasConditionState = PARACHUTING REALLYDAMAGED
    AliasConditionState = PARACHUTING DYING

    TransitionState   = TRANS_Falling TRANS_Chute
      Animation       = PARAJUMPSK.PARAJUMP
      AnimationMode   = ONCE
      Flags           = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
    End

    TransitionState   = TRANS_Chute TRANS_Stand
      Animation       = PARALANDSK.PARALAND
      AnimationMode   = ONCE
    End

    ; ------- Movement Animations

    ConditionState      = MOVING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_R1 26
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = None
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING ATTACKING

    ConditionState = MOVING REALLYDAMAGED
      Animation         = NIFOOTMAN_S.NIFOOTMAN_W2 28
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_RunDamaged
      TransitionKey     = None
    End
    AliasConditionState = MOVING ATTACKING REALLYDAMAGED

    ; ------- Dying Animations

    ConditionState      = DYING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB1
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB3
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DF1
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Dying
    End

    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB2
      AnimationMode     = ONCE
    End

    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End

    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB2
      AnimationMode     = ONCE
      TransitionKey     = None
    End

  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:HeavyGunner
  Side                = ChinaInfantryGeneral
  EditorSorting       = INFANTRY
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY HeavyGunnerMachineGun
  End
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  VisionRange = 100
  ShroudClearingRange = 200
  Prerequisites
    Object = Boss_ChinaBarracks
  End
  BuildCost     = 350
  BuildTime     = 10.0          ;in seconds

  ExperienceValue = 5 5 10 20   ;Experience point value at each level
  ExperienceRequired = 0 20 40 80  ;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    = Boss_ChinaInfantryHeavyGunnerCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = RedGuardVoiceSelect
  VoiceMove = RedGuardVoiceMove
  VoiceGuard = RedGuardVoiceMove
  VoiceAttack = RedGuardVoiceAttack
  VoiceGroupSelect = BattleCrySound
  VoiceFear = RedGuardVoiceFear
  VoiceTaskComplete = RedGuardVoiceCaptureComplete
  UnitSpecificSounds
    VoiceMelee      = RedGuardVoiceAttackBayonet
    VoiceGarrison   = RedGuardVoiceGarrison
    VoiceCreate     = RedGuardVoiceCreate
    VoiceSubdue     = RedGuardVoiceSubdue
    VoiceEnter      = RedGuardVoiceMove
    VoiceEnterHostile = RedGuardVoiceMove
    VoiceGetHealed      = RedGuardVoiceMove
  End

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

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 220.0
    InitialHealth   = 220.0
  End

  Behavior = VeterancyGainCreate ModuleTag_03
    StartingLevel = VETERAN
  End

  Behavior = AIUpdateInterface ModuleTag_04
    AutoAcquireEnemiesWhenIdle = Yes
  End

  Behavior = CommandButtonHuntUpdate  ModuleTag_05 ; allows use of command button hunt script with this unit.
  End

  Locomotor = SET_NORMAL HeavyGunnerLocomotor

  Behavior = HordeUpdate ModuleTag_06
    RubOffRadius = 60    ; if I am this close to a real hordesman, I will get to be an honorary hordesman
    UpdateRate = 1000    ; how often to recheck horde status (msec)
    Radius = 30          ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
    KindOf = INFANTRY    ; what KindOf's must match to count towards horde-ness
    AlliesOnly = Yes     ; do we only count allies towards horde status?
    ExactMatch = No      ; do we only count units of our exact same type towards horde status? (overrides kindof)
    Count = 10           ; how many units must be within Radius to grant us horde-ness
    Action = HORDE       ; when horde-ing, grant us the HORDE bonus
  End

  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 5.0
  End

  Behavior = SquishCollide ModuleTag_10
    ;nothing
  End

; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 6000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_RedGuardDie
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 6000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 6000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_RedGuardDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireChina
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    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_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
; --- end Death modules ---

  Behavior = PoisonedBehavior ModuleTag_15
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End

  Geometry = CYLINDER
  GeometryMajorRadius = 7.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Scale = 1.2
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT

End
Code:
CommandButton Boss_Command_ConstructChinaInfantryHeavyGunner
  Command       = UNIT_BUILD
  Object        = Boss_InfantryHeavyGunner
  TextLabel     = CONTROLBAR:ConstructChinaInfantryHeavyGunner
  ButtonImage   = SNHeavySoldier
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipChinaBuildHeavyGunner
End
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