logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,537
Total Threads: 8,627
Posts: 94,210

Administrators:
DeeZire, Redemption

There are currently 143 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements

DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » First Mini Mod Creation Problem, Help Needed!

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

Reply
 
LinkBack Thread Tools
Old 06-25-2006, 03:21 PM   #1 (permalink)
Junior Member
 
Join Date: Jun 2006
Posts: 11
Default First Mini Mod Creation Problem, Help Needed!

I'm trying to make the China Officer buidable for China and I written the codes and pasted them into the .ini files I have extracted from the INIZH.big file. insterted the .ini into the correct locations in the main Zero Hour Folder and the game crashes due to Technical Problems then I saved my files into a .big file and inserted them in the zero hour folder, the game works but it is no different.

Basiclly what I'm trying to do is make the Officer an almost one hit kill, simi hero unit who can work with the red guard soldier and also class as part of a herd. (I also wanted to make him a walking small properganda too as well but I ain't tried to add this to the files)

I think the problem is the scripts I've written for the unit. I'd appriciate it if someone could just have a look and see if they can see if they can find the problem

I thought I'd show you how I laid the files out just to check I'd gotthat right. I've put the files in bold text and the contents are normal.


art+
textures
ChinaOfficer64x64.tga
ChinaOfficer128x128.tga

data+
audio+
sounds

OfficerVoiceAttack.wav
OfficerVoiceCreate.wav
OfficerVoiceFear.wav
OfficerVoiceGuard.wav
OfficerVoiceHealed.wav
OfficerVoiceMove.wav
OfficerVoiceSelect.wav
data
ini+
CommandButton
CommandSet
Weapon
Objects +
ChinaInfantry

As I said before I think the problem might be the contents of the .ini files so I've posted the codes I have pasted at the end of the orgional .ini files below.

I'll start with the contents of the INI folder

Command Button

Code:
CommandButton Command_ConstructChinaInfantryOfficer

  Command       = UNIT_BUILD

  Object        = ChinaInfantryOfficer

  TextLabel     = CONTROLBAR:ConstructChinaInfantryOfficer

  ButtonImage   = ChinaOfficer64x64

  ButtonBorderType        = BUILD

  DescriptLabel           = CONTROLBAR:ToolTipChinaInfantryOfficer

End


Command Set



Code:
 

CommandSet ChinaInfantryOfficerCommandSet

  11 = Command_AttackMove

  13 = Command_Guard

  14 = Command_Stop

End



CommandSet ChinaBarracksCommandSet

  1 = Command_ConstructChinaInfantryRedguard

  2 = Command_ConstructChinaInfantryTankHunter

  3 = Command_ConstructChinaInfantryHacker

  4 = Command_ConstructChinaInfantryBlackLotus

  5 = Command_ConstructChinaInfantryOfficer

  7 = Command_UpgradeChinaRedguardCaptureBuilding

 12 = Command_UpgradeChinaMines

 13 = Command_SetRallyPoint

 14 = Command_Sell 

End


Weapon



Code:
 

Weapon ChinaOfficerAutoPistol

  PrimaryDamage         = 70.0

  PrimaryDamageRadius   = 0.0       

  AttackRange           = 150.0

  DamageType            = SMALL_ARMS

  DeathType             = NORMAL

  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)

  ProjectileObject      = NONE

  FireFX                = WeaponFX_GenericMachineGunFire

  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers

  FireSound             = GattlingTankWeapon 

  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS

  DelayBetweenShots     = 100        ; time between shots, msec

  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)

  ClipReloadTime        = 0              ; how long to reload a Clip, msec

  ContinuousFireOne     = 6 ; How many shots at the same target constitute "Continuous Fire"

  ContinuousFireTwo     = 12 ; How many shots at the same target constitute "Continuous Fire Two"

  ContinuousFireCoast   = 1000 ; msec we can coast without firing before we lose Continuous Fire

  WeaponBonus           = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire

  WeaponBonus           = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10)

  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade

  AntiAirborneVehicle   = No

  AntiAirborneInfantry  = No

  AntiGround            = Yes

End



Weapon ChinaOfficerAutoPistolAir

  PrimaryDamage         = 70.0

  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"

  AttackRange           = 450.0

  DamageType            = SMALL_ARMS

  DeathType             = NORMAL

  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)

  ProjectileObject      = NONE

  FireFX                = WeaponFX_GenericMachineGunFire

  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers

  FireSound             = GattlingTankWeapon

  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS

  DelayBetweenShots     = 100               ; time between shots, msec

  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)

  ClipReloadTime        = 0              ; how long to reload a Clip, msec

  ContinuousFireOne     = 6 ; How many shots at the same target constitute "Continuous Fire"

  ContinuousFireTwo     = 12 ; How many shots at the same target constitute "Continuous Fire Two"

  ContinuousFireCoast   = 1000 ; msec we can coast without firing before we lose Continuous Fire

  WeaponBonus           = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire

  WeaponBonus           = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10)

  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade

  AntiAirborneVehicle   = Yes

  AntiAirborneInfantry  = Yes

  AntiGround            = No

End


The Contents of the Object folder



ChinaInfantry



Code:
 

Object ChinaInfantryOfficer

  ; *** ART Parameters ***

  SelectPortrait         = ChinaOfficer128x128

  ButtonImage            = ChinaOfficer64x64

  UpgradeCameo1 = Upgrade_Nationalism   

  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 = NIOFCR_SKN

      IdleAnimation = NIOFCR_SKL.NIOFCR_STA 0 21

      IdleAnimation = NIOFCR_SKL.NIOFCR_IDA

      IdleAnimation = NIOFCR_SKL.NIOFCR_IDB

      AnimationMode = ONCE

      WeaponFireFXBone = PRIMARY Muzzle

      WeaponMuzzleFlash = PRIMARY MuzzleFX

      TransitionKey = TRANS_STAND

    End

    ConditionState    = MOVING

      Animation       = NIOFCR_SKL.NIOFCR_RNA

      AnimationMode   = Once

      ParticleSysBone     = None InfantryDustTrails

    End

    ; NORMAL ATTACK

    ;--------------------------------------------------------

    ; Drawing gun

    ConditionState  = PREATTACK_A

      Animation     = NIOFCR_SKL.NIOFCR_ATAST

      AnimationMode = ONCE

    End

    AliasConditionState = PREATTACK_A MOVING

    AliasConditionState = PREATTACK_A FIRING_A

    AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A

    ; Firing gun

    ConditionState  = FIRING_A

      Animation     = NIOFCR_SKL.NIOFCR_ATALP

      AnimationMode = LOOP

      TransitionKey = TRANS_FIRING_A

    End

    ConditionState  = BETWEEN_FIRING_SHOTS_A

      Animation     = NIOFCR_SKL.NIOFCR_ATALP

      AnimationMode = LOOP

      TransitionKey = TRANS_FIRING_A

    End

    AliasConditionState = RELOADING_A

    AliasConditionState = MOVING FIRING_A

    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A

    AliasConditionState = MOVING RELOADING_A

    ConditionState  = FIRING_B

      Animation     = NIOFCR_SKL.NIOFCR_ATALP

      AnimationMode = LOOP

      TransitionKey = TRANS_FIRING_B

    End

    ConditionState  = BETWEEN_FIRING_SHOTS_B

      Animation     = NIOFCR_SKL.NIOFCR_ATALP

      AnimationMode = LOOP

      TransitionKey = TRANS_FIRING_B

    End

    AliasConditionState = RELOADING_B

    AliasConditionState = MOVING FIRING_B

    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B

    AliasConditionState = MOVING RELOADING_B

    ; This transition allows him to put his gun away when he's finished attacking.

    TransitionState = TRANS_FIRING_A TRANS_STAND

      Animation     = NIOFCR_SKL.NIOFCR_ATAED

      AnimationMode = ONCE

    End

    ;--------------------------------------------------------

    ConditionState  = DYING

      Animation     = NIOFCR_SKL.NIOFCR_DTA

      Animation     = NIOFCR_SKL.NIOFCR_DTB

      AnimationMode = ONCE

      TransitionKey = TRANS_Dying

    End

    TransitionState = TRANS_Dying TRANS_Flailing

      Animation = NIOFCR_SKL.NIOFCR_ADTE1

      AnimationMode = ONCE

    End

    ConditionState = DYING EXPLODED_FLAILING

      Animation = NIOFCR_SKL.NIOFCR_ADTE2

      AnimationMode = LOOP

      TransitionKey = TRANS_Flailing

    End

    ConditionState = DYING EXPLODED_BOUNCING

      Animation = NIOFCR_SKL.NIOFCR_ADTE3

      AnimationMode = ONCE

      TransitionKey = None

    End

    ConditionState  = SPECIAL_CHEERING

      Animation     = NIOFCR_SKL.NIOFCR_CHA

      AnimationMode = LOOP

    End

    ;PARACHUTING ANIMATIONS

    ;@TODO - MISSING ANIMATION FILE

    ;ConditionState   = FREEFALL

    ;  Animation      = NIOFCR_SKL.NIOFCR_PFL

    ;  AnimationMode  = LOOP

    ;  TransitionKey  = TRANS_Falling

    ;End

    ;AliasConditionState = FREEFALL REALLYDAMAGED

    ;AliasConditionState = FREEFALL DYING

    ConditionState  = PARACHUTING

      Animation     = NIOFCR_SKL.NIOFCR_PHG

      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     = NIOFCR_SKL.NIOFCR_POP

      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     = NIOFCR_SKL.NIOFCR_PTD

      AnimationMode = ONCE

    End

End

  ; ***DESIGN parameters ***

  DisplayName      = OBJECT:Red Army Elite Officer

  Side = China

  EditorSorting = INFANTRY

  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)

  WeaponSet

    Conditions = None 

    Weapon = PRIMARY ChinaOfficerAutoPistol

    Weapon = SECONDARY ChinaOfficerAutoPIstolAir

    PreferredAgainst = SECONDARY AIRCRAFT

  End

  ArmorSet

    Conditions      = None

    Armor           = HumanArmor

    DamageFX        = InfantryDamageFX

  End

  VisionRange = 200

  ShroudClearingRange = 400

  Prerequisites

    Object = ChinaBarracks

    Object = ChinaPropagandaCenter

  End

  BuildCost     = 1200

  BuildTime     = 12.0          ;in seconds      

  ExperienceValue = 25 50 100 100   ;Experience point value at each level

  ExperienceRequired = 0 20 40 80  ;Experience points needed to gain each level

  IsTrainable = Yes             

  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  CommandSet    = ChinaInfantryOfficerCommandSet

  ; *** AUDIO Parameters ***

  VoiceSelect = OfficerVoiceSelect

  VoiceMove = OfficerVoiceMove

  VoiceAttack = OfficerVoiceAttack

  VoiceGaurd = OfficerVoiceGuard

  VoiceFear = OfficerVoiceFear

  UnitSpecificSounds

    VoiceCreate          = OfficerVoiceCreate 

    VoiceGetHealed      = OfficerVoiceHealed

  End

  ; *** ENGINEERING Parameters ***

  RadarPriority = UNIT

  KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY 



  Body = ActiveBody ModuleTag_02

    MaxHealth       = 190.0

    InitialHealth   = 190.0

  End

  Behavior = VeterancyGainCreate ModuleTag_03

    StartingLevel = HERO

  Behavior = AIUpdateInterface ModuleTag_03

    AutoAcquireEnemiesWhenIdle = Yes

  End



  Locomotor = SET_NORMAL RedguardLocomotor

  Behavior = HordeUpdate ModuleTag_06

    RubOffRadius = 100    ; 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 = 40          ; 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 = 5            ; 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 = AutoFindHealingUpdate Module Tag_05

    ScanRate = 1000

    ScanRange = 500

    NeverHeal = 0.5

    AlwaysHeal= 0.5

  End



; --- begin Death modules ---

  Behavior = SlowDeathBehavior ModuleTag_Death01

    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED

    SinkDelay           = 3000

    SinkRate            = 0.5     ; in Dist/Sec

    DestructionDelay    = 8000

    FX                  = INITIAL FX_RedGuardDie

  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_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_ 

  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_09

    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 = 10.0

  GeometryMinorRadius = 10.0

  GeometryHeight = 12.0

  GeometryIsSmall = Yes

  Shadow = SHADOW_DECAL

  ShadowSizeX = 14;

  ShadowSizeY = 14;

  ShadowTexture = ShadowI;

  BuildCompletion = APPEARS_AT_RALLY_POINT

End


Also I have hosted all the files on sendspace if anyone wants to look at them how they are



http://www.sendspace.com/file/ry1uty - 542KB



Any kinda help fixing this problem would be great and be worth the 20 minutes I spent writing this post
Fezwald is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-26-2006, 10:20 AM   #2 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 134
Default

You can check you My Documents\Command and Conquer Generals Zero Hour Data directory. There should be a file called ReleaseCrashInfo.txt, open it and it might help in telling you the source of the problem.

You can also try running world builder and it'll probably give you an error pointing to the source.

After my volunteering (several hours), I'll try and help you.
GuyInTheWindow is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-26-2006, 03:17 PM   #3 (permalink)
Junior Member
 
Join Date: Jun 2006
Posts: 11
Default

Thanks I took you advice and used world builder to debug

I fixed all but this error I dicovered on world builder

Code:
 ASSERTION FAILURE: Invalid UnitSpecificSound "VoiceCreate" in Object "ChinaInfantryOfficer". (OfficerVoiceCreate)?
Should the voice create be in the regular audio parameters or do unitspecificsounds go in a different folder to the regular audion parameters?

Theres also a few Ingame problems too

1. The display cameo pictures for the Officer I added to the texture folder don't display in the game.

2. The Officer glides when moving over large distances, is there anyway to fix this?

Now just 2 questions

Could I change his movement style to that of Col. Burton?
Would I be able to make the Officer act like a small Propaganda Tower? If so how?
Fezwald is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-26-2006, 09:33 PM   #4 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 134
Default

(0?) Well you need to define a voice entry in voice.ini so that the sounds can be used

(1) As for the camo, you need to add an entry in the Data\INI\MappedImages folder.

it's easiest to use GenDev's Cameo Mapper create these things.

(2) You might want to change the AnimationMode under the MOVING conditionstate from ONCE to LOOP.

Changing the movement style to that of Col. Burton, you'll have to apply the bones of Col. Burton, something I don't know how to do.

for the propaganda tower feature, just copy the Overlord Propaganda behavior:
Code:
  Behavior        = PropagandaTowerBehavior ModuleTag_04 ; change this tag if necessary
    Radius                = 150.0
    DelayBetweenUpdates   = 2000 ; in milliseconds
    HealPercentEachSecond = 1%   ; get this % of max health every second 
    PulseFX               = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
    UpgradeRequired       = Upgrade_ChinaSubliminalMessaging
    UpgradedHealPercentEachSecond = 2%   ; get this % of max health every second 
    UpgradedPulseFX       = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates

  End
GuyInTheWindow is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-26-2006, 10:28 PM   #5 (permalink)
Senior Member
 
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
Send a message via AIM to SmokeyDaBear Send a message via MSN to SmokeyDaBear Send a message via Yahoo to SmokeyDaBear
Default

to make him move his legs like colonel burton, you need to import the skeleton of colonel burton into RENX and then apply the Officer's skin to them [long story short]... to map cameos, you can use either the Cameo Mapper as GITW said above, or use any image editor with a coordinate display whereever you point your mouse...
SmokeyDaBear is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-27-2006, 12:10 PM   #6 (permalink)
Junior Member
 
Join Date: Jun 2006
Posts: 11
Default

I've fixed everything but the cameos now, I've used the Cameo Mapper to convert the tga files to ini and have inserted them into the data\ini\mappedimages folder but I'm not getting anything different.

Also I'm still getting error messages on world builder

ASSERTION FAILURE: addModuleInfo - ERROR defining module "AIUpdateInterface" on thing template "ChinaInfantryOfficer". This module "AIUpdateInterface" has tag "Module Tag_04" which must be unique amound all modules for this object, but the tag "ModuleTag_04" is already on module "propagandatowerbehaviour" within this object

Please Make unique tag names within an object definition


ASSERTION FAILURE: [LINE: 1654 - FILE "Data\INI\Object\ChinaInfantry.ini"] Error reading field "End" of block "object"

ASSERTION FAILURE: Error parsing block " end" in INI file Data\INI\ChinaInfantry.ini

Any ideas?
Fezwald is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2006, 01:23 AM   #7 (permalink)
Senior Member
 
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
Default

Find this lines:
ModuleTag_04 (there should be two)
Change one of them to:
ModuleTag_WTF
it should work.

Cameos are not in my area, so I cant help you there.
Yuki Kiba Dakatsu is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2006, 07:55 AM   #8 (permalink)
Junior Member
 
Join Date: Jun 2006
Posts: 11
Default

Nice one Yuki Kiba Dakatsu fixed all the code problems

Still need help with the cameos pics though
Fezwald is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2006, 01:37 PM   #9 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 134
Default

Did you set "SelectPortrait" and "ButtonImage" to their corresponding names in the MappedImage?

For example:
Code:
MappedImage ChinaOfficer_lg
Texture = ChinaOfficer128x128.tga
TextureWidth = 128
TextureHeight = 128
Coords = Left:0 Top:0 Right:128 Bottom:128
Status = NONE
End
 
MappedImage ChinaOfficer_sm
Texture = ChinaOfficer64x64.tga
TextureWidth = 64
TextureHeight = 64
Coords = Left:0 Top:0 Right:64 Bottom:64
Status = NONE
End
Then your code would be:
Code:
; *** ART Parameters ***

  SelectPortrait         = ChinaOfficer_lg

  ButtonImage            = ChinaOfficer_sm
GuyInTheWindow is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-29-2006, 07:35 AM   #10 (permalink)
Junior Member
 
Join Date: Jun 2006
Posts: 11
Default

Thanks for the camoe advice, I've fixed that now

Final problem is just that when I select either romote or timed demo charges col. burtons voice plays. How do I change this, I've looked in the Officer code but can't find a way to change it?

I've posted the plant charges code form my officer below

Code:
Behavior = SpecialAbility ModuleTag_10
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = OfficerVoicePlantRemoteCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_11
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = RemoteC4Charge
    MaxSpecialObjects = 8
    SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
    AlwaysValidateSpecialObjects = Yes      ;Coupled with the above setting, this one is necessary for code optimization.
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    PackTime                = 0
    SkipPackingWithNoTarget = Yes           ;When yes, the packing/unpacking will be ignored when detonating charges.
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = Yes
    PreTriggerUnstealthTime   = 5000 ; in milliseconds
  End

  Behavior = SpecialAbility ModuleTag_12
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = OfficerVoicePlantTimedCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_13
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = TimedC4Charge
    MaxSpecialObjects = 10
    SpecialObjectsPersistWhenOwnerDies = Yes 
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = Yes
    PreTriggerUnstealthTime   = 5000 ; in milliseconds
    
  End
Fezwald is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Zelda Mini-mod TibMoon Generals & Zero Hour Editing 26 09-14-2004 06:33 AM
Really weird graphic problem. Urgent help needed juanmanuelsanchez Generals & Zero Hour Editing 19 07-26-2004 04:19 PM
Mini Map Window - WND Problem or Hardcoded? UlthuanDefender Generals & Zero Hour Editing 15 06-03-2004 10:02 PM
object creation and same direction creation LtZack Generals & Zero Hour Editing 12 05-17-2004 04:05 PM
Mini Kirov Naming :) TangyTom Red Alert 2 & Yuri's Revenge Editing 45 01-08-2003 03:24 PM


All times are GMT -4. The time now is 12:45 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.