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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Pathfinder Stealth Upgrade by Veterancy- Basic Modding Help

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

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Old 08-04-2006, 06:31 PM   #1 (permalink)
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Default Pathfinder Stealth Upgrade by Veterancy- Basic Modding Help

I'm attempting to make my pathfinder have it's standard camo at build-up (stealthed while shooting/not moving) and upgrade this stealth to full stealth at elite and heroic levels, but I'm not having any luck. I have tried the stealh upgrade and update modules from the DZ mod list but no matter how I set them my game crashes at startup, being a novice modder any help is very much appreciated. My stealth modules in the infantry.ini are below...

Code:
Behavior = StealthUpdate ModuleTag_09
    StealthDelay                = 5       ;msec
    StealthForbiddenConditions  = MOVING  ;stays stealthy while attacking
    FriendlyOpacityMin          = 30.0%
    FriendlyOpacityMax          = 80.0%
    PulseFrequency              = 500     ;msec
    MoveThresholdSpeed          = 3
    InnateStealth               = No
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
  End

StealthUpgrade
[enables use of StealthUpdate module on this object, requires InnateStealth = No]
    TriggeredBy = Upgrade_Veterancy_VETERAN Upgrade_Veterancy_ELITE Upgrade_Veterancy_HEROIC
        FXListUpgrade = FX_BombTruckDisguise
        ConflictsWith = NONE
        RequiresAllTriggers = No
End

StealthUpdate
;[this module allows the use of SoundStealthOn and SoundStealthOff parameters on the object and is hardcoded to display MESSAGE:StealthNeutralized when the object has been discovered]
    
    StealthDelay = 5
    MoveThresholdSpeed = 3
    StealthForbiddenConditions = NONE
    HintDetectableConditions = NONE
    FriendlyOpacityMin = 30%
    FriendlyOpacityMax = 80%
    PulseFrequency = 500
    RevealDistanceFromTarget = 10
    OrderIdleEnemiesToAttackMeUponReveal = No
    InnateStealth = No
    DisguisesAsTeam = No   ;requires KindOf = DISGUISER]
    DisguiseFX = FX_BombTruckDisguise  ;requires KindOf = DISGUISER]
    DisguiseRevealFX = FX_BombTruckDisguiseReveal     ;requires KindOf = DISGUISER]
    DisguiseTransitionTime = 10
    DisguiseRevealTransitionTime = 15
End
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Old 08-05-2006, 02:29 AM   #2 (permalink)
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There are 3 things that seem incorrect here:

1. Why do you use two StealthUpdate modules? The second one without a name (= ModuleTag_XY, XY = any number that has not been assigned to a ModuleTag yet). There's also the "Behaviour =" line missing.

2. The StealthUpgrade has no name either and it has an uncommented out line [enables use of...]. There's also the "Behaviour =" line missing.

3. In the same module you have three upgrade conditions, however since you want the unit to become stealthed when at least ELITE it's enough to add "Upgrade_Veterancy_ELITE" to the TriggeredBy line.

That's what I think should work:

Code:
Behavior = StealthUpgrade ModuleTag_09
    TriggeredBy = Upgrade_Veterancy_ELITE
    FXListUpgrade = FX_BombTruckDisguise
    ConflictsWith = NONE
    RequiresAllTriggers = No
End

Behavior = StealthUpdate ModuleTag_10
    StealthDelay = 5
    MoveThresholdSpeed = 3
    StealthForbiddenConditions = NONE
    HintDetectableConditions = NONE
    FriendlyOpacityMin = 30%
    FriendlyOpacityMax = 80%
    PulseFrequency = 500
    RevealDistanceFromTarget = 10
    OrderIdleEnemiesToAttackMeUponReveal = No
    InnateStealth = No
    DisguisesAsTeam = No
    DisguiseFX = FX_BombTruckDisguise
    DisguiseRevealFX = FX_BombTruckDisguiseReveal
    DisguiseTransitionTime = 10
    DisguiseRevealTransitionTime = 15
End
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Old 08-05-2006, 03:39 PM   #3 (permalink)
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I recommend deleting all of the Disguise flags in the StealthUpdate module as well, since they are only used for the Bomb Truck's disguise ability.
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Old 08-05-2006, 05:26 PM   #4 (permalink)
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Thanks, Now that I look back at it I can't believe even I tried to get that coding to work, but anyway, I used the coding that 2312222 gave me and I'm still having problems. Instead of crashing at startup it crashes as soon as I build a pathfinder, any troubleshooting tips for this error?
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Old 08-06-2006, 05:50 AM   #5 (permalink)
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Hmm, try to run the WorldBuilder, maybe it gives a feedback on where the problem occurs. Other than that, re-check code you've written lately for syntax errors.
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Old 08-06-2006, 03:05 PM   #6 (permalink)
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I took a fully functional mod and added the stealth upgrade/update coding and the game crashes whenever a pathfinder is built. WorldBuilder loads it fine with no errors. I'm nearly positive the stealth update is the problem, but why? Wouldn't a syntax error show up on worldbuilder?
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Old 08-06-2006, 03:07 PM   #7 (permalink)
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if WB loads fine, its a command button or a command set that is incorrect. try looking at them.
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Old 08-06-2006, 05:56 PM   #8 (permalink)
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Thanks for the tip but I really don't think it is the command buttons/sets, I double-checked them and besides would adding a stealth module effect them? Like I said before, I took a fully functional mod and added the stealth module to it and it turned out like this, I've made many attempts this weeked all with the same crash result at build-up.

Are the veterancy upgrades "built-in?" Are they in the Upgrade.ini? Whenever I've tried to add veterancy upgrades to this mod I've always had problems but I thought it was my mistake, is it possible to remove them (they aren't in the .ini)? This mod was made for me by a friend and I'm adding on to it, so I'm wondering about it.

I'll post my coding below incase I did miss something...

Code:
CommandButton AB_Command_ConstructAmericaPathfinder
  Command       = UNIT_BUILD
  Object        = AB_AmericaPathfinder
  TextLabel     = CONTROLBAR:ConstructAmericaInfantryPathFinder
  ButtonImage   = SAPathfinder1
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipAB_BuildPathFinder
End

CommandButton AB_Command_PathfinderSwitchToSniperRifle
  Command                 = SWITCH_WEAPON
  WeaponSlot              = PRIMARY
  Options                 = CHECK_LIKE OK_FOR_MULTI_SELECT 
  TextLabel               = CONTROLBAR:PathfinderSwitchToSniperRifle
  ButtonImage             = SAPathFinder1
  ButtonBorderType        = ACTION
  DescriptLabel           = CONTROLBAR:ToolTipPathfinderSwitchToSniperRifle
End

CommandButton AB_Command_PathfinderSwitchToEMPGrenadeWeapon
  Command                 = SWITCH_WEAPON
  WeaponSlot              = SECONDARY
  Options                 = CHECK_LIKE OK_FOR_MULTI_SELECT 
  TextLabel               = CONTROLBAR:PathfinderSwitchToEMPGrenadeWeapon
  ButtonImage             = SSEMP
  ButtonBorderType        = ACTION
  DescriptLabel           = CONTROLBAR:ToolTipPathfinderSwitchToEMPGrenadeWeapon
End

CommandSet AB_AmericaBarracksCommandSet
  1 = AB_Command_ConstructAmericaRanger
  2 = AB_Command_ConstructAmericaMissileDefender
  3 = AB_Command_ConstructAmericaColonelBurton
  4 = AB_Command_ConstructAmericaPathfinder
  6 = AB_Command_ConstructAmericaPilot
  9 = Command_UpgradeAmericaRangerFlashBangGrenade 
 10 = Command_UpgradeAmericaRangerCaptureBuilding
 13 = Command_SetRallyPoint
 14 = Command_Sell
End

CommandSet AB_Command_AmericaPathfinder
   1 = AB_Command_PathfinderSwitchToSniperRifle
   2 = AB_Command_PathfinderSwitchToEMPGrenadeWeapon
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End

 [....] ExperienceValue    = 40 40 60 80   ;Experience point value at each level
  ExperienceRequired = 0 50 100 200  ;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         = AB_Command_AmericaPathfinder
Any other areas I need to check?

EDIT: added code
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