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  1. #1

    Default What am I doing wrong?

    hey,
    this ini i have been worknig on to get a mech working, and Iwas wondering if anybody could help me thnx, I used the GLARocketbuggy as a test... but no luck
    and is there anyhtnig I am forgetting to change or something minor like that?
    The launch effects/launch bones are like that because I want to make it so that it shoots from differents spots everytime, I want to make it random, but Im not sure if that will work?
    ;--------------------------------------------------------------------------------
    Object AmericanMech

    ; *** ART Parameters ***
    SelectPortrait = SURocketBuggy_L
    ButtonImage = SURocketBuggy

    Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
    Model = Mech
    WeaponFireFXBone = PRIMARY Weapon011
    WeaponLaunchBone = PRIMARY Weapon09
    WeaponFireFXBone = PRIMARY Weapon10
    WeaponLaunchBone = PRIMARY Weapon08
    WeaponFireFXBone = PRIMARY Weapon04
    WeaponLaunchBone = PRIMARY Weapon05
    WeaponFireFXBone = PRIMARY Weapon13
    WeaponLaunchBone = PRIMARY Weapon00
    WeaponLaunchBone = PRIMARY Weapon12
    WeaponLaunchBone = PRIMARY Weapon11
    End

    WeaponFireFXBone = SECONDARY Weapon02
    WeaponLaunchBone = SECONDARY Weapon03
    WeaponFireFXBone = SECONDARY Weapon04
    WeaponLaunchBone = SECONDARY Weapon05
    WeaponFireFXBone = SECONDARY Weapon06
    WeaponLaunchBone = SECONDARY Weapon07
    End

    ConditionState = REALLYDAMAGED
    Model = Mech
    WeaponFireFXBone = PRIMARY Weapon011
    WeaponLaunchBone = PRIMARY Weapon09
    WeaponFireFXBone = PRIMARY Weapon10
    WeaponLaunchBone = PRIMARY Weapon08
    WeaponFireFXBone = PRIMARY Weapon04
    WeaponLaunchBone = PRIMARY Weapon05
    WeaponFireFXBone = PRIMARY Weapon13
    WeaponLaunchBone = PRIMARY Weapon00
    WeaponLaunchBone = PRIMARY Weapon12
    WeaponLaunchBone = PRIMARY Weapon11
    End

    WeaponFireFXBone = SECONDARY Weapon02
    WeaponLaunchBone = SECONDARY Weapon03
    WeaponFireFXBone = SECONDARY Weapon04
    WeaponLaunchBone = SECONDARY Weapon05
    WeaponFireFXBone = SECONDARY Weapon06
    WeaponLaunchBone = SECONDARY Weapon07
    End

    ConditionState = RUBBLE
    WeaponFireFXBone = PRIMARY Weapon011
    WeaponLaunchBone = PRIMARY Weapon09
    WeaponFireFXBone = PRIMARY Weapon10
    WeaponLaunchBone = PRIMARY Weapon08
    WeaponFireFXBone = PRIMARY Weapon04
    WeaponLaunchBone = PRIMARY Weapon05
    WeaponFireFXBone = PRIMARY Weapon13
    WeaponLaunchBone = PRIMARY Weapon00
    WeaponLaunchBone = PRIMARY Weapon12
    WeaponLaunchBone = PRIMARY Weapon11
    End

    WeaponFireFXBone = SECONDARY Weapon02
    WeaponLaunchBone = SECONDARY Weapon03
    WeaponFireFXBone = SECONDARY Weapon04
    WeaponLaunchBone = SECONDARY Weapon05
    WeaponFireFXBone = SECONDARY Weapon06
    WeaponLaunchBone = SECONDARY Weapon07
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
    Model = Mech
    WeaponFireFXBone = PRIMARY Weapon011
    WeaponLaunchBone = PRIMARY Weapon09
    WeaponFireFXBone = PRIMARY Weapon10
    WeaponLaunchBone = PRIMARY Weapon08
    WeaponFireFXBone = PRIMARY Weapon04
    WeaponLaunchBone = PRIMARY Weapon05
    WeaponFireFXBone = PRIMARY Weapon13
    WeaponLaunchBone = PRIMARY Weapon00
    WeaponLaunchBone = PRIMARY Weapon12
    WeaponLaunchBone = PRIMARY Weapon11
    End

    WeaponFireFXBone = SECONDARY Weapon02
    WeaponLaunchBone = SECONDARY Weapon03
    WeaponFireFXBone = SECONDARY Weapon04
    WeaponLaunchBone = SECONDARY Weapon05
    WeaponFireFXBone = SECONDARY Weapon06
    WeaponLaunchBone = SECONDARY Weapon07
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
    Model = Mech
    WeaponFireFXBone = PRIMARY Weapon011
    WeaponLaunchBone = PRIMARY Weapon09
    WeaponFireFXBone = PRIMARY Weapon10
    WeaponLaunchBone = PRIMARY Weapon08
    WeaponFireFXBone = PRIMARY Weapon04
    WeaponLaunchBone = PRIMARY Weapon05
    WeaponFireFXBone = PRIMARY Weapon13
    WeaponLaunchBone = PRIMARY Weapon00
    WeaponLaunchBone = PRIMARY Weapon12
    WeaponLaunchBone = PRIMARY Weapon11
    End

    WeaponFireFXBone = SECONDARY Weapon02
    WeaponLaunchBone = SECONDARY Weapon03
    WeaponFireFXBone = SECONDARY Weapon04
    WeaponLaunchBone = SECONDARY Weapon05
    WeaponFireFXBone = SECONDARY Weapon06
    WeaponLaunchBone = SECONDARY Weapon07
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
    Model = Mech
    WeaponFireFXBone = PRIMARY Weapon011
    WeaponLaunchBone = PRIMARY Weapon09
    WeaponFireFXBone = PRIMARY Weapon10
    WeaponLaunchBone = PRIMARY Weapon08
    WeaponFireFXBone = PRIMARY Weapon04
    WeaponLaunchBone = PRIMARY Weapon05
    WeaponFireFXBone = PRIMARY Weapon13
    WeaponLaunchBone = PRIMARY Weapon00
    WeaponLaunchBone = PRIMARY Weapon12
    WeaponLaunchBone = PRIMARY Weapon11
    End

    WeaponFireFXBone = SECONDARY Weapon02
    WeaponLaunchBone = SECONDARY Weapon03
    WeaponFireFXBone = SECONDARY Weapon04
    WeaponLaunchBone = SECONDARY Weapon05
    WeaponFireFXBone = SECONDARY Weapon06
    WeaponLaunchBone = SECONDARY Weapon07
    End

    TrackMarks = None

    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray

    End

    ; ***DESIGN parameters ***
    DisplayName = OBJECT:US Mech
    Side = America
    EditorSorting = VEHICLE
    TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
    WeaponSet
    Conditions = None
    Weapon = PRIMARY MechLaser
    Weapon = SECONDARY BuggyRocketWeapon
    End
    ArmorSet
    Conditions = None
    Armor = TruckArmor
    DamageFX = TankDamageFX
    End
    BuildCost = 1300
    BuildTime = 6.0 ;in seconds
    VisionRange = 180
    ShroudClearingRange = 300
    Prerequisites
    Object = AmericaWarFactory
    End

    ExperienceValue = 50 50 100 150 ;Experience point value at each level
    ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
    IsTrainable = Yes ;Can gain experience
    CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
    CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
    CommandSet = AmericanMechCommandSet

    ; *** AUDIO Parameters ***
    VoiceSelect = RocketBuggyVoiceSelect
    VoiceMove = RocketBuggyVoiceMove
    VoiceAttack = RocketBuggyVoiceAttack
    SoundMoveStart = RocketBuggyMoveStart
    SoundMoveStartDamaged = RocketBuggyMoveStart
    VoiceGuard = RocketBuggyVoiceMove


    UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate = RocketBuggyVoiceCreate
    ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceCrush = RocketBuggyVoiceCrush
    VoiceEnter = RocketBuggyVoiceMove
    End

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

    Body = ActiveBody ModuleTag_02
    MaxHealth = 350
    InitialHealth = 350
    End
    Behavior = AIUpdateInterface ModuleTag_03
    End
    AutoAcquireEnemiesWhenIdle = Yes
    End
    Locomotor = SET_NORMAL CrusaderLocomotor
    Behavior = PhysicsBehavior ModuleTag_04
    Mass = 100.0
    End

    Behavior = AutoHealBehavior ModuleTag_08
    HealingAmount = 2
    HealingDelay = 1000 ; msec
    TriggeredBy = Upgrade_GLAJunkRepair
    End

    Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_GLABuggyAmmo
    End

    Behavior = DestroyDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    End

    ; A crushing defeat
    Behavior = FXListDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
    End
    Behavior = CreateObjectDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_RocketBuggy_CrushEffect
    End
    Behavior = CreateCrateDie ModuleTag_14
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
    End

    Behavior = TransitionDamageFX ModuleTag_15
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
    End

    Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3 ; taking this much damage...
    AflameDamageDelay = 500 ; this often.
    End

    Geometry = BOX
    GeometryMajorRadius = 13.0
    GeometryMinorRadius = 9.0
    GeometryHeight = 7.5
    GeometryIsSmall = Yes

    Shadow = SHADOW_VOLUME
    ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

    End

    -----------------------------------------------
    Weapon.ini
    -----------------------------------------------


    ;------------------------------------------------------------------------------
    Weapon MechLaser
    PrimaryDamage = 50.0
    PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
    AttackRange = 100.0
    DamageType = SMALL_ARMS
    DeathType = NORMAL
    WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
    ProjectileObject = NONE
    FireFX = WeaponFX_GenericMachineGunFireWithRedTracers
    VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
    FireSound = RangerWeapon
    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
    DelayBetweenShots = 75 ; time between shots, msec
    ClipSize = 11 ; how many shots in a Clip (0 == infinite)
    ClipReloadTime = 700 ; how long to reload a Clip, msec
    WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200%
    WeaponBonus = DRONE_SPOTTING RANGE 200%
    WeaponBonus = DRONE_SPOTTING DAMAGE 200%
    End

    --------------------------------------------------------
    CommandButton.ini
    --------------------------------------------------------
    CommandButton Command_ConstructAmericanMech
    Command = UNIT_BUILD
    Object = GLAVehicleAmericanMech
    TextLabel = CONTROLBAR:ConstructGLAVehicleAmericanMech
    ButtonImage = SURocketBuggy
    ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
    DescriptLabel = CONTROLBAR:ToolTipGLABuildAmericanMech
    End
    ------------------------------------------
    Commandset.ini
    -------------------------------------------
    CommandSet AmericanMechCommandSet

    9 = Command_AttackMove
    11 = Command_Guard
    12 = Command_Stop
    End

    ----------------------
    The Mech is attatched and you can check it out but plse don't take this thnx. and it isn't skinned anyway..
    oldfaq

  2. #2

    Default

    the only person that i can think that can help is Tebrey

  3. #3

    Default

    Quote Originally Posted by Oldfaq
    Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
    Model = Mech
    WeaponFireFXBone = PRIMARY Weapon011
    WeaponLaunchBone = PRIMARY Weapon09
    WeaponFireFXBone = PRIMARY Weapon10
    WeaponLaunchBone = PRIMARY Weapon08
    WeaponFireFXBone = PRIMARY Weapon04
    WeaponLaunchBone = PRIMARY Weapon05
    WeaponFireFXBone = PRIMARY Weapon13
    WeaponLaunchBone = PRIMARY Weapon00
    WeaponLaunchBone = PRIMARY Weapon12
    WeaponLaunchBone = PRIMARY Weapon11
    End

    WeaponFireFXBone = SECONDARY Weapon02
    WeaponLaunchBone = SECONDARY Weapon03
    WeaponFireFXBone = SECONDARY Weapon04
    WeaponLaunchBone = SECONDARY Weapon05
    WeaponFireFXBone = SECONDARY Weapon06
    WeaponLaunchBone = SECONDARY Weapon07
    End
    I think you're missing a conditionstate after the bold end

  4. #4

    Default

    you have missed Model = Mech

    ConditionState = RUBBLE
    Model = Mech
    WeaponFireFXBone = PRIMARY Weapon011
    WeaponLaunchBone = PRIMARY Weapon09
    WeaponFireFXBone = PRIMARY Weapon10
    WeaponLaunchBone = PRIMARY Weapon08
    WeaponFireFXBone = PRIMARY Weapon04
    WeaponLaunchBone = PRIMARY Weapon05
    WeaponFireFXBone = PRIMARY Weapon13
    WeaponLaunchBone = PRIMARY Weapon00
    WeaponLaunchBone = PRIMARY Weapon12
    WeaponLaunchBone = PRIMARY Weapon11
    End

    WeaponFireFXBone = SECONDARY Weapon02
    WeaponLaunchBone = SECONDARY Weapon03
    WeaponFireFXBone = SECONDARY Weapon04
    WeaponLaunchBone = SECONDARY Weapon05
    WeaponFireFXBone = SECONDARY Weapon06
    WeaponLaunchBone = SECONDARY Weapon07
    End


  5. #5

    Default

    thnx, I will go and check to see if this helps!
    Oldfaq

  6. #6

    Default

    Hey,

    Have you animated the Mech? if so you will need to animate it the code to make it walk and stuff. let me know how far you have gotten and i will try to help.

  7. #7

    Default Re: What am I doing wrong?

    Quote Originally Posted by Oldfaq
    Model = Mech
    WeaponFireFXBone = PRIMARY Weapon011
    WeaponLaunchBone = PRIMARY Weapon09
    WeaponFireFXBone = PRIMARY Weapon10
    WeaponLaunchBone = PRIMARY Weapon08
    WeaponFireFXBone = PRIMARY Weapon04
    WeaponLaunchBone = PRIMARY Weapon05
    WeaponFireFXBone = PRIMARY Weapon13
    WeaponLaunchBone = PRIMARY Weapon00
    WeaponLaunchBone = PRIMARY Weapon12
    WeaponLaunchBone = PRIMARY Weapon11
    End

    WeaponFireFXBone = SECONDARY Weapon02
    WeaponLaunchBone = SECONDARY Weapon03
    WeaponFireFXBone = SECONDARY Weapon04
    WeaponLaunchBone = SECONDARY Weapon05
    WeaponFireFXBone = SECONDARY Weapon06
    WeaponLaunchBone = SECONDARY Weapon07
    Remove the End from where it is because it should look like this

    Model = Mech
    WeaponFireFXBone = PRIMARY Weapon011
    WeaponLaunchBone = PRIMARY Weapon09
    WeaponFireFXBone = PRIMARY Weapon10
    WeaponLaunchBone = PRIMARY Weapon08
    WeaponFireFXBone = PRIMARY Weapon04
    WeaponLaunchBone = PRIMARY Weapon05
    WeaponFireFXBone = PRIMARY Weapon13
    WeaponLaunchBone = PRIMARY Weapon00
    WeaponLaunchBone = PRIMARY Weapon12
    WeaponLaunchBone = PRIMARY Weapon11
    WeaponFireFXBone = SECONDARY Weapon02
    WeaponLaunchBone = SECONDARY Weapon03
    WeaponFireFXBone = SECONDARY Weapon04
    WeaponLaunchBone = SECONDARY Weapon05
    WeaponFireFXBone = SECONDARY Weapon06
    WeaponLaunchBone = SECONDARY Weapon07
    Also you wont be able to get it to shoot out of all them. To do this rename the primary bones to WeaponAXX and the secondary to WeaponBXX. Now make it where it looks like this.

    Model = Mech
    WeaponFireFXBone = PRIMARY WeaponA
    WeaponLaunchBone = PRIMARY WeaponA
    WeaponFireFXBone = SECONDARY WeaponB
    WeaponLaunchBone = SECONDARY WeaponB
    Then add this line in the weapon it uses

    ShotsPerBarrel = 1
    Now it should shoot through all the bones.

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