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  1. #1

    Default What am I doing wrong?

    As a way of introducing myself to ini editing in ZH, iwas making some rather simplistic(well..in comparison to the skilled people here ^_^ it's like greek to me, but im learning) additions. My biggest change I am making, is giving the Laser General rangers 'with frickin laser beams on their forehead' hehe

    Seriously though, I am swapping the ranger weapon with laser weapon. But I am running into a weird problem. the game isnt displaying any of my edits to the rangers 0_0 not even the cost or hp changes, nothing.

    So what could I be doing wrong(Yes, i checked to see if the ini's were in the right place and if they were the up to date ini's. ^_^)

    Here is my code

    from the LaserGeneral.ini *design parameters portion. i can post the whole thing if need be)

    ; ***DESIGN parameters ***
    DisplayName = OBJECT:Ranger
    Side = AmericaLaserGeneral
    EditorSorting = INFANTRY
    TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

    WeaponSet
    Conditions = None
    Weapon = PRIMARY LaserRangerGun
    End
    WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon = PRIMARY LaserRangerGun
    Weapon = SECONDARY RangerFlashBangGrenadeWeapon
    AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
    AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
    WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
    End
    ArmorSet
    Conditions = None
    Armor = HumanArmor
    DamageFX = InfantryDamageFX
    End
    ArmorSet
    Conditions = PLAYER_UPGRADE
    Armor = ChemSuitHumanArmor
    DamageFX = None
    End
    VisionRange = 100
    ShroudClearingRange = 400
    Prerequisites
    Object = Lazr_AmericaBarracks
    End
    BuildCost = 300
    BuildTime = 6.0 ;in seconds

    ExperienceValue = 30 50 80 100 ;Experience point value at each level
    ExperienceRequired = 0 50 80 220 ;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 = Lazr_AmericaInfantryRangerCommandSet

    ; *** AUDIO Parameters ***
    VoiceSelect = RangerVoiceSelect
    VoiceMove = RangerVoiceMove
    VoiceGuard = RangerVoiceMove
    VoiceAttack = RangerVoiceAttack
    VoiceFear = RangerVoiceFear
    VoiceTaskComplete = RangerVoiceCaptureComplete

    UnitSpecificSounds
    VoiceEnter = RangerVoiceMove
    VoiceEnterHostile = RangerVoiceMove
    VoiceGarrison = RangerVoiceGarrison
    VoiceCreate = RangerVoiceCreate
    VoiceSubdue = RangerVoiceSubdue
    VoiceClearBuilding = RangerVoiceClearBuilding
    VoiceGetHealed = RangerVoiceMove
    VoicePrimaryWeaponMode = RangerVoiceModeGun
    VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang
    End

    UnitSpecificFX
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    CombatDropKillFX = FX_RangerCombatDropKill
    End

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

    Behavior = CommandButtonHuntUpdate ModuleTag_02
    End

    Body = ActiveBody ModuleTag_03
    MaxHealth = 250.0
    InitialHealth = 250.0
    End

    Behavior = ExperienceScalarUpgrade ModuleTag_04
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
    End

    Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba
    ScanRate = 1000 ; once a second.
    ScanRange = 300 ;
    NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
    AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
    End

    Behavior = AIUpdateInterface ModuleTag_06
    AutoAcquireEnemiesWhenIdle = Yes
    End
    Locomotor = SET_NORMAL BasicHumanLocomotor

    Behavior = PhysicsBehavior ModuleTag_07
    Mass = 5.0
    End

    Behavior = ProductionUpdate ModuleTag_08
    ; nothing
    End

    Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit.
    End

    Behavior = WeaponSetUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade
    End
    Weapon.ini


    Weapon LaserRangerGun
    PrimaryDamage = 35.0
    PrimaryDamageRadius = 5.0
    ScatterRadiusVsInfantry = .5 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
    AttackRange = 150.0
    MinTargetPitch = -45 ; we may not target anything outside of this pitch range
    MaxTargetPitch = 45 ; ditto
    DamageType = LASER
    DeathType = LASERED
    WeaponSpeed = 99999 ; dist/sec
    LaserName = Lazr_RangerGun
    LaserBoneName = Muzzle
    FireFX = Lazr_WeaponFX_LaserCrusader
    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
    DelayBetweenShots = 120 ; time between shots, msec
    ClipSize = 5 ; how many shots in a Clip (0 == infinite)
    ClipReloadTime = 600 ; how long to reload a Clip, msec
    ProjectileCollidesWith = STRUCTURES WALLS



    End

    Thanks in adavance for the help

    -Raz

  2. #2
    Banned
    Join Date
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    Posts
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    Default

    Read the "Beginner's guide to editing Generals" post, by yours truly, first. That would probably explain that your files are not in the right place for Generals to read them. I know you say they are in the right place, but these symptoms only point in one direction to me: wrong place.

  3. #3

    Default

    :tard: = me haha your right ^_^ I had the lasergenerl.ini in the INi folder not ini\object folder *smacks self* thanks

  4. #4

    Default

    Hm know I am coming up with a different problem, the rangers work now..sort of. they fire with the right damage/range etc, but no laser effect. I'm getting the laser firing sound. Maybe I messed up the Muzzlefx code?

  5. #5

    Default

    Hi im new here,
    Well to make the ranger fire a laser change the laser name 2 AvengerTargetingLaserBeam or Lazr_WeaponFX_LaserCrusader (there is some more i think just havent looked tat hard) depending on how u want it. Then make the LaserBoneName Muzzle01 (unless u want them firing from there feet :lol: ) now yor rangers will fire the lasers.

  6. #6

    Default

    Haha thanks though one last prob, the rangers only fire at Infantry and nothing else. Obviously I am overlooking some targeting restrictions like for anti-air coding, but I am just missing it

  7. #7

    Default

    hehehe i know the answer 2 tat 2 try replaceing DamageType = LASER
    and DeathType = LASERED with DamageType = SMALL_ARMS and DeathType = NORMAL

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