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  1. #1

    Default Help with New General

    Okay...so I'm trying to create a new General for personal use when my friends and I play Zero Hour over the LAN. It's a Chinese general that specialized in Air Force (basically the equivalent to Granger. Where Granger uses his air force to pummel his opponnet to oblivion, I use my airforce to support a small ground force in battle)

    Anyway...I've edited pretty much just about everything about this general to my liking, while trying to keep it balanced. It uses Zero Hour Reborn's new fighters for China in it. I'm not going to release it onto the internet. It's for my personal use.

    But anyway...I keep running into this problem where the game has problems parsing a particular line in my ChinaAirGeneral.ini file. It parses the entire file just fine, except for the 'Object CAir_ChinaCommandCenter' line, which is down near the very end of the file.

    Here's that section of ChinaAirGeneral.ini (I cut out the some of the unimportant stuff for posting). If you could please take a look at it and tell me what's wrong (which I'm betting is a simple, stupid mistake on my part), I would love you forever. I thought I had this pretty much edited just fine. I've created CommandSets, edited PlayerFaction, and edited CommandButton. Maybe there's somewhere else I'm supposed to edit?

    *is a n00b and knows it*

    Code:
    Object CAir_ChinaCommandCenter
    
      ; *** ART Parameters ***
      
      ; ------------ the main building itself -----------------
      SelectPortrait         = SNComCentr_L
      ButtonImage            = SNComCentr
      Draw                   = W3DModelDraw ModuleTag_01
        OkToChangeModelColor = Yes
        
        ; DAY ************************************
        DefaultConditionState
          Model              = NBConYardI
          Animation          = NBConYardI.NBConYardI
          AnimationMode      = LOOP    
        End
        ConditionState       = DAMAGED
          Model              = NBConYardI_D
          Animation          = NBConYardI_D.NBConYardI_D
          AnimationMode      = LOOP    
          ParticleSysBone    = Fire01 SmolderingFire
          ParticleSysBone    = Fire02 SmolderingFire
          ParticleSysBone    = Fire03 SmolderingFire
          ParticleSysBone    = Smoke01 SmolderingSmoke
          ParticleSysBone    = Smoke02 SmolderingSmoke
          ParticleSysBone    = Smoke03 SmolderingSmoke
        End
        ConditionState       = REALLYDAMAGED RUBBLE
          Model              = NBConYardI_E
          Animation          = NBConYardI_E.NBConYardI_E
          AnimationMode      = LOOP
          ParticleSysBone    = Fire01 SmolderingFire
          ParticleSysBone    = Fire02 SmolderingFire
          ParticleSysBone    = Fire03 SmolderingFire
          ParticleSysBone    = Fire04 SmolderingFire
          ParticleSysBone    = Fire05 SmolderingFire
          ParticleSysBone    = Fire06 SmolderingFire
          ParticleSysBone    = Fire07 SmolderingFire
          ParticleSysBone    = Smoke01 SmolderingSmoke
          ParticleSysBone    = Smoke02 SmolderingSmoke
          ParticleSysBone    = Smoke03 SmolderingSmoke
        End
    
    
        ;NIGHT ***********************************
        ConditionState       = NIGHT
          Model              = NBConYardI_N
          Animation          = NBConYardI_N.NBConYardI_N
          AnimationMode      = LOOP    
        End
        ConditionState       = DAMAGED NIGHT
          Model              = NBConYardI_DN
          Animation          = NBConYardI_DN.NBConYardI_DN
          AnimationMode      = LOOP    
          ParticleSysBone    = Fire01 SmolderingFire
          ParticleSysBone    = Fire02 SmolderingFire
          ParticleSysBone    = Fire03 SmolderingFire
          ParticleSysBone    = Smoke01 SmolderingSmoke
          ParticleSysBone    = Smoke02 SmolderingSmoke
          ParticleSysBone    = Smoke03 SmolderingSmoke
        End
        ConditionState    = REALLYDAMAGED RUBBLE NIGHT
          Model           = NBConYardI_EN
          Animation       = NBConYardI_EN.NBConYardI_EN
          AnimationMode   = LOOP
          ParticleSysBone = Fire01 SmolderingFire
          ParticleSysBone = Fire02 SmolderingFire
          ParticleSysBone = Fire03 SmolderingFire
          ParticleSysBone = Fire04 SmolderingFire
          ParticleSysBone = Fire05 SmolderingFire
          ParticleSysBone = Fire06 SmolderingFire
          ParticleSysBone = Fire07 SmolderingFire
          ParticleSysBone = Smoke01 SmolderingSmoke
          ParticleSysBone = Smoke02 SmolderingSmoke
          ParticleSysBone = Smoke03 SmolderingSmoke
        End
    
        
        ;SNOW *************************************
        ConditionState       = SNOW
          Model              = NBConYardI_S
          Animation          = NBConYardI_S.NBConYardI_S
          AnimationMode      = LOOP    
        End
        ConditionState       = DAMAGED SNOW
          Model              = NBConYardI_DS
          Animation          = NBConYardI_DS.NBConYardI_DS
          AnimationMode      = LOOP    
          ParticleSysBone    = Fire01 SmolderingFire
          ParticleSysBone    = Fire02 SmolderingFire
          ParticleSysBone    = Fire03 SmolderingFire
          ParticleSysBone    = Smoke01 SmolderingSmoke
          ParticleSysBone    = Smoke02 SmolderingSmoke
          ParticleSysBone    = Smoke03 SmolderingSmoke
        End
        ConditionState       = REALLYDAMAGED RUBBLE SNOW
          Model              = NBConYardI_ES
          Animation          = NBConYardI_ES.NBConYardI_ES
          AnimationMode      = LOOP
          ParticleSysBone    = Fire01 SmolderingFire
          ParticleSysBone    = Fire02 SmolderingFire
          ParticleSysBone    = Fire03 SmolderingFire
          ParticleSysBone    = Fire04 SmolderingFire
          ParticleSysBone    = Fire05 SmolderingFire
          ParticleSysBone    = Fire06 SmolderingFire
          ParticleSysBone    = Fire07 SmolderingFire
          ParticleSysBone    = Smoke01 SmolderingSmoke
          ParticleSysBone    = Smoke02 SmolderingSmoke
          ParticleSysBone    = Smoke03 SmolderingSmoke
        End
    
        ;NIGHT SNOW *****************************
        ConditionState       = NIGHT SNOW
          Model              = NBConYardI_NS
          Animation          = NBConYardI_NS.NBConYardI_NS
          AnimationMode      = LOOP    
        End
        ConditionState       = DAMAGED NIGHT SNOW
          Model              = NBConYardI_DNS
          Animation          = NBConYardI_DNS.NBConYardI_DNS
          AnimationMode      = LOOP    
          ParticleSysBone    = Fire01 SmolderingFire
          ParticleSysBone    = Fire02 SmolderingFire
          ParticleSysBone    = Fire03 SmolderingFire
          ParticleSysBone    = Smoke01 SmolderingSmoke
          ParticleSysBone    = Smoke02 SmolderingSmoke
          ParticleSysBone    = Smoke03 SmolderingSmoke
        End
        ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
          Model           = NBConYardI_ENS
          Animation       = NBConYardI_ENS.NBConYardI_ENS
          AnimationMode   = LOOP
          ParticleSysBone = Fire01 SmolderingFire
          ParticleSysBone = Fire02 SmolderingFire
          ParticleSysBone = Fire03 SmolderingFire
          ParticleSysBone = Fire04 SmolderingFire
          ParticleSysBone = Fire05 SmolderingFire
          ParticleSysBone = Fire06 SmolderingFire
          ParticleSysBone = Fire07 SmolderingFire
          ParticleSysBone = Smoke01 SmolderingSmoke
          ParticleSysBone = Smoke02 SmolderingSmoke
          ParticleSysBone = Smoke03 SmolderingSmoke
        End   
        
         
      ; Officers club flag
      Draw = W3DModelDraw ModuleTag_OfficersClub
        OkToChangeModelColor = No
    
        ConditionState       = NONE
          Model              = None
        End
        AliasConditionState  = DAMAGED
        AliasConditionState  = REALLYDAMAGED
        AliasConditionState  = RUBBLE
        AliasConditionState  = REALLYDAMAGED RUBBLE
        ConditionState       = PREORDER
          Model              = OCFlagCHA
          Animation          = OCFlagCHA.OCFlagCHA
          AnimationMode      = LOOP
          Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
        End
    ;    ConditionState       = PREORDER DAMAGED
    ;      Model              = OCFlagCHA_D
    ;      Animation          = OCFlagCHA_D.OCFlagCHA_D
    ;      AnimationMode      = LOOP
    ;      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    ;    End
    ;    ConditionState       = PREORDER REALLYDAMAGED
    ;      Model              = OCFlagCHA_E
    ;      Animation          = OCFlagCHA_E.OCFlagCHA_E
    ;      AnimationMode      = LOOP
    ;      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    ;    End
      End
    
      PlacementViewAngle = -135
    
      ; ***DESIGN parameters ***
      DisplayName       = OBJECT:CommandCenter
      Side              = ChinaInfantryGeneral
      EditorSorting     = STRUCTURE
      BuildCost         = 2000
      BuildTime         = 45.0           ; in seconds
      EnergyProduction  = 0  ;Command center should be free
      CommandSet        = CAir_ChinaCommandCenterCommandSet
      VisionRange       = 300.0           ; Shroud clearing distance
      ShroudClearingRange = 300
      ArmorSet
        Conditions      = None
        Armor           = StructureArmorTough
        DamageFX        = StructureDamageFXNoShake
      End
      ExperienceValue     = 200 200 200 200  ; Experience point value at each level
    
      ; *** AUDIO Parameters ***
      VoiceSelect       = CommandCenterChinaSelect
      SoundOnDamaged        = BuildingDamagedStateLight
      SoundOnReallyDamaged  = BuildingDestroy
    
      UnitSpecificSounds
        UnderConstruction     = UnderConstructionLoop
      End
    
      ; *** ENGINEERING Parameters ***
      RadarPriority     = STRUCTURE
      KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
    
      Body              = StructureBody ModuleTag_07
        MaxHealth       = 5000.0
        InitialHealth   = 5000.0
    
        ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
        ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
        SubdualDamageCap = 5200
        SubdualDamageHealRate = 500
        SubdualDamageHealAmount = 100
      End
    
      Behavior = PreorderCreate ModuleTag_PreorderCreate
      End
    
      Behavior = ProductionUpdate ModuleTag_08
        NumDoorAnimations            = 1
        DoorOpeningTime              = 3000  ;in mSeconds
        DoorWaitOpenTime             = 3000  ;in mSeconds
        DoorCloseTime                = 3000  ;in mSeconds
        ConstructionCompleteDuration = 1500  ;in mSeconds
      End
      Behavior = DefaultProductionExitUpdate ModuleTag_09
        UnitCreatePoint   = X:-18.0  Y: 40.0   Z:0.0
        NaturalRallyPoint = X: 60.0  Y: 40.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
      End
      Behavior = RadarUpdate ModuleTag_10
        RadarExtendTime   = 4000     ;in mSeconds
      End
    
      Behavior             = DestroyDie ModuleTag_11
        ;nothing
      End
      Behavior             = CreateObjectDie ModuleTag_12
        CreationList  = OCL_LargeStructureDebris
      End
      Behavior             = FXListDie ModuleTag_13
        DeathFX       = FX_CommandCenterDeathInfantryGen;FX_StructureMediumDeath
      End
    
      Behavior         = RadarUpgrade ModuleTag_14
        TriggeredBy   = Upgrade_ChinaRadar
      End
    
      Behavior = GenerateMinefieldBehavior     ModuleTag_15
        TriggeredBy           = Upgrade_ChinaMines
        MineName              = ChinaStandardMine
        SmartBorder           = Yes
        AlwaysCircular        = Yes
    
        Upgradable            = Yes
        UpgradedTriggeredBy   = Upgrade_ChinaEMPMines
        UpgradedMineName      = ChinaEMPMine
      End
    
      Behavior           = OCLSpecialPower ModuleTag_16
        SpecialPowerTemplate = SuperweaponNapalmStrike
        OCL                  = SUPERWEAPON_NapalmStrike
      End
    
      Behavior           = OCLSpecialPower ModuleTag_17
        SpecialPowerTemplate = SuperweaponArtilleryBarrage
        UpgradeOCL           = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
        UpgradeOCL           = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
        OCL                  = SUPERWEAPON_ArtilleryBarrage1
        CreateLocation       = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
      End
    
      Behavior           = OCLSpecialPower ModuleTag_18
        SpecialPowerTemplate = SuperweaponClusterMines
        OCL                  = SUPERWEAPON_ClusterMines
        CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
      End
    
      Behavior           = OCLSpecialPower ModuleTag_19
        SpecialPowerTemplate = SuperweaponEMPPulse
        OCL                  = SUPERWEAPON_EMPPulse
        CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
      End
    
      Behavior           = CashHackSpecialPower ModuleTag_20
        SpecialPowerTemplate = SuperweaponCashHack
        UpgradeMoneyAmount   = SCIENCE_CashHack3 4000
        UpgradeMoneyAmount   = SCIENCE_CashHack2 2000
        MoneyAmount          = 1000  ; amount of money to steal
      End
      Behavior           = OCLSpecialPower ModuleTag_21
        SpecialPowerTemplate = SuperweaponEmergencyRepair
        UpgradeOCL           = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
        UpgradeOCL           = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
        OCL                  = SUPERWEAPON_RepairVehicles1
        CreateLocation       = CREATE_AT_LOCATION
      End
      Behavior           = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05
        SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb
        OCL                  = SUPERWEAPON_ChinaCarpetBomb
        CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
      End 
    
      Behavior = FlammableUpdate ModuleTag_23
        AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
        AflameDamageAmount = 5       ; taking this much damage...
        AflameDamageDelay = 500       ; this often.
      End
    
      Behavior = TransitionDamageFX ModuleTag_24
        ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
        DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
        ;---------------------------------------------------------------------------------------
        ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
        ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
        ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
      End
    
      Behavior = CommandSetUpgrade ModuleTag_25
        CommandSet = CAir_ChinaCommandCenterCommandSetUpgrade
        TriggeredBy = Upgrade_ChinaMines
      End
      Behavior = ArmorUpgrade ModuleTag_26
        TriggeredBy = Upgrade_ChinaEMPMines
      End
    
      Behavior           = OCLSpecialPower ModuleTag_27
        SpecialPowerTemplate = CAir_SuperweaponInfantryParadrop
        UpgradeOCL           = CAir_SCIENCE_InfantryParadrop3 CAir_SUPERWEAPON_Paradrop3
        UpgradeOCL           = CAir_SCIENCE_InfantryParadrop2 CAir_SUPERWEAPON_Paradrop2
        OCL                  = CAir_SUPERWEAPON_Paradrop1
        CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
        OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
      End 
    
      Behavior = GrantUpgradeCreate ModuleTag_28
        UpgradeToGrant           = Upgrade_Nationalism
        ExemptStatus      = UNDER_CONSTRUCTION
      End
    
      Behavior           = OCLSpecialPower ModuleTag_29
        SpecialPowerTemplate = Early_SuperweaponFrenzy
        UpgradeOCL           = Early_SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3
        UpgradeOCL           = Early_SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2
        OCL                  = SUPERWEAPON_Frenzy1
        CreateLocation       = CREATE_AT_LOCATION
      End
    
      Behavior           = OCLSpecialPower ModuleTag_30
        SpecialPowerTemplate = SuperweaponNapalmStrike
        OCL                  = SUPERWEAPON_NapalmStrike
      End
     
      Geometry            = BOX
      FactoryExitWidth    = 25
      GeometryMajorRadius = 60.0
      GeometryMinorRadius = 63.0
      GeometryHeight      = 36.0
      GeometryIsSmall     = No
      Shadow              = SHADOW_VOLUME
      BuildCompletion     = PLACED_BY_PLAYER
    
    End

  2. #2
    Banned
    Join Date
    May 2003
    Location
    Eindhoven, Netherlands
    Posts
    2,275

    Default

    Most important trick when fighting bugs/errors: Run ZH's world builder. Where the game just says there IS an error (and occasionally says where it is), WB will almost ALWAYS say where the error is, and even some hints on how to fix it.

  3. #3

    Default

    If WB can't find it, its usually commandset or commandbutton.
    If the game boots but crashes on a particular unit, its usually that units anims or art.

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