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Offline Gameanater  
#1 Posted : Sunday, August 31, 2014 3:58:16 PM(UTC)
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Another problem with my Combine Soldier.

Up until now, he was using the Ranger's model and animations. I honestly am not a big fan of the Ranger's animations, though. They just look unprofessional for a highly-trained military soldier and seem a bit too relaxed. Plus, they're not very close to the animations for the Combine Soldiers in Half-Life 2. I tried just using the Ranger model with the UN Soldier's animations (I think the UN Soldier has much better animation and is also a closer match to the Combine Soldiers), but appearantly the models have completely different bone structures or something because he ended up in a half-T-Pose with some very floaty limbs. So I just switched it back and decided to tinker with it once I got his weapon working.

Well, his Pulse-Rifle's working now thanks to Precision-Bomber (yaya! Cool ), so I'm trying again to give him the animations, but I'm also trying to change his model to the UN Soldier.

Well, now I'm getting errors of the serious kind, now I can't start the game.

I'll post the code below for the unit.

For his Rappelling Animations I'm re-using the UN Soldier's parachuting animations.

For Capturing the buildings he's just using the firing animations repeatedly, which'll probably look quite goofy but I don't think I'll mind.

I don't know what to do, I'm hoping someone here can help.
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Offline Gameanater  
#2 Posted : Sunday, August 31, 2014 3:59:52 PM(UTC)
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Combine Soldier code:

Code:

;------------------------------------------------------------------------------------------
Object InfantryCombineSoldier

  ; *** ART Parameters ***
  SelectPortrait          = SAPilot_L
  ButtonImage            = SAPilot
  
  UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo3 = Upgrade_InfantryCaptureBuilding
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  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

    ; --- Idle
    DefaultConditionState
      Model             = CIUNSL_SKN
      IdleAnimation     = CIUNSL_SKL.CIUNSL_STA 0 21
      IdleAnimation     = CIUNSL_SKL.CIUNSL_ID1
      IdleAnimation     = CIUNSL_SKL.CIUNSL_ID2
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone  = SECONDARY Muzzle
      WeaponLaunchBone  = SECONDARY Muzzle
      WeaponLaunchBone  = PRIMARY Muzzle
      TransitionKey     = TRANS_Stand

    End

    ConditionState      = FIRING_A 
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = LOOP
      TransitionKey     = TRANS_FiringA
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A

    TransitionState     = TRANS_Stand TRANS_FiringA
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_ST
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End

    TransitionState     = TRANS_FiringA TRANS_Stand
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_ED
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End

    ; these aliases handle the attack-move case.
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A

    ConditionState      = FREEFALL
      Animation         = CIUNSL_SKL.CIUNSL_PFL
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Falling
    End

    ConditionState      = PARACHUTING
      Animation         = CIUNSL_SKL.CIUNSL_PHG
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Chute
    End
    AliasConditionState = PARACHUTING DYING

    ConditionState      = MOVING
      Animation         = CIUNSL_SKL.CIUNSL_RNA 
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = None
    End

    ConditionState      = DYING
      Animation         = CIUNSL_SKL.CIUNSL_DTA
      Animation         = CIUNSL_SKL.CIUNSL_DTB
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Dying
    End

    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = CIUNSL_SKL.CIUNSL_ADTA1
      AnimationMode     = ONCE
    End

    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = CIUNSL_SKL.CIUNSL_ADTA2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End

    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = CIUNSL_SKL.CIUNSL_ADTA3
      AnimationMode     = ONCE
      TransitionKey     = None
    End
    AliasConditionState = DYING SPLATTED

    TransitionState     = TRANS_Falling TRANS_Chute
      Animation         = CIUNSL_SKL.CIUNSL_POP
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Chute TRANS_Stand
      Animation         = CIUNSL_SKL.CIUNSL_PTD
      AnimationMode     = ONCE
    End

  End

    ; ------- Bldg-capture

    ConditionState      = UNPACKING
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE
    End
    AliasConditionState = UNPACKING REALLYDAMAGED


    ConditionState      = RAISING_FLAG
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Raising
    End
    AliasConditionState = RAISING_FLAG REALLYDAMAGED

    ConditionState      = PACKING
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_Packing
    End
    AliasConditionState = PACKING REALLYDAMAGED

    TransitionState     = TRANS_Raising TRANS_Packing
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
    End

    ; --- RAPPELLING ANIMATIONS
    ConditionState      = RAPPELLING
      Animation         = CIUNSL_SKL.CIUNSL_PHG
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Rappelling
    End
    AliasConditionState = MOVING RAPPELLING

    TransitionState     = TRANS_Rappelling TRANS_Stand
      Animation         = CIUNSL_SKL.CIUNSL_PTD
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Rappelling TRANS_StandInjured
      Animation         = CIUNSL_SKL.CIUNSL_PTD
      AnimationMode     = ONCE
    End

  End


  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Combine
  Side                = Civilian
  EditorSorting       = INFANTRY
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY CombineMarineWeapon
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY CombineMarineWeapon
    Weapon = SECONDARY HalfLife2Grenades ;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           = ChemSuitHumanArmor ;HumanArmor
    DamageFX        = InfantryDamageFX
  End
  ;ArmorSet
  ;  Conditions            = PLAYER_UPGRADE
  ;  Armor                 = ChemSuitHumanArmor
  ;  DamageFX              = None
  ;End
  VisionRange = 100
  ShroudClearingRange = 400
  Prerequisites
    Object = AmericaBarracks
  End
  BuildCost = 225
  BuildTime = 5.0          ;in seconds  
  
  ExperienceValue = 20 20 40 60    ;Experience point value at each level
  ExperienceRequired = 0 40 60 120  ;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          = AmericaInfantryRangerCommandSet

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

  UnitSpecificSounds
    VoiceEnter = SpectreGunshipVoiceMove ;RangerVoiceMove
    VoiceEnterHostile = SpectreGunshipVoiceMove ;RangerVoiceMove
    VoiceGarrison = SpectreGunshipVoiceMove ;RangerVoiceGarrison
    VoiceCreate         = SpectreGunshipVoiceSelect ;RangerVoiceCreate
    VoiceSubdue         = SpectreGunshipVoiceAttack ;RangerVoiceSubdue
    VoiceClearBuilding  = SpectreGunshipVoiceAttack ;RangerVoiceClearBuilding
    VoiceGetHealed      = SpectreGunshipVoiceAttack ;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       = 200.0
    InitialHealth   = 200.0
  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
  

; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_RangerDie
  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_RangerDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireUSA
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantry
  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_DieByToxinUSA
    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_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
; --- end Death modules ---

  Behavior = SquishCollide ModuleTag_12
    ;nothing
  End
  Behavior                = ArmorUpgrade ModuleTag_Armor01
    TriggeredBy           = Upgrade_AmericaChemicalSuits
  End

  Behavior = PoisonedBehavior ModuleTag_17
    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
 
  Behavior = SpecialAbility ModuleTag_18
    SpecialPowerTemplate      = SpecialAbilityRangerCaptureBuilding
    UpdateModuleStartsAttack  = Yes
    StartsPaused              = Yes ; Unpaused by upgrade module
    InitiateSound         = RangerVoiceCapture
  End
  Behavior = SpecialAbilityUpdate ModuleTag_19
    SpecialPowerTemplate  = SpecialAbilityRangerCaptureBuilding
    StartAbilityRange  = 5.0
    UnpackTime            = 3000  ; (changing this will scale anim speed)
    PreparationTime       = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
    PackTime              = 2000  ; (changing this will scale anim speed)
    DoCaptureFX           = Yes
    AwardXPForTriggering  = 15
    ;SkillPointsForTriggering = ???  -- Dustin, fill me out if you want different balance values.
  End

  Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20
    SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
    TriggeredBy = Upgrade_InfantryCaptureBuilding
  End

  Behavior = LockWeaponCreate ModuleTag_21
    SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
  End

  Geometry = CYLINDER
  GeometryMajorRadius = 7.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 13.0

  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT

End

;-------------------------------------------------------------
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Offline Gameanater  
#3 Posted : Sunday, August 31, 2014 4:06:06 PM(UTC)
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Originally Posted by: Worldbuilder' Go to Quoted Post

ASSERTION FAILURE: You should not specify bits in a state once they are used in IgnoreConditionStates (InfantryCombineSoldier)

ASSERTION FAILURE: [LINE: 243 - FILE: 'Data\INI\Object\MiscUnits.ini']
Error reading field 'ConditionState' of block 'Object'

ASSERTION FAILURE: Error parsing block ' ConditionState in INI file 'Data\INI\Object\MiscUnits.ini'



No idea what the first message means...

Also, my ReleaseCrashInfo.txt:

Originally Posted by: Gameanater' Go to Quoted Post

Release Crash at Sun Aug 31 16:00:13 2014
; Reason Error parsing INI file 'Data\INI\Object\MiscUnits.ini' (Line: 'Object InfantryCombineSoldier ')


Last error:


Current stack:




That part seems pretty useless because I can't see anything wrong with the line of code "Object InfantryCombineSoldier"
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Offline CommieDog  
#4 Posted : Sunday, August 31, 2014 5:47:47 PM(UTC)
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Did you copy the entire draw module? It looks like you might have a missing End statement somewhere.
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Offline Gameanater  
#5 Posted : Sunday, August 31, 2014 7:03:43 PM(UTC)
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Draw module?
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Offline CommieDog  
#6 Posted : Sunday, August 31, 2014 8:55:54 PM(UTC)
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See this?
Code:
Draw = W3DModelDraw ModuleTag_01
That's the beginning of the draw module. Everything indented below that is part of the draw module, which handles the graphics for the object.
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thanks 1 user thanked CommieDog for this useful post.
Gameanater on 9/1/2014(UTC)
Offline Gameanater  
#7 Posted : Monday, September 1, 2014 7:21:34 PM(UTC)
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Oh! I see!

Well, what I did was I STARTED by replacing the beginning part the refers to the Ranger model with the UN Soldier model:

Code:

  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

    ; --- Idle
    DefaultConditionState
      Model             = AIRngr_SKN
      IdleAnimation     = AIRngr_SKL.AIRngr_STA 0 35
      IdleAnimation     = AIRngr_SKL.AIRngr_IDA
      IdleAnimation     = AIRngr_SKL.AIRngr_IDB
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone  = SECONDARY Muzzle
      WeaponLaunchBone  = SECONDARY Muzzle
      TransitionKey     = TRANS_Stand

    End



Code:

  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

    ; --- Idle
    DefaultConditionState
      Model             = CIUNSL_SKN
      IdleAnimation     = CIUNSL_SKL.CIUNSL_STA 0 21
      IdleAnimation     = CIUNSL_SKL.CIUNSL_ID1
      IdleAnimation     = CIUNSL_SKL.CIUNSL_ID2
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone  = SECONDARY Muzzle
      WeaponLaunchBone  = SECONDARY Muzzle
      WeaponLaunchBone  = PRIMARY Muzzle
      TransitionKey     = TRANS_Stand

    End


Then I deleted all the Ranger's code from that point up until the Draw code for the Capturing Building animations, and replaced it all with the UN Soldier's Draw code.

Code:


    ConditionState      = UNPACKING
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE
    End
    AliasConditionState = UNPACKING REALLYDAMAGED


    ConditionState      = RAISING_FLAG
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Raising
    End
    AliasConditionState = RAISING_FLAG REALLYDAMAGED

    ConditionState      = PACKING
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_Packing
    End
    AliasConditionState = PACKING REALLYDAMAGED

    TransitionState     = TRANS_Raising TRANS_Packing
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
    End


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Offline Gameanater  
#8 Posted : Monday, September 1, 2014 7:23:49 PM(UTC)
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(Sorry for posting in two replies, but I'm paranoid of the text limit.)

Then I replaced anything in the Rappelling code that referred to Ranger animations or the Ranger model with the UN Soldier equivilants (for rappelling, I used parachuting animations. For Capturing buildings, I just copied the fire animation over everything)...

Code:

    ; --- RAPPELLING ANIMATIONS
    ConditionState      = RAPPELLING
      Animation         = CIUNSL_SKL.CIUNSL_PHG
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Rappelling
    End
    AliasConditionState = MOVING RAPPELLING

    TransitionState     = TRANS_Rappelling TRANS_Stand
      Animation         = CIUNSL_SKL.CIUNSL_PTD
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Rappelling TRANS_StandInjured
      Animation         = CIUNSL_SKL.CIUNSL_PTD
      AnimationMode     = ONCE
    End

  End


So far after looking over my code here I can't seem to find any missing Ends... Or at least anything that LOOKS like it's missing...

I'm stumped.

(I know that code might be unnecessary in my reply, but I like to be very precise to make sure I'm understood. :P)

Edited by user Monday, September 1, 2014 7:24:58 PM(UTC)  | Reason: Couldn't post two boxes of code in one reply

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Offline Gameanater  
#9 Posted : Monday, September 1, 2014 7:25:59 PM(UTC)
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Sorry for a THIRD reply, but when I tried to put two boxes of code in the last one it got really messed up...

Original code:

Code:


    ; --- RAPPELLING ANIMATIONS
    ConditionState      = RAPPELLING
      Animation         = AIRngr_SKL.AIRngr_RPL1 ;30
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Rappelling
    End
    AliasConditionState = MOVING RAPPELLING

    TransitionState     = TRANS_Rappelling TRANS_Stand
      Animation         = AIRngr_SKL.AIRngr_RPL2
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Rappelling TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_RPL2
      AnimationMode     = ONCE
    End

  End
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Offline CommieDog  
#10 Posted : Monday, September 1, 2014 8:14:05 PM(UTC)
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Why copy the UN Soldier's draw module in three parts when you can just copy it as one single piece? I know it looks like a lot of code, but the system clipboard should be able to handle it.
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Offline Gameanater  
#11 Posted : Monday, September 1, 2014 8:17:17 PM(UTC)
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Do you mean copying it into the .ini or onto here in the topic? Question

If you mean the topic,

My clipboard can handle that much text just fine but I'm a little paranoid of the text limit for the forum replies. Not how much text my clipboard can copy without crashing or anything. Tongue

If you mean for copying the code into the .ini files, then I'm not quite sure what you mean.
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Offline CommieDog  
#12 Posted : Monday, September 1, 2014 11:14:34 PM(UTC)
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Originally Posted by: Gameanater Go to Quoted Post
Do you mean copying it into the .ini or onto here in the topic? Question

I mean when copying it into your new unit's INI file. It sounds like you copied the UN Soldier's draw module in three parts, leaving a much greater chance of a copy/paste error.
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Gameanater on 9/2/2014(UTC)
Offline Gameanater  
#13 Posted : Tuesday, September 2, 2014 1:11:05 PM(UTC)
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Originally Posted by: CommieDog Go to Quoted Post

I mean when copying it into your new unit's INI file. It sounds like you copied the UN Soldier's draw module in three parts, leaving a much greater chance of a copy/paste error.


Oh!

I didn't. I removed the Ranger's Draw module code up to the Capturing Building Draw code and replaced it with the UN Soldier's own Draw Module.

Then I added the WeaponLaunchBone stuffs.

Unfortunately, I'm still not sure where everything went wrong.

Oh the trials of modding!
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Offline klingondragon  
#14 Posted : Saturday, September 6, 2014 3:15:07 AM(UTC)
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From the debug information it sounds like you've used a conditionstate that you previously set as ignore
The Firing_A and other bits of code
If you remove the ignore condition states line it may work
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Gameanater on 10/23/2014(UTC)
Offline Gameanater  
#15 Posted : Thursday, October 23, 2014 6:33:26 PM(UTC)
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I forgot about this topic...


anyway, thank you Klingon. I'll be sure to try that!
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