General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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So I'm editing the Civilain vehicle Humvee1, the UN Humvee, so that its more useful, doesn't shoot through walls, and can use Drones. But I'm getting errors of the serious kind and I've deturmined based upon what the error window says, that it's trying to process an unknown field "Behavior", what is causing this... Code:
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
But there is NOTHING wrong with this that I can tell... It's properly spaced as far as a I know, and when I comment out this code the game loads up fine... Help please? Gameanater attached the following image(s): |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Ok, correction, when I comment out the code I get another error that says I can't specify a Locomotor without an AIUpdate block! But the AIUpdate block I already have is perfectly fine but is crashing the game! Make your mind, Zero Hour! lol... Edited by user Friday, November 7, 2014 7:44:59 PM(UTC)
| Reason: Typo Gameanater attached the following image(s): |
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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hmm, not sure. Try going into the code and Editing with Editor, which will basically open the code in notepad. Then make sure Word Wrap is off, and use the Goto function to go to the exact line the error is on, 5147.
With any luck that will help some. |
one soul at a time |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Its called transport ai update but it has turret information. I'm not sure this is right Edited by user Saturday, November 8, 2014 4:42:25 AM(UTC)
| Reason: Not specified |
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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Originally Posted by: klingondragon Its called transport ai update but it has turret information. I'm sure this isn't right I think anything can have turrets. *points at Humvee* [Mainproblem] Are you sure that's the exact line? Also this maybe caused by a missing 'End' somewhere. Edited by user Saturday, November 8, 2014 4:35:42 AM(UTC)
| Reason: Not specified |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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try the crash logs they usually give you more information |
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Colonel Joined: 8/13/2013(UTC) Posts: 819 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Originally Posted by: klingondragon Its called transport ai update but it has turret information. I'm sure this isn't right I also thought so. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Originally Posted by: UTD^Force Originally Posted by: klingondragon I also thought so. ive just looked at the america humvee code and its almost exactly the same as the above code so i was wrong |
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1 user thanked klingondragon for this useful post.
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: Rrtaya_tsamsiyu hmm, not sure. Try going into the code and Editing with Editor, which will basically open the code in notepad. Then make sure Word Wrap is off, and use the Goto function to go to the exact line the error is on, 5147.
With any luck that will help some. I don't know what this "Editor" is you're mentioning...
Far as I can tell, this is the exact line... But, heck, I should just put the entire Humvee code here. Maybe there's something else I'm missing. Code:
;------------------------------------------------------------------------------
Object Humvee1
; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = CVHUMVEE
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = REALLYDAMAGED
Model = CVHUMVEE_D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = RUBBLE
Model = CVHUMVEE_D
End
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
Side = Civilian
DisplayName = OBJECT:UNHumvee
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGun
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
CommandSet = AmericaVehicleHumveeCommandSet
ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
VoiceGuard = HumveeVoiceMove
VoiceAttack = HumveeVoiceAttack
VoiceAttackAir = HumveeVoiceAttackTOW
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
TurretMoveLoop = NoSound
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT ATTACK_NEEDS_LINE_OF_SIGHT
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL HumveeLocomotor
Locomotor = SET_WANDER WanderCarSuspensionLocomotor
Locomotor = SET_PANIC PanicCarSuspensionLocomotor
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 20%
AllowInsideKindOf = INFANTRY
End
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
FX = INITIAL FX_HumveeExplosionOneInitial
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_HumveeExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End
Behavior = DestroyDie ModuleTag_07
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_08
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
;***CUT***
;Cinematics and civ units don't want to spawn rangers and pilots!
;Behavior = CreateObjectDie ModuleTag_SoloChange
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
End
Behavior = EjectPilotDie ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
CreationList = OCL_EjectPilotOnGround
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = ObjectCreationUpgrade ModuleTag_22
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_23
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_24
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_25
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
Behavior = PhysicsBehavior ModuleTag_13
Mass = 30.0
End
End
;------------------------------------------------------------------------------
Edited by user Saturday, November 8, 2014 10:06:31 AM(UTC)
| Reason: Not specified |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Colonel Joined: 8/13/2013(UTC) Posts: 819 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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I don't think this is a problem, but you repeated Crusher & Crushable Level. I'm still looking. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force for this useful post.
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Colonel Joined: 8/13/2013(UTC) Posts: 819 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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The line ****CUT**** after it in a few lines there is an End tag, which is for an unused behavior. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force for this useful post.
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Colonel Joined: 8/13/2013(UTC) Posts: 819 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Ok, I couldn't find anything else. I'll check the TransportAIUpdate behavior when I get on the PC. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Well I fixed those two bugs to no avail. And my CrashRelashInfo.txt is useless. Quote: Release Crash at Sat Nov 08 10:22:13 2014 ; Reason Error parsing INI file 'Data\INI\Object\CivilianUnit.ini' (Line: 'Object Humvee1 ')
Last error:
Current stack:
Current code: Code:
;------------------------------------------------------------------------------
Object Humvee1
; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = CVHUMVEE
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = REALLYDAMAGED
Model = CVHUMVEE_D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = RUBBLE
Model = CVHUMVEE_D
End
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
Side = Civilian
DisplayName = OBJECT:UNHumvee
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGun
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
CommandSet = AmericaVehicleHumveeCommandSet
ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
IsTrainable = Yes ;Can gain experience
;CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
;CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
VoiceGuard = HumveeVoiceMove
VoiceAttack = HumveeVoiceAttack
VoiceAttackAir = HumveeVoiceAttackTOW
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
TurretMoveLoop = NoSound
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT ATTACK_NEEDS_LINE_OF_SIGHT
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL HumveeLocomotor
Locomotor = SET_WANDER WanderCarSuspensionLocomotor
Locomotor = SET_PANIC PanicCarSuspensionLocomotor
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 20%
AllowInsideKindOf = INFANTRY
End
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
FX = INITIAL FX_HumveeExplosionOneInitial
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_HumveeExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End
Behavior = DestroyDie ModuleTag_07
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_08
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
;***CUT***
;Cinematics and civ units don't want to spawn rangers and pilots!
;Behavior = CreateObjectDie ModuleTag_SoloChange
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
;End
Behavior = EjectPilotDie ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
CreationList = OCL_EjectPilotOnGround
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = ObjectCreationUpgrade ModuleTag_22
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_23
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_24
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_25
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
Behavior = PhysicsBehavior ModuleTag_13
Mass = 30.0
End
End
;------------------------------------------------------------------------------
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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Colonel Joined: 8/13/2013(UTC) Posts: 819 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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I will check the behavior in a few hours or tomorrow... |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force for this useful post.
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Colonel Joined: 8/13/2013(UTC) Posts: 819 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Solved! One problem, one of the things that you changed was the problem! The TransportAIUpdate behavior isn't a problem, you forgot the AIUpdateInterface behavior: Add it before the locomotors: Code: Behavior = AIUpdateInterface ModuleTag_07
End
The problem was in this: Quote: Behavior = EjectPilotDie ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED CreationList = OCL_EjectPilotOnGround End I'm trying to solve it at this moment... Edited by user Tuesday, November 11, 2014 9:02:49 AM(UTC)
| Reason: Not specified |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Colonel Joined: 8/13/2013(UTC) Posts: 819 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Here make this replace the EjectPilotDie behavior that you made: Code: Behavior = EjectPilotDie ModuleTag_16
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
; The following added out per hotlist request 10/9 as above ML
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Now, really SOLVED! |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
2 users thanked UTD^Force for this useful post.
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