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Offline Gameanater  
#1 Posted : Friday, November 7, 2014 7:39:10 PM(UTC)
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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):
ZHHumveeFailBehavior.JPG
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Offline Gameanater  
#2 Posted : Friday, November 7, 2014 7:44:09 PM(UTC)
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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):
ZHHumveeFail.JPG
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Offline Rrtaya_tsamsiyu  
#3 Posted : Friday, November 7, 2014 11:55:21 PM(UTC)
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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.
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Offline klingondragon  
#4 Posted : Saturday, November 8, 2014 4:21:26 AM(UTC)
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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

Offline precision_bomber  
#5 Posted : Saturday, November 8, 2014 4:34:29 AM(UTC)
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Originally Posted by: klingondragon Go to Quoted Post
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
Offline klingondragon  
#6 Posted : Saturday, November 8, 2014 4:42:04 AM(UTC)
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try the crash logs they usually give you more information
Offline UTD^Force  
#7 Posted : Saturday, November 8, 2014 4:42:13 AM(UTC)
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Originally Posted by: klingondragon Go to Quoted Post
Its called transport ai update but it has turret information. I'm sure this isn't right


I also thought so.
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Offline klingondragon  
#8 Posted : Saturday, November 8, 2014 4:43:52 AM(UTC)
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Originally Posted by: UTD^Force Go to Quoted Post
Originally Posted by: klingondragon Go to Quoted Post


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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Offline Gameanater  
#9 Posted : Saturday, November 8, 2014 10:04:58 AM(UTC)
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Originally Posted by: Rrtaya_tsamsiyu Go to Quoted Post
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... Disapprove




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

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Offline UTD^Force  
#10 Posted : Saturday, November 8, 2014 10:58:48 AM(UTC)
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I don't think this is a problem, but you repeated Crusher & Crushable Level.
I'm still looking.
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Offline UTD^Force  
#11 Posted : Saturday, November 8, 2014 11:05:49 AM(UTC)
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The line ****CUT**** after it in a few lines there is an End tag, which is for an unused behavior.
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Offline UTD^Force  
#12 Posted : Saturday, November 8, 2014 11:09:23 AM(UTC)
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Ok, I couldn't find anything else.
I'll check the TransportAIUpdate behavior when I get on the PC.
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Offline Gameanater  
#13 Posted : Saturday, November 8, 2014 11:24:26 AM(UTC)
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Well I fixed those two bugs to no avail. Sad

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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Offline UTD^Force  
#14 Posted : Saturday, November 8, 2014 11:38:41 AM(UTC)
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I will check the behavior in a few hours or tomorrow...
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Offline UTD^Force  
#15 Posted : Tuesday, November 11, 2014 8:50:02 AM(UTC)
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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

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Offline UTD^Force  
#16 Posted : Tuesday, November 11, 2014 8:53:13 AM(UTC)
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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
thanks 2 users thanked UTD^Force for this useful post.
Gameanater on 11/11/2014(UTC), CommieDog on 11/11/2014(UTC)
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