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Offline EzTactic  
#1 Posted : Tuesday, January 28, 2020 10:55:29 AM(UTC)
EzTactic
Private
Joined: 1/28/2020(UTC)
Posts: 1

This ini file crashes my game every time, I've messed around with it a few times to see if I can fix it without any luck. The idea is that I've taken an American Chinook, swapped the model for a Commanche and added all the weaponry amongst other things. I'm fairly new to this stuff but I do have a basic understanding. I read the crash report to only receive the error

"; Reason Error parsing INI file 'Data\INI\Object\AlphaChinook.ini' (Line: 'Object AlphaChinook ')"

I'm unsure to what this could possibly mean as the line is the start of the ini is it not?
I first tried using a Commanche ini and modifying that but I want to be able to stack units inside of the helicopter as well.


Object AlphaChinook

; *** ART Parameters ***
SelectPortrait = SACCommanche_L
ButtonImage = SACCommanche

UpgradeCameo1 = Upgrade_AmericaCountermeasures
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_ComancheRocketPods
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE


Draw = W3DModelDraw ModuleTag_01 ; Helicopter

ExtraPublicBone = RopeStart
ExtraPublicBone = RopeEnd

DefaultConditionState
Model = AVComanche
HideSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVComanche_d
ShowSubObject = MissileUpgrade
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = RUBBLE
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVComanche_d
HideSubObject = AVComanche_Prop
End

OkToChangeModelColor = Yes
End

Draw = W3DModelDraw ModuleTag_02 ; Cargo net
ConditionState = NONE
Model = None ; Nothing here
TransitionKey = TRANS_Empty
WaitForStateToFinishIfPossible = TRANS_Unloading
End

ConditionState = DYING
Model = None ; Nothing here
End
AliasConditionState = RUBBLE
AliasConditionState = CARRYING RUBBLE
AliasConditionState = DOCKING RUBBLE
AliasConditionState = DOCKING CARRYING RUBBLE
End


; ***DESIGN parameters ***
DisplayName = OBJECT:Alpha Chinook
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 600.0
ShroudClearingRange = 800
BuildCost = 12
BuildTime = 2.0 ;in seconds
Prerequisites
;Object = AmericaSupplyCenter
End

WeaponSet
Conditions = None
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY NONE
End
WeaponSet
Conditions = PLAYER_UPGRADE
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY ComancheRocketPodWeapon
AutoChooseSources = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = ComancheArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresComancheArmor
DamageFX = None
End
BuildCost = 10
BuildTime = 2 ; in seconds
ExperienceValue = 50 50 100 200 ; Experience point value at each level
ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
CommandSet = AlphaChinookCommandSet

; *** AUDIO Parameters ***
VoiceSelect = ComancheVoiceSelect
VoiceMove = ComancheVoiceMove
VoiceAttack = ComancheVoiceAttack
SoundAmbient = ComancheAmbientLoop
SoundAmbientRubble = NoSound
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = ComancheVoiceCreate
VoiceSupply = ChinookVoiceSupply
VoiceUnload = ChinookVoiceUnload
VoiceCombatDrop = ChinookVoiceCombatDrop
VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings!
VoiceGarrison = ChinookVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD

Body = ActiveBody ModuleTag_04
MaxHealth = 1220.0
InitialHealth = 1220.0
End

Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End

Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End

Behavior = ChinookAIUpdate ModuleTag_07
MaxBoxes = 8
SupplyCenterActionDelay = 2900 ;3000 ; ms for whole thing (one transaction)
SupplyWarehouseActionDelay = 1200 ;1250 ; 875 ; ms per box (many small transactions)
SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan)
SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted
NumRopes = 4
; these define how long we can wait, once a guy is on-rope, before throwing another
; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely
; and we'll wait for each guy to clear before spawning another.
PerRopeDelayMin = 900
PerRopeDelayMax = 1500
RopeWidth = 0.5
RopeColor = R:0 G:0 B:0
RopeWobbleLen = 10
RopeWobbleAmplitude = 0.25
RopeWobbleRate = 180
RopeFinalHeight = 10 ; stop this far above ground
RappelSpeed = 30
MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it
UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded
End
Locomotor = SET_NORMAL ChinookLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

Behavior = TransportContain ModuleTag_08
Slots = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY VEHICLE
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
End
Behavior = PhysicsBehavior ModuleTag_09
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_10
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 30
FinalRubbleObject = ChinookRubbleHull
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 6.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End
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Offline SkyMix_RMT  
#2 Posted : Wednesday, January 29, 2020 5:59:46 AM(UTC)
SkyMix_RMT
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Wouldn't it be easier to use Comanche ini and just add TransportContain module?
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Offline UTD^Force  
#3 Posted : Monday, February 3, 2020 3:54:04 PM(UTC)
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It has been a while since I read an ini code.
But your code has build time and build cost written twice.
And as far as I know, commanche's model doesnt have these bones:
Code:
ExtraPublicBone = RopeStart
ExtraPublicBone = RopeEnd

And as mentioned above, it would be easier to start with the commanche's code.
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Offline George Winston  
#4 Posted : Friday, July 31, 2020 8:39:29 AM(UTC)
George Winston
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Joined: 7/31/2020(UTC)
Posts: 2

took on noticeably, somehow I will study deeper
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