PrivateJoined: 1/28/2020(UTC) Posts: 1
  
 
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                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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 MajorJoined: 2/21/2015(UTC) Posts: 386   Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
  
 
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                Wouldn't it be easier to use Comanche ini and just add TransportContain module?    | 
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 ColonelJoined: 8/13/2013(UTC) Posts: 824  Location: Right around the corner  Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
  
 
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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.    | 
A Muslim, ask me anything about Islam if you want 
  UTD^Force 
  Moderator and former map reviewer  Big fan of C&C Labs  | 
            
 
        
    
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 PrivateJoined: 7/31/2020(UTC) Posts: 2
  
 
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                took on noticeably, somehow I will study deeper 
            
  
         
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