Private Joined: 10/22/2021(UTC) Posts: 28
Thanks: 6 times
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Hello, I was making a tank that had its modified gun, model, and damage i call it BallisticSniper yet it worked but when i go to the warfactory it shows but it cannot be buildable and i cant see its cot price there. Can i have some help? thanks. This is the code that i put in TankGeneral.ini (yes it was a tank general tank of an artillery) Code:
;------------------------------------------------------------------------------
Object Tank_ChinaTankBallisticSniper
; *** ART Parameters ***
SelectPortrait = Rank_Lieutenant_China
ButtonImage = Rank_Lieutenant_China
UpgradeCameo1 = Upgrade_Nationalism
UpgradeCameo2 = Upgrade_ChinaUraniumShells
UpgradeCameo3 = Upgrade_ChinaNuclearTanks
UpgradeCameo4 = Tank_Upgrade_ChinaTankAutoLoader
;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NVBtMstr
Turret = Turret
TurretPitch = TurretEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = NVBtMstr_D
Turret = Turret
TurretPitch = TurretEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
TrackMarks = EXTnkTrack.tga
End
; ***DESIGN parameters ***
DisplayName = OBJECT:BallisticSniper
Side = ChinaTankGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY Tank_AdvancedSniperGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY Tank_AdvancedSniperGunUpgraded ;with autoloader
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
Buildable = Yes ;no means it makes it unbuildable
BuildCost = 1100
BuildTime = 12.0 ;in seconds
VisionRange = 250
ShroudClearingRange = 450
Prerequisites
Object = Tank_ChinaWarFactory
End
ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = Tank_ChinaVehicleBattleMasterCommandSet ;idk
; *** AUDIO Parameters ***
VoiceSelect = BattleMasterTankVoiceSelect
VoiceMove = BattleMasterTankVoiceMove
VoiceGuard = BattleMasterTankVoiceMove
VoiceAttack = BattleMasterTankVoiceAttack
SoundMoveStart = BattleMasterTankMoveStart
SoundMoveStartDamaged = BattleMasterTankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = BattleMasterTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceCrush = BattleMasterTankVoiceCrush
VoiceEnter = BattleMasterTankVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 600.0
InitialHealth = 600.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 800
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = VeterancyGainCreate ModuleTag_14
StartingLevel = VETERAN
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 120 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BattleMasterLocomotor
Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor
Behavior = HordeUpdate ModuleTag_04
RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman
UpdateRate = 1000 ; how often to recheck horde status (msec)
Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
KindOf = VEHICLE ; what KindOf's must match to count towards horde-ness
AlliesOnly = Yes ; do we only count allies towards horde status?
ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof)
Count = 3 ; how many units must be within Radius to grant us horde-ness
Action = HORDE ; when horde-ing, grant us the HORDE bonus
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 40.0
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
DeathWeapon = NuclearTankDeathWeapon
StartsActive = No ; turned on by upgrade
TriggeredBy = Upgrade_ChinaNuclearTanks
End
Behavior = LocomotorSetUpgrade ModuleTag_07
TriggeredBy = Upgrade_ChinaNuclearTanks
End
Behavior = WeaponSetUpgrade ModuleTag_17
TriggeredBy = Tank_Upgrade_ChinaTankAutoLoader
End
; A crushing defeat
Behavior = DestroyDie ModuleTag_08
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_11
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = SlowDeathBehavior ModuleTag_12
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_ChinaTankBattleMasterDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = TransitionDamageFX ModuleTag_13
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
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 = 13.0
GeometryMinorRadius = 9.0
GeometryHeight = 10
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
And this is the one i put in CommandButton.ini Code:
CommandButton Tank_Command_ConstructChinaBallisticSniper
Command = UNIT_BUILD
Object = Tank_ChinaTankBalliticSniper
TextLabel = CONTROLBAR:ConstructGLATankBattleMaster
ButtonImage = Rank_Lieutenant_China
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster
End
And last on CommandSet.ini Code:
CommandSet Tank_ChinaWarFactoryCommandSet
1 = Tank_Command_ConstructChinaTankBattleMaster
2 = Tank_Command_ConstructChinaTankEmperor
3 = Tank_Command_ConstructChinaVehicleTroopCrawler
4 = Tank_Command_ConstructChinaVehicleListeningOutpost
5 = Tank_Command_ConstructChinaTankGattling
7 = Tank_Command_ConstructChinaTankDragon
8 = Command_UpgradeChinaBlackNapalm
9 = Tank_Command_ConstructChinaBallisticSniper
10 = Command_UpgradeChinaChainGuns
11 = Tank_Command_ConstructChinaTankECM
12 = Command_UpgradeChinaMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
Any quick helps will be appreciated much thanks.
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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I'm not sure what would cause this problem, but have you tried removing the line? I haven't seen this line a lot in buildable units' code. And what object did you base your code on? Maybe also try to edit the original command button to construct a vehicle like this: Code:CommandButton Command_ConstructChinaTankBattleMaster
Command = UNIT_BUILD
Object = BallisticSniper object name
TextLabel = CONTROLBAR:ConstructGLATankBattleMaster
ButtonImage = SNBattlemaster
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster
End
If that doesn't work try making a whole new commandset for the warfactory, you can do that by simply naming the commandset like this: CommandSet Tank_ChinaWarFactoryCommandSet NewThat's a lot of troubleshooting attempts but that's honestly how I learnt coding this game. In case none of this works, reply again and we can look into it together. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 10/22/2021(UTC) Posts: 28
Thanks: 6 times
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I did try deleting the but its still not be able to buildable my problem here is it shows in the Tank Warfactory but its just an image i cant buy it. its just a grey button for me but it works though but i litterally cant buy it from the warfactory it self. i based the object on a copy of battlemaster itself and replaced its turret with inferno cannon's gun however it does'nt crash me so it seems like it works. i also tried renaming the warfactory but however still didnt work.
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Private Joined: 10/22/2021(UTC) Posts: 28
Thanks: 6 times
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now that i know what is the problem is because of the CommandButton.ini
instead of typing ballistic I typed ballitic
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