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Offline crashdodgers  
#1 Posted : Sunday, April 20, 2014 8:43:09 AM(UTC)
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Hi, I am trying to make the GLA hijacker available to America; I have copied all the codes I.e. INI, commandset and commandbutton, for the unit, what I need to confirm is the final part making it available to America; as this unit is a science unit and not a standered unit.

Am I right in thinking that I have to make the science available if I do not want to use a script, I.e. use the commandbutton and commandset from the GLA command centre and swooping it for one of the Americas command centre sciences like the stealth bomber and if so how to I go about it?
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Offline Gameanater  
#2 Posted : Sunday, April 20, 2014 9:31:38 AM(UTC)
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.

Edited by user Sunday, April 20, 2014 1:06:38 PM(UTC)  | Reason: Useless me!

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Offline Annihilationzh  
#3 Posted : Sunday, April 20, 2014 9:54:59 AM(UTC)
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You could remove the science prerequisite.

Also, "swooping"?
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
thanks 1 user thanked Annihilationzh for this useful post.
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Offline crashdodgers  
#4 Posted : Sunday, April 20, 2014 12:41:22 PM(UTC)
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If it is a strait swoop then they would, but if I can find away to make the unit available like the ranger then no they would not need to use points.
Offline Annihilationzh  
#5 Posted : Sunday, April 20, 2014 1:01:15 PM(UTC)
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I'm sorry, but I can't make sense of what you just said.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Offline Rrtaya_tsamsiyu  
#6 Posted : Sunday, April 20, 2014 1:06:13 PM(UTC)
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[ spam ]
i hearby make a motion that the word "swap" will never again be used on this forum. Instead, we will use "Swoop". Will anyone second this?
[ /spam ]

Edited by user Sunday, April 20, 2014 1:07:13 PM(UTC)  | Reason: Not specified

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Offline Gameanater  
#7 Posted : Sunday, April 20, 2014 1:10:15 PM(UTC)
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I second that!
-Tsam
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Offline Annihilationzh  
#8 Posted : Sunday, April 20, 2014 1:19:50 PM(UTC)
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Originally Posted by: Rrtaya_tsamsiyu Go to Quoted Post
[ spam ]
i hearby make a motion that the word "swap" will never again be used on this forum. Instead, we will use "Swoop". Will anyone second this?
[ /spam ]

Originally Posted by: Gameanater Go to Quoted Post
I second that!
-Tsam

As a grammar Nazi, I'm about to call the Gestapo.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Offline Gameanater  
#9 Posted : Sunday, April 20, 2014 5:43:54 PM(UTC)
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Originally Posted by: Annihilationzh Go to Quoted Post
Originally Posted by: Rrtaya_tsamsiyu Go to Quoted Post
[ spam ]
i hearby make a motion that the word "swap" will never again be used on this forum. Instead, we will use "Swoop". Will anyone second this?
[ /spam ]

Originally Posted by: Gameanater Go to Quoted Post
I second that!
-Tsam

As a grammar Nazi, I'm about to call the Gestapo.


Durr, what's the Gestapo?
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Offline crashdodgers  
#10 Posted : Sunday, April 20, 2014 7:04:05 PM(UTC)
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OK enough with the wise cracks, as I have had about 3 hours sleep and my head is spinning like a spinning top.

So lets get back on track, (If it is a strait swap I.e. like for like, pathfinder to hijacker then yes they would need to use points, but if I can find away to make the unit available like the ranger and missile defender, then no they would not need to use points).
Offline CommieDog  
#11 Posted : Sunday, April 20, 2014 11:54:07 PM(UTC)
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Your question was already answered:
Originally Posted by: Annihilationzh Go to Quoted Post
You could remove the science prerequisite.


UserPostedImage
CommieDog: Because someone has to do your dirty work for you
Offline crashdodgers  
#12 Posted : Monday, April 21, 2014 5:33:30 AM(UTC)
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Right I have just put all three files into both INI files, put nothing happened the new unit did not appear and when I opened up the INI all the information was missing, it has just disappeared!
Offline Reignscythe  
#13 Posted : Tuesday, April 22, 2014 5:31:44 AM(UTC)
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Let's go back from the start. You may have skipped a step or have done something wrong..
1. Copy the whole unit code from its original .ini.
2. Paste it in the desired faction .ini.
3. Change its object name. Ex. Object ChinaInfantryHacker to Object GC_ChinaInfantryHacker. Make it distinguishable from the original unit.
4. Erase and/or modify the prequisites and anything you don't like.
5. Save the .ini file, then go to Commandbuttons.ini, copy the Commandbutton of the original Hijacker (or any commandbutton of units, but in that case you'll have to change more..)
6. Change the values of commandbutton (so it can be distinguished as another command button) and object (the name of your unit that you changed earlier, in my example, GC_ChinaInfantryHacker)
7. Now open commandset.ini.. Find the commandset of the barracks of the faction you wanted to change, (You said America, so you may need to search for the main and its three subfactions, so you'll need to edit four barracks commandsets)
8. Now after you've find them all, add a number unused, and put in there the name of the commandbutton you made for your unit..
9. Save it and run the game and pray you didn't make any errors.. XD

Example of the unit code, made for USA

Object USA_GLAInfantryHijacker

; *** ART Parameters ***
SelectPortrait = SUHijacker_L
ButtonImage = SUHijacker

UpgradeCameo1 = Demo_Upgrade_SuicideBomb
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = UIHJCK_SKN
IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25
IdleAnimation = UIHJCK_SKL.UIHJCK_IDA
IdleAnimation = UIHJCK_SKL.UIHJCK_IDB
AnimationMode = ONCE
TransitionKey = TRANS_Stand
End
AliasConditionState = REALLYDAMAGED

ConditionState = MOVING
Animation = UIHJCK_SKL.UIHJCK_RUN
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = REALLYDAMAGED MOVING


ConditionState = DYING
Animation = UIHJCK_SKL.UIHJCK_DTA
Animation = UIHJCK_SKL.UIHJCK_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIHJCK_SKL.UIHJCK_ADTE1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = UIHJCK_SKL.UIHJCK_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = UIHJCK_SKL.UIHJCK_ADTE3
AnimationMode = ONCE
TransitionKey = None
End

ConditionState = SPECIAL_CHEERING
Animation = UIHJCK_SKL.UIHJCK_CHA
AnimationMode = LOOP
End


ConditionState = PARACHUTING
Animation = UIHJCK_SKL.UIHJCK_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = UIHJCK_SKL.UIHJCK_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = UIHJCK_SKL.UIHJCK_PTD
AnimationMode = ONCE
End


End

; ***DESIGN parameters ***
DisplayName = OBJECT:Hijacker
Side = GLADemolitionGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Weapon = PRIMARY None
Weapon = SECONDARY None
Weapon = TERTIARY TerroristSuicideNotARealWeapon
AutoChooseSources = TERTIARY NONE
End

ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End

VisionRange = 100
ShroudClearingRange = 200

End

BuildCost = 400
BuildTime = 10.0 ;in seconds




ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
IsTrainable = No ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = Demo_GLAInfantryHijackerCommandSet

; *** AUDIO Parameters ***
VoiceSelect = HijackerVoiceSelect
VoiceMove = HijackerVoiceMove
VoiceGuard = HijackerVoiceMove
VoiceAttack = HijackerVoiceAttack
VoiceFear = HijackerVoiceFear
UnitSpecificSounds
VoiceGarrison = HijackerVoiceGarrison
VoiceCreate = HijackerVoiceCreate
VoiceEnter = HijackerVoiceEnter
VoiceEnterHostile = HijackerVoiceEnterHostile
VoiceGetHealed = HijackerVoiceMove
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
EnterGuard = Yes
HijackGuard = Yes
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE STEALTH_GARRISON
;STEALTH_GARRISON Added per Dustin, 12/14--ML


Behavior = StealthUpdate ModuleTag_02
StealthDelay = 500 ; half second delay before stealthy
StealthForbiddenConditions = MOVING ; only stealthy while stationary
MoveThresholdSpeed = 3
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

Body = ActiveBody ModuleTag_03
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = HijackerUpdate ModuleTag_04
ParachuteName = AmericaParachute
End

Behavior = AIUpdateInterface ModuleTag_05
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit.
End
Locomotor = SET_NORMAL JarmenKellLocomotor

Behavior = PhysicsBehavior ModuleTag_06
Mass = 5.0
End

Behavior = ConvertToHijackedVehicleCrateCollide ModuleTag_08
RequiredKindOf = VEHICLE ; This is my car now, infidel!
End

Behavior = SquishCollide ModuleTag_09
;nothing
End


; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_HijackerDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_HijackerDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireGLA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---

Behavior = PoisonedBehavior ModuleTag_14
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End

Behavior = SlowDeathBehavior ModuleTag_Death_17
DeathTypes = NONE +SUICIDED +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_TerroristExplode
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag998
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = NONE +SUICIDED
End;

Behavior = FireWeaponWhenDeadBehavior ModuleTag999
DeathWeapon = Demo_DestroyedWeapon
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = ALL -SUICIDED
End

Behavior = CommandSetUpgrade ModuleTag_19
CommandSet = Demo_GLAInfantryHijackerCommandSetUpgrade
TriggeredBy = Demo_Upgrade_SuicideBomb
End

Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT

End

In this case I changed the object name and removed the prerequisites so it can be built by any faction and by changing its name it can be distinguished as a separate unit from the original.. Take note I used USA_ to distinguish it..

Commandbutton

CommandButton USA_Command_ConstructGLAInfantryHijacker
Command = UNIT_BUILD
Object = USA_GLAInfantryHijacker
TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker
ButtonImage = SUHijacker
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker
End

I changed the commandbutton and object; again, I used USA_ to distinguish it..

Commandset..

CommandSet AmericaBarracksCommandSet
1 = Command_ConstructAmericaInfantryRanger
2 = Command_ConstructAmericaInfantryMissileDefender
3 = Command_ConstructAmericaInfantryColonelBurton
4 = Command_ConstructAmericaInfantryPathfinder
5 = USA_Command_ConstructGLAInfantryHijacker
6 = Command_ConstructAmericaInfantryBiohazardTech
7 = Command_UpgradeAmericaRangerFlashBangGrenade
8 = Command_UpgradeAmericaRangerCaptureBuilding
13 = Command_SetRallyPoint
14 = Command_Sell
End

In this case I added the name of the commandbutton in number 5..

That's all. Hope this helps and clears it up.. XD
(>T^T)><{Help me make my mod become a reality..}


Offline Annihilationzh  
#14 Posted : Tuesday, April 22, 2014 7:35:39 AM(UTC)
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Please use code tags Reignscythe.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Offline Reignscythe  
#15 Posted : Tuesday, April 22, 2014 8:19:05 AM(UTC)
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Sorry. Don't know how..
And I'm quite in a hurry that time.. XD
(>T^T)><{Help me make my mod become a reality..}


Offline crashdodgers  
#16 Posted : Tuesday, April 22, 2014 6:20:35 PM(UTC)
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OK people I have finished all the work on the command set and it looks like this!

CommandSet America_GLAInfantryHijackerCommandSet
1 = Command_America_GLAInfantryHijack
; Guard was removed permanently for this unit, since it can't
13 = Command_Guard
14 = Command_Stop
End

CommandSet AmericaBarracksCommandSet
1 = Command_ConstructAmericaInfantryRanger
2 = Command_ConstructAmericaInfantryMissileDefender
3 = Command_ConstructAmericaInfantryColonelBurton
4 = Command_ConstructAmericaInfantryPathfinder
5 = America_Command_ConstructGLAInfantryHijacker
6 = Command_ConstructAmericaInfantryBiohazardTech
7 = Command_UpgradeAmericaRangerFlashBangGrenade
8 = Command_UpgradeAmericaRangerCaptureBuilding
13 = Command_SetRallyPoint
14 = Command_Sell
End

CommandSet AirF_AmericaBarracksCommandSet
1 = AirF_Command_ConstructAmericaInfantryRanger
2 = AirF_Command_ConstructAmericaInfantryMissileDefender
3 = AirF_Command_ConstructAmericaInfantryColonelBurton
4 = AirF_Command_ConstructAmericaInfantryPathfinder
5 = AirF_America_Command_ConstructGLAInfantryHijacker
7 = Command_UpgradeAmericaRangerFlashBangGrenade
8 = Command_UpgradeAmericaRangerCaptureBuilding
13 = Command_SetRallyPoint
14 = Command_Sell
End

CommandSet SupW_AmericaBarracksCommandSet
1 = SupW_Command_ConstructAmericaInfantryRanger
2 = SupW_Command_ConstructAmericaInfantryMissileDefender
3 = SupW_Command_ConstructAmericaInfantryColonelBurton
4 = SupW_Command_ConstructAmericaInfantryPathfinder
5 = Supw_America_Command_ConstructGLAInfantryHijacker
7 = Command_UpgradeAmericaRangerFlashBangGrenade
8 = Command_UpgradeAmericaRangerCaptureBuilding
13 = Command_SetRallyPoint
14 = Command_Sell
End

CommandSet Lazr_AmericaBarracksCommandSet
1 = Lazr_Command_ConstructAmericaInfantryRanger
2 = Lazr_Command_ConstructAmericaInfantryMissileDefender
3 = Lazr_Command_ConstructAmericaInfantryColonelBurton
4 = Lazr_Command_ConstructAmericaInfantryPathfinder
5 = Lazr_America_Command_ConstructGLAInfantryHijacker
7 = Command_UpgradeAmericaRangerFlashBangGrenade
8 = Command_UpgradeAmericaRangerCaptureBuilding
13 = Command_SetRallyPoint
14 = Command_Sell
End
Now if there is a problem with this, please let me know so I can change it as I have not put it into the game yet. And what is or are "code tags Reignscythe".
Offline Rrtaya_tsamsiyu  
#17 Posted : Tuesday, April 22, 2014 6:53:25 PM(UTC)
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Quote:
And what is or are "code tags Reignscythe".

he was asking Reignscythe to use code tags, which look like this:

Code:
hello,
i 
would
be
code.


Click the icon that looks like a piece of paper, then click plain text. Paste your code in between the two bits of text that just popped up. You can also paste your code and select it, then click that and it will do the same thing.
one soul at a time
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Offline crashdodgers  
#18 Posted : Friday, April 25, 2014 8:45:10 AM(UTC)
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Well I just tried putting the new unit details into afresh copy of ZeroHour, first all the information was missing from the INI file, so I copied and pasted the edit INI into the data folder and the game crashed. So what is going wrong? Listed below are the three codes that I used.

Code:
Object America_GLAInfantryHijacker

  ; *** ART Parameters ***
  SelectPortrait         = SUHijacker_L
  ButtonImage            = SUHijacker
  
  ;UpgradeCameo1 = NONE
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = UIHJCK_SKN
      IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25
      IdleAnimation = UIHJCK_SKL.UIHJCK_IDA
      IdleAnimation = UIHJCK_SKL.UIHJCK_IDB
      AnimationMode = ONCE
      TransitionKey = TRANS_Stand
    End
    AliasConditionState = REALLYDAMAGED

    ConditionState = MOVING
      Animation = UIHJCK_SKL.UIHJCK_RUN 
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = None
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = REALLYDAMAGED MOVING


    ConditionState = DYING
      Animation = UIHJCK_SKL.UIHJCK_DTA
      Animation = UIHJCK_SKL.UIHJCK_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = UIHJCK_SKL.UIHJCK_ADTE1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = UIHJCK_SKL.UIHJCK_ADTE2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = UIHJCK_SKL.UIHJCK_ADTE3
      AnimationMode = ONCE
      TransitionKey = None
    End

    ConditionState = SPECIAL_CHEERING
      Animation = UIHJCK_SKL.UIHJCK_CHA
      AnimationMode = LOOP
    End


    ConditionState = PARACHUTING
      Animation = UIHJCK_SKL.UIHJCK_PHG
      AnimationMode = LOOP
      Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
      TransitionKey = TRANS_Chute
    End
    AliasConditionState = PARACHUTING REALLYDAMAGED
    AliasConditionState = PARACHUTING DYING
    TransitionState = TRANS_Falling TRANS_Chute
      Animation = UIHJCK_SKL.UIHJCK_POP
      AnimationMode = ONCE
      Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
    End
    TransitionState = TRANS_Chute TRANS_Stand
      Animation = UIHJCK_SKL.UIHJCK_PTD
      AnimationMode = ONCE
    End


  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Hijacker
  Side = GLA
  EditorSorting = INFANTRY
  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  
  

  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End

  VisionRange = 100
  ShroudClearingRange = 200
  
  End

  BuildCost = 400
  BuildTime = 10.0          ;in seconds    




  ExperienceValue = 50 100 150 400    ;Experience point value at each level
  ExperienceRequired = 0 150 450 900  ;Experience points needed to gain each level
  IsTrainable = No                    ;Can gain experience
  CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet    = GLAInfantryHijackerCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect =    HijackerVoiceSelect
  VoiceMove =      HijackerVoiceMove
  VoiceGuard =      HijackerVoiceMove
  VoiceAttack =    HijackerVoiceAttack
  VoiceFear =      HijackerVoiceFear
  UnitSpecificSounds
    VoiceGarrison =  HijackerVoiceGarrison
    VoiceCreate           = HijackerVoiceCreate
    VoiceEnter            = HijackerVoiceEnter
    VoiceEnterHostile     = HijackerVoiceEnterHostile
    VoiceGetHealed      = HijackerVoiceMove
  End
  

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  EnterGuard = Yes
  HijackGuard = Yes
  KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE STEALTH_GARRISON
  ;STEALTH_GARRISON Added per Dustin, 12/14--ML


  Behavior = StealthUpdate ModuleTag_02
    StealthDelay                = 500                    ; half second delay before stealthy
    StealthForbiddenConditions  = MOVING ; only stealthy while stationary
    MoveThresholdSpeed          = 3
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
  End

  Body = ActiveBody ModuleTag_03
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = HijackerUpdate ModuleTag_04
    ParachuteName = AmericaParachute
  End

  Behavior = AIUpdateInterface ModuleTag_05
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Behavior = CommandButtonHuntUpdate  ModuleTag_CBH01 ; allows use of command button hunt script with this unit. 
  End
  Locomotor = SET_NORMAL JarmenKellLocomotor

  Behavior = PhysicsBehavior ModuleTag_06
    Mass = 5.0
  End

  Behavior = ConvertToHijackedVehicleCrateCollide       ModuleTag_08
    RequiredKindOf = VEHICLE      ; This is my car now, infidel!
  End

  Behavior = SquishCollide ModuleTag_09
    ;nothing
  End


; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_HijackerDie
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_HijackerDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireGLA
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  End
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

; --- end Death modules ---

  Behavior = PoisonedBehavior ModuleTag_14
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 10.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT

End

Code:
CommandButton America_Command_ConstructGLAInfantryHijacker
  Command       = UNIT_BUILD
  Object        = America_GLAInfantryHijacker
  TextLabel     = CONTROLBAR:ConstructGLAInfantryHijacker
  ButtonImage   = SUHijacker
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipGLABuildHijacker
End

Code:
CommandSet America_GLAInfantryHijackerCommandSet
   1 = Command_America_GLAInfantryHijack
  ; Guard was removed permanently for this unit, since it can't
  13 = Command_Guard
  14 = Command_Stop
End

Code:
CommandSet AmericaBarracksCommandSet
  1 = Command_ConstructAmericaInfantryRanger
  2 = Command_ConstructAmericaInfantryMissileDefender
  3 = Command_ConstructAmericaInfantryColonelBurton
  4 = Command_ConstructAmericaInfantryPathfinder
  5 = America_Command_ConstructGLAInfantryHijacker
  6 = Command_ConstructAmericaInfantryBiohazardTech
  7 = Command_UpgradeAmericaRangerFlashBangGrenade 
  8 = Command_UpgradeAmericaRangerCaptureBuilding
 13 = Command_SetRallyPoint
 14 = Command_Sell
End
Offline Annihilationzh  
#19 Posted : Friday, April 25, 2014 12:25:19 PM(UTC)
Annihilationzh
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Under ShroudClearingRange you removed the prerequisites block, but you didn't remove the End. This causes crashes.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Offline crashdodgers  
#20 Posted : Friday, April 25, 2014 2:42:20 PM(UTC)
crashdodgers
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Joined: 11/19/2013(UTC)
Posts: 67
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Well I removed the (End) and the game still crashes, any idea's!
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