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Offline glumurr  
#1 Posted : Monday, July 18, 2011 11:09:31 AM(UTC)
glumurr
Major
Joined: 3/1/2011(UTC)
Posts: 233
Location: Iceland

okay I have a starlifter problem. in map.ini I have placed this code:

Code:
Object AmericaVehicleChinook

 Draw = W3DModelDraw ModuleTag_01; Main body
    DefaultConditionState
      Model = AVStar_L
      Animation = AVStar_L.AVStar_L
      AnimationMode = LOOP
      TransitionKey = TRANS_Vertical
    End
   
    ConditionState = DAMAGED
      Model = AVStar_LD
      Animation = AVStar_LD.AVStar_LD
      AnimationMode = LOOP
      TransitionKey = TRANS_VerticalDamaged
    End
     
    ConditionState = REALLYDAMAGED
      Model = AVStar_LD
      Animation = AVStar_LD.AVStar_LD
      AnimationMode = LOOP
      TransitionKey = TRANS_VerticalDamaged
    End

    ConditionState = RUBBLE
      Model = AVStar_LD
      Animation = AVStar_LD.AVStar_LD
      AnimationMode = LOOP
      TransitionKey = TRANS_VerticalDamaged
    End

    ConditionState = MOVING
      Model = AVStar
      Animation = AVStar.AVStar
      AnimationMode = LOOP
      TransitionKey = TRANS_Horizontal
      ParticleSysBone = Prop01 JetBlackTrailThin
      ParticleSysBone = Prop02 JetBlackTrailThin
      ParticleSysBone = Prop03 JetBlackTrailThin
      ParticleSysBone = Prop04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
    End
   
    ConditionState = MOVING DAMAGED
      Model = AVStar_D
      Animation = AVStar_D.AVStar_D
      AnimationMode = LOOP
      TransitionKey = TRANS_HorizontalDamaged
      ParticleSysBone = Prop01 JetBlackTrailThin
      ParticleSysBone = Prop02 JetBlackTrailThin
      ParticleSysBone = Prop03 JetBlackTrailThin
      ParticleSysBone = Prop04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
    End
     
    ConditionState = MOVING REALLYDAMAGED
      Model = AVStar_D
      Animation = AVStar_D.AVStar_D
      AnimationMode = LOOP
      TransitionKey = TRANS_HorizontalDamaged
      ParticleSysBone = Prop01 JetBlackTrailThin
      ParticleSysBone = Prop02 JetBlackTrailThin
      ParticleSysBone = Prop03 JetBlackTrailThin
      ParticleSysBone = Prop04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
    End

    ConditionState = MOVING RUBBLE
      Model = AVStar_D
      Animation = AVStar_D.AVStar_D
      AnimationMode = LOOP
      TransitionKey = TRANS_HorizontalDamaged
      ParticleSysBone = Prop01 JetBlackTrailThin
      ParticleSysBone = Prop02 JetBlackTrailThin
      ParticleSysBone = Prop03 JetBlackTrailThin
      ParticleSysBone = Prop04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
    End
    
    TransitionState = TRANS_Vertical TRANS_Horizontal
      Model = AVStar_LF
      Animation = AVStar_LF.AVStar_LF
      AnimationMode = ONCE
    End
    
    TransitionState = TRANS_VerticalDamaged TRANS_HorizontalDamaged
      Model = AVStar_LFD
      Animation = AVStar_LFD.AVStar_LFD
      AnimationMode = ONCE
    End
    
    TransitionState = TRANS_Horizontal TRANS_Vertical
      Model = AVStar_FL
      Animation = AVStar_FL.AVStar_FL
      AnimationMode = ONCE
    End
    
    TransitionState = TRANS_HorizontalDamaged TRANS_VerticalDamaged
      Model = AVStar_FLD
      Animation = AVStar_FLD.AVStar_FLD
      AnimationMode = ONCE
    End
    
    ConditionState = RUBBLE SPECIAL_DAMAGED
      Model = AVStar_LD
    End

    OkToChangeModelColor = Yes
    ParticlesAttachedToAnimatedBones = Yes
  End

  Draw = W3DModelDraw ModuleTag_02
    DefaultConditionState
      Model           = AVStarD_A
      Animation       = AVStarD_A.AVStarD_A
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_OPENING
      Model           = AVStarD_A
      Animation       = AVStarD_A.AVStarD_A
      AnimationMode   = ONCE
      Flags           = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_CLOSING
      Model           = AVStarD_A
      Animation       = AVStarD_A.AVStarD_A
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_LAST
    End
  End
End


I want it to replace the chinook model in one of the USA missions. but everytime I try I get the serius error messages which is started to annoy me.
it works fine in skirmish when I replace the model with a chinook but it doesn't work for map.ini
any Idea why??

and also
I have beaten every official map against maximum medium player in ZH. why don't I ever get this medal that I am supposed to get?

Edited by user Monday, July 18, 2011 11:13:04 AM(UTC)  | Reason: Not specified

hmm...
if I don't reply to a topic I don't know the answer - sorry
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Offline Annihilationzh  
#2 Posted : Monday, July 18, 2011 11:35:38 AM(UTC)
Annihilationzh
General
Joined: 8/2/2008(UTC)
Posts: 1,779
United Kingdom

Thanks: 26 times
Was thanked: 476 time(s) in 331 post(s)
Quote:
I want it to replace the chinook model in one of the USA missions. but everytime I try I get the serius error messages which is started to annoy me.
it works fine in skirmish when I replace the model with a chinook but it doesn't work for map.ini
any Idea why??

Map.ini code works differently from normal INI code.

Modules have to be added, replaced, or removed, like so:

Code:
 AddModule ModuleTag_99_Override
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_99
    DeathWeapon   = SmallFireFieldCreationWeapon
    StartsActive  = Yes
    ConflictsWith = Upgrade_ChinaBlackNapalm
  End; Behavior
 End; AddModule


Code:
 ReplaceModule ModuleTag_99
   Behavior = FireWeaponWhenDeadBehavior ModuleTag_99_Override
    DeathWeapon   = SmallFireFieldCreationWeapon
    StartsActive  = Yes
    ConflictsWith = Upgrade_ChinaBlackNapalm
  End; Behavior
 End; ReplaceModule

Replace is very specific. You can't replace a FireWeaponWhenDeadBehavior with a PhysicsBehavior for example. You have to replace it with another FireWeaponWhenDeadBehavior.

Code:
 RemoveModule ModuleTag_99


Most map.ini crashes are caused by having too many Ends, too few Ends, or just Ends in the wrong place. ReplaceModule and AddModule both need an End, but RemoveModule doesn't. Quite often, you'll have 3 Ends in a row as you close Behavior, ReplaceModule and finally Object.

Quote:
and also
I have beaten every official map against maximum medium player in ZH. why don't I ever get this medal that I am supposed to get?

Go into SkirmishStats.ini in Documents\Command and Conquer Generals Zero Hour Data and add this to the bottom:
Code:
maps\armored fury\armored fury.map_4 = 5
maps\scorched earth\scorched earth.map_4 = 1

Long story short, there are two maps that are required for the medal that don't actually exist in the game. Thus, to get the medal, you have add them manually.

Edited by user Monday, July 18, 2011 11:38:31 AM(UTC)  | Reason: Not specified

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 glumurr  
#3 Posted : Monday, July 18, 2011 12:46:57 PM(UTC)
glumurr
Major
Joined: 3/1/2011(UTC)
Posts: 233
Location: Iceland

okay,
thank you for the codes to get those medals.. they have been driving me crasy.

about the replacement.
I do understand what you are saying but,
I don't really know what to do.
I don't really know if I should add ReplaceModule or somethinglike that.

do I then have to re-name my module tags or something like:

Code:
Draw = W3DModelDraw ReplaceModule ModuleTag_01; Main body


or

Code:
Draw = W3DModelDraw ModuleTag_01_Override; Main body
hmm...
if I don't reply to a topic I don't know the answer - sorry
Offline Annihilationzh  
#4 Posted : Monday, July 18, 2011 7:28:37 PM(UTC)
Annihilationzh
General
Joined: 8/2/2008(UTC)
Posts: 1,779
United Kingdom

Thanks: 26 times
Was thanked: 476 time(s) in 331 post(s)
Like this:

Code:
ReplaceModule ModuleTag_01
  Draw = W3DModelDraw ModuleTag_01_Override
...
  End
End


Here's a working example of map.ini code:
Code:
Object GLATunnelNetwork
  KindOf          = +MP_COUNT_FOR_VICTORY
 AddModule ModuleTag_money
  Behavior = AutoDepositUpdate ModuleTag_money_Override
    DepositTiming       = 20000   ; in milliseconds
    DepositAmount       = 100   ; cash amount to deposit every DepositTiming
    InitialCaptureBonus = 0  ; no initial bonus
  End
 End
End
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 glumurr  
#5 Posted : Tuesday, July 19, 2011 3:54:20 AM(UTC)
glumurr
Major
Joined: 3/1/2011(UTC)
Posts: 233
Location: Iceland

okay I did this and it is still not working

Code:
Object AmericaVehicleChinook

ReplaceModule ModuleTag_01
  Draw = W3DModelDraw ModuleTag_01_Override
    DefaultConditionState
      Model = AVStar_L
      Animation = AVStar_L.AVStar_L
      AnimationMode = LOOP
      TransitionKey = TRANS_Vertical
    End
   
    ConditionState = DAMAGED
      Model = AVStar_LD
      Animation...

ReplaceModule ModuleTag_02
  Draw = W3DModelDraw ModuleTag_02_Override
    DefaultConditionState
      Model           = AVStarD_A
      Animation       = AVStarD_A.AVStarD_A
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_OPENING
      Model          ...


I don't understand why..
but I am starting to see how map.ini works.

yet I am still comfused why this did not work
hmm...
if I don't reply to a topic I don't know the answer - sorry
Offline Annihilationzh  
#6 Posted : Tuesday, July 19, 2011 4:15:18 AM(UTC)
Annihilationzh
General
Joined: 8/2/2008(UTC)
Posts: 1,779
United Kingdom

Thanks: 26 times
Was thanked: 476 time(s) in 331 post(s)
It shouldn't take too long before you get used to it. The hardest part, as I said earlier, is how many 'End's you need.

Code:
Object AmericaVehicleChinook

ReplaceModule ModuleTag_01
  Draw = W3DModelDraw ModuleTag_01_Override; Main body
    DefaultConditionState
      Model = AVStar_L
      Animation = AVStar_L.AVStar_L
      AnimationMode = LOOP
      TransitionKey = TRANS_Vertical
    End
   
    ConditionState = DAMAGED
      Model = AVStar_LD
      Animation = AVStar_LD.AVStar_LD
      AnimationMode = LOOP
      TransitionKey = TRANS_VerticalDamaged
    End
     
    ConditionState = REALLYDAMAGED
      Model = AVStar_LD
      Animation = AVStar_LD.AVStar_LD
      AnimationMode = LOOP
      TransitionKey = TRANS_VerticalDamaged
    End

    ConditionState = RUBBLE
      Model = AVStar_LD
      Animation = AVStar_LD.AVStar_LD
      AnimationMode = LOOP
      TransitionKey = TRANS_VerticalDamaged
    End

    ConditionState = MOVING
      Model = AVStar
      Animation = AVStar.AVStar
      AnimationMode = LOOP
      TransitionKey = TRANS_Horizontal
      ParticleSysBone = Prop01 JetBlackTrailThin
      ParticleSysBone = Prop02 JetBlackTrailThin
      ParticleSysBone = Prop03 JetBlackTrailThin
      ParticleSysBone = Prop04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
    End
   
    ConditionState = MOVING DAMAGED
      Model = AVStar_D
      Animation = AVStar_D.AVStar_D
      AnimationMode = LOOP
      TransitionKey = TRANS_HorizontalDamaged
      ParticleSysBone = Prop01 JetBlackTrailThin
      ParticleSysBone = Prop02 JetBlackTrailThin
      ParticleSysBone = Prop03 JetBlackTrailThin
      ParticleSysBone = Prop04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
    End
     
    ConditionState = MOVING REALLYDAMAGED
      Model = AVStar_D
      Animation = AVStar_D.AVStar_D
      AnimationMode = LOOP
      TransitionKey = TRANS_HorizontalDamaged
      ParticleSysBone = Prop01 JetBlackTrailThin
      ParticleSysBone = Prop02 JetBlackTrailThin
      ParticleSysBone = Prop03 JetBlackTrailThin
      ParticleSysBone = Prop04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
    End

    ConditionState = MOVING RUBBLE
      Model = AVStar_D
      Animation = AVStar_D.AVStar_D
      AnimationMode = LOOP
      TransitionKey = TRANS_HorizontalDamaged
      ParticleSysBone = Prop01 JetBlackTrailThin
      ParticleSysBone = Prop02 JetBlackTrailThin
      ParticleSysBone = Prop03 JetBlackTrailThin
      ParticleSysBone = Prop04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
    End
   
    TransitionState = TRANS_Vertical TRANS_Horizontal
      Model = AVStar_LF
      Animation = AVStar_LF.AVStar_LF
      AnimationMode = ONCE
    End
   
    TransitionState = TRANS_VerticalDamaged TRANS_HorizontalDamaged
      Model = AVStar_LFD
      Animation = AVStar_LFD.AVStar_LFD
      AnimationMode = ONCE
    End
   
    TransitionState = TRANS_Horizontal TRANS_Vertical
      Model = AVStar_FL
      Animation = AVStar_FL.AVStar_FL
      AnimationMode = ONCE
    End
   
    TransitionState = TRANS_HorizontalDamaged TRANS_VerticalDamaged
      Model = AVStar_FLD
      Animation = AVStar_FLD.AVStar_FLD
      AnimationMode = ONCE
    End
   
    ConditionState = RUBBLE SPECIAL_DAMAGED
      Model = AVStar_LD
    End

    OkToChangeModelColor = Yes
    ParticlesAttachedToAnimatedBones = Yes
  End; Closes this line "  Draw = W3DModelDraw ModuleTag_01_Override"
 End; Closes this line "ReplaceModule ModuleTag_01"

ReplaceModule ModuleTag_02
  Draw = W3DModelDraw ModuleTag_02_Override
    DefaultConditionState
      Model           = AVStarD_A
      Animation       = AVStarD_A.AVStarD_A
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_OPENING
      Model           = AVStarD_A
      Animation       = AVStarD_A.AVStarD_A
      AnimationMode   = ONCE
      Flags           = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_CLOSING
      Model           = AVStarD_A
      Animation       = AVStarD_A.AVStarD_A
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_LAST
    End
   End; Closes this line, "   Draw = W3DModelDraw ModuleTag_02_Override"
  End; Closes this line, "ReplaceModule ModuleTag_02"
End; Closes this line, "Object AmericaVehicleChinook"

With comments to show what each End is doing.

I have an odd feeling that I've forgotten something, so if this doesn't work... you'll know why.

Edited by user Tuesday, July 19, 2011 4:32:17 AM(UTC)  | Reason: Not specified

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 glumurr  
#7 Posted : Tuesday, July 19, 2011 4:28:48 AM(UTC)
glumurr
Major
Joined: 3/1/2011(UTC)
Posts: 233
Location: Iceland

yep.. something is missing because it is still not working...
I am going to check with another vehicle..

nothing works..
do you think it might be related to another moduletag in the chinook vehicle?

Edited by user Tuesday, July 19, 2011 4:34:59 AM(UTC)  | Reason: Not specified

hmm...
if I don't reply to a topic I don't know the answer - sorry
Offline Annihilationzh  
#8 Posted : Tuesday, July 19, 2011 4:34:05 AM(UTC)
Annihilationzh
General
Joined: 8/2/2008(UTC)
Posts: 1,779
United Kingdom

Thanks: 26 times
Was thanked: 476 time(s) in 331 post(s)
Changed the above. Ironically, I missed an End. I missed out the close of conditionstate.
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 glumurr  
#9 Posted : Tuesday, July 19, 2011 4:40:42 AM(UTC)
glumurr
Major
Joined: 3/1/2011(UTC)
Posts: 233
Location: Iceland

hmm.. well it now works.
now burton and the pathfinders will be delivered with starlifter in mission 4 - thank you!
hmm...
if I don't reply to a topic I don't know the answer - sorry
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