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Offline Gameanater  
#1 Posted : Sunday, August 31, 2014 3:58:16 PM(UTC)
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Another problem with my Combine Soldier.

Up until now, he was using the Ranger's model and animations. I honestly am not a big fan of the Ranger's animations, though. They just look unprofessional for a highly-trained military soldier and seem a bit too relaxed. Plus, they're not very close to the animations for the Combine Soldiers in Half-Life 2. I tried just using the Ranger model with the UN Soldier's animations (I think the UN Soldier has much better animation and is also a closer match to the Combine Soldiers), but appearantly the models have completely different bone structures or something because he ended up in a half-T-Pose with some very floaty limbs. So I just switched it back and decided to tinker with it once I got his weapon working.

Well, his Pulse-Rifle's working now thanks to Precision-Bomber (yaya! [8d] ), so I'm trying again to give him the animations, but I'm also trying to change his model to the UN Soldier.

Well, now I'm getting errors of the serious kind, now I can't start the game.

I'll post the code below for the unit.

For his Rappelling Animations I'm re-using the UN Soldier's parachuting animations.

For Capturing the buildings he's just using the firing animations repeatedly, which'll probably look quite goofy but I don't think I'll mind.

I don't know what to do, I'm hoping someone here can help.
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Offline Gameanater  
#2 Posted : Sunday, August 31, 2014 3:59:52 PM(UTC)
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Combine Soldier code:

[code=plain]
;------------------------------------------------------------------------------------------
Object InfantryCombineSoldier

; *** ART Parameters ***
SelectPortrait = SAPilot_L
ButtonImage = SAPilot

UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_InfantryCaptureBuilding
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

; this says "we don't use these condition states at all, so completely
; ignore them for purposes of matchmaking"... this is useful to help
; reduce the number of AliasConditionState clauses you must add in
; order to avoid ambiguity in some cases.
IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A

; --- Idle
DefaultConditionState
Model = CIUNSL_SKN
IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21
IdleAnimation = CIUNSL_SKL.CIUNSL_ID1
IdleAnimation = CIUNSL_SKL.CIUNSL_ID2
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
TransitionKey = TRANS_Stand

End

ConditionState = FIRING_A
Animation = CIUNSL_SKL.CIUNSL_ATA1_LP
AnimationMode = LOOP
TransitionKey = TRANS_FiringA
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A

TransitionState = TRANS_Stand TRANS_FiringA
Animation = CIUNSL_SKL.CIUNSL_ATA1_ST
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_FiringA TRANS_Stand
Animation = CIUNSL_SKL.CIUNSL_ATA1_ED
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

; these aliases handle the attack-move case.
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A

ConditionState = FREEFALL
Animation = CIUNSL_SKL.CIUNSL_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End

ConditionState = PARACHUTING
Animation = CIUNSL_SKL.CIUNSL_PHG
AnimationMode = LOOP
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING

ConditionState = MOVING
Animation = CIUNSL_SKL.CIUNSL_RNA
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
End

ConditionState = DYING
Animation = CIUNSL_SKL.CIUNSL_DTA
Animation = CIUNSL_SKL.CIUNSL_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = CIUNSL_SKL.CIUNSL_ADTA1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = CIUNSL_SKL.CIUNSL_ADTA2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = CIUNSL_SKL.CIUNSL_ADTA3
AnimationMode = ONCE
TransitionKey = None
End
AliasConditionState = DYING SPLATTED

TransitionState = TRANS_Falling TRANS_Chute
Animation = CIUNSL_SKL.CIUNSL_POP
AnimationMode = ONCE
End

TransitionState = TRANS_Chute TRANS_Stand
Animation = CIUNSL_SKL.CIUNSL_PTD
AnimationMode = ONCE
End

End

; ------- Bldg-capture

ConditionState = UNPACKING
Model = CIUNSL_SKN
Animation = CIUNSL_SKL.CIUNSL_ATA1_LP
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED


ConditionState = RAISING_FLAG
Model = CIUNSL_SKN
Animation = CIUNSL_SKL.CIUNSL_ATA1_LP
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED

ConditionState = PACKING
Model = CIUNSL_SKN
Animation = CIUNSL_SKL.CIUNSL_ATA1_LP
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
TransitionKey = TRANS_Packing
End
AliasConditionState = PACKING REALLYDAMAGED

TransitionState = TRANS_Raising TRANS_Packing
Model = CIUNSL_SKN
Animation = CIUNSL_SKL.CIUNSL_ATA1_LP
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End

; --- RAPPELLING ANIMATIONS
ConditionState = RAPPELLING
Animation = CIUNSL_SKL.CIUNSL_PHG
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Rappelling
End
AliasConditionState = MOVING RAPPELLING

TransitionState = TRANS_Rappelling TRANS_Stand
Animation = CIUNSL_SKL.CIUNSL_PTD
AnimationMode = ONCE
End

TransitionState = TRANS_Rappelling TRANS_StandInjured
Animation = CIUNSL_SKL.CIUNSL_PTD
AnimationMode = ONCE
End

End


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

WeaponSet
Conditions = None
Weapon = PRIMARY CombineMarineWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY CombineMarineWeapon
Weapon = SECONDARY HalfLife2Grenades ;RangerFlashBangGrenadeWeapon
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
End
ArmorSet
Conditions = None
Armor = ChemSuitHumanArmor ;HumanArmor
DamageFX = InfantryDamageFX
End
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = ChemSuitHumanArmor
; DamageFX = None
;End
VisionRange = 100
ShroudClearingRange = 400
Prerequisites
Object = AmericaBarracks
End
BuildCost = 225
BuildTime = 5.0 ;in seconds

ExperienceValue = 20 20 40 60 ;Experience point value at each level
ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaInfantryRangerCommandSet

; *** AUDIO Parameters ***
VoiceSelect = SpectreGunshipVoiceSelect ;RangerVoiceSelect
VoiceMove = SpectreGunshipVoiceMove ;RangerVoiceMove
VoiceGuard = SpectreGunshipVoiceMove ;RangerVoiceMove
VoiceAttack = SpectreGunshipVoiceAttack ;RangerVoiceAttack
VoiceFear = RangerVoiceFear
VoiceTaskComplete = RangerVoiceCaptureComplete

UnitSpecificSounds
VoiceEnter = SpectreGunshipVoiceMove ;RangerVoiceMove
VoiceEnterHostile = SpectreGunshipVoiceMove ;RangerVoiceMove
VoiceGarrison = SpectreGunshipVoiceMove ;RangerVoiceGarrison
VoiceCreate = SpectreGunshipVoiceSelect ;RangerVoiceCreate
VoiceSubdue = SpectreGunshipVoiceAttack ;RangerVoiceSubdue
VoiceClearBuilding = SpectreGunshipVoiceAttack ;RangerVoiceClearBuilding
VoiceGetHealed = SpectreGunshipVoiceAttack ;RangerVoiceMove
VoicePrimaryWeaponMode = RangerVoiceModeGun
VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang
End

UnitSpecificFX
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
CombatDropKillFX = FX_RangerCombatDropKill
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE

Behavior = CommandButtonHuntUpdate ModuleTag_02
End

Body = ActiveBody ModuleTag_03
MaxHealth = 200.0
InitialHealth = 200.0
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End

Behavior = AIUpdateInterface ModuleTag_06
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BasicHumanLocomotor

Behavior = PhysicsBehavior ModuleTag_07
Mass = 5.0
End

Behavior = ProductionUpdate ModuleTag_08
; nothing
End

Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit.
End

Behavior = WeaponSetUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade
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_RangerDie
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_RangerDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireUSA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
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_DieByToxinUSA
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_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---

Behavior = SquishCollide ModuleTag_12
;nothing
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaChemicalSuits
End

Behavior = PoisonedBehavior ModuleTag_17
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 = SpecialAbility ModuleTag_18
SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = Yes ; Unpaused by upgrade module
InitiateSound = RangerVoiceCapture
End
Behavior = SpecialAbilityUpdate ModuleTag_19
SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
StartAbilityRange = 5.0
UnpackTime = 3000 ; (changing this will scale anim speed)
PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
PackTime = 2000 ; (changing this will scale anim speed)
DoCaptureFX = Yes
AwardXPForTriggering = 15
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20
SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
TriggeredBy = Upgrade_InfantryCaptureBuilding
End

Behavior = LockWeaponCreate ModuleTag_21
SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
End

Geometry = CYLINDER
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 13.0

GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT

End

;-------------------------------------------------------------
[/code]
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Offline Gameanater  
#3 Posted : Sunday, August 31, 2014 4:06:06 PM(UTC)
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Originally Posted by: Worldbuilder' Go to Quoted Post

ASSERTION FAILURE: You should not specify bits in a state once they are used in IgnoreConditionStates (InfantryCombineSoldier)

ASSERTION FAILURE: [LINE: 243 - FILE: 'Data\INI\Object\MiscUnits.ini']
Error reading field 'ConditionState' of block 'Object'

ASSERTION FAILURE: Error parsing block ' ConditionState in INI file 'Data\INI\Object\MiscUnits.ini'



No idea what the first message means...

Also, my ReleaseCrashInfo.txt:

Originally Posted by: Gameanater' Go to Quoted Post

Release Crash at Sun Aug 31 16:00:13 2014
; Reason Error parsing INI file 'Data\INI\Object\MiscUnits.ini' (Line: 'Object InfantryCombineSoldier ')


Last error:


Current stack:




That part seems pretty useless because I can't see anything wrong with the line of code "Object InfantryCombineSoldier"
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Offline CommieDog  
#4 Posted : Sunday, August 31, 2014 5:47:47 PM(UTC)
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Did you copy the entire draw module? It looks like you might have a missing End statement somewhere.
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Offline Gameanater  
#5 Posted : Sunday, August 31, 2014 7:03:43 PM(UTC)
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Draw module?
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Offline CommieDog  
#6 Posted : Sunday, August 31, 2014 8:55:54 PM(UTC)
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See this?
Code:
Draw = W3DModelDraw ModuleTag_01
That's the beginning of the draw module. Everything indented below that is part of the draw module, which handles the graphics for the object.
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Gameanater on 9/1/2014(UTC)
Offline Gameanater  
#7 Posted : Monday, September 1, 2014 7:21:34 PM(UTC)
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Oh! I see!

Well, what I did was I STARTED by replacing the beginning part the refers to the Ranger model with the UN Soldier model:

Code:

  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes

    ; this says "we don't use these condition states at all, so completely
    ; ignore them for purposes of matchmaking"... this is useful to help
    ; reduce the number of AliasConditionState clauses you must add in
    ; order to avoid ambiguity in some cases.
    IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A

    ; --- Idle
    DefaultConditionState
      Model             = AIRngr_SKN
      IdleAnimation     = AIRngr_SKL.AIRngr_STA 0 35
      IdleAnimation     = AIRngr_SKL.AIRngr_IDA
      IdleAnimation     = AIRngr_SKL.AIRngr_IDB
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone  = SECONDARY Muzzle
      WeaponLaunchBone  = SECONDARY Muzzle
      TransitionKey     = TRANS_Stand

    End



Code:

  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes

    ; this says "we don't use these condition states at all, so completely
    ; ignore them for purposes of matchmaking"... this is useful to help
    ; reduce the number of AliasConditionState clauses you must add in
    ; order to avoid ambiguity in some cases.
    IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A

    ; --- Idle
    DefaultConditionState
      Model             = CIUNSL_SKN
      IdleAnimation     = CIUNSL_SKL.CIUNSL_STA 0 21
      IdleAnimation     = CIUNSL_SKL.CIUNSL_ID1
      IdleAnimation     = CIUNSL_SKL.CIUNSL_ID2
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone  = SECONDARY Muzzle
      WeaponLaunchBone  = SECONDARY Muzzle
      WeaponLaunchBone  = PRIMARY Muzzle
      TransitionKey     = TRANS_Stand

    End


Then I deleted all the Ranger's code from that point up until the Draw code for the Capturing Building animations, and replaced it all with the UN Soldier's Draw code.

Code:


    ConditionState      = UNPACKING
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE
    End
    AliasConditionState = UNPACKING REALLYDAMAGED


    ConditionState      = RAISING_FLAG
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Raising
    End
    AliasConditionState = RAISING_FLAG REALLYDAMAGED

    ConditionState      = PACKING
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_Packing
    End
    AliasConditionState = PACKING REALLYDAMAGED

    TransitionState     = TRANS_Raising TRANS_Packing
      Model             = CIUNSL_SKN
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
    End


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Offline Gameanater  
#8 Posted : Monday, September 1, 2014 7:23:49 PM(UTC)
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(Sorry for posting in two replies, but I'm paranoid of the text limit.)

Then I replaced anything in the Rappelling code that referred to Ranger animations or the Ranger model with the UN Soldier equivilants (for rappelling, I used parachuting animations. For Capturing buildings, I just copied the fire animation over everything)...

Code:

    ; --- RAPPELLING ANIMATIONS
    ConditionState      = RAPPELLING
      Animation         = CIUNSL_SKL.CIUNSL_PHG
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Rappelling
    End
    AliasConditionState = MOVING RAPPELLING

    TransitionState     = TRANS_Rappelling TRANS_Stand
      Animation         = CIUNSL_SKL.CIUNSL_PTD
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Rappelling TRANS_StandInjured
      Animation         = CIUNSL_SKL.CIUNSL_PTD
      AnimationMode     = ONCE
    End

  End


So far after looking over my code here I can't seem to find any missing Ends... Or at least anything that LOOKS like it's missing...

I'm stumped.

(I know that code might be unnecessary in my reply, but I like to be very precise to make sure I'm understood. :P)

Edited by user Monday, September 1, 2014 7:24:58 PM(UTC)  | Reason: Couldn't post two boxes of code in one reply

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Offline Gameanater  
#9 Posted : Monday, September 1, 2014 7:25:59 PM(UTC)
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Sorry for a THIRD reply, but when I tried to put two boxes of code in the last one it got really messed up...

Original code:

Code:


    ; --- RAPPELLING ANIMATIONS
    ConditionState      = RAPPELLING
      Animation         = AIRngr_SKL.AIRngr_RPL1 ;30
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Rappelling
    End
    AliasConditionState = MOVING RAPPELLING

    TransitionState     = TRANS_Rappelling TRANS_Stand
      Animation         = AIRngr_SKL.AIRngr_RPL2
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Rappelling TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_RPL2
      AnimationMode     = ONCE
    End

  End
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Offline CommieDog  
#10 Posted : Monday, September 1, 2014 8:14:05 PM(UTC)
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Why copy the UN Soldier's draw module in three parts when you can just copy it as one single piece? I know it looks like a lot of code, but the system clipboard should be able to handle it.
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Offline Gameanater  
#11 Posted : Monday, September 1, 2014 8:17:17 PM(UTC)
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Do you mean copying it into the .ini or onto here in the topic? Question

If you mean the topic,

My clipboard can handle that much text just fine but I'm a little paranoid of the text limit for the forum replies. Not how much text my clipboard can copy without crashing or anything. Tongue

If you mean for copying the code into the .ini files, then I'm not quite sure what you mean.
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Offline CommieDog  
#12 Posted : Monday, September 1, 2014 11:14:34 PM(UTC)
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Originally Posted by: Gameanater Go to Quoted Post
Do you mean copying it into the .ini or onto here in the topic? Question

I mean when copying it into your new unit's INI file. It sounds like you copied the UN Soldier's draw module in three parts, leaving a much greater chance of a copy/paste error.
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Gameanater on 9/2/2014(UTC)
Offline Gameanater  
#13 Posted : Tuesday, September 2, 2014 1:11:05 PM(UTC)
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Originally Posted by: CommieDog Go to Quoted Post

I mean when copying it into your new unit's INI file. It sounds like you copied the UN Soldier's draw module in three parts, leaving a much greater chance of a copy/paste error.


Oh!

I didn't. I removed the Ranger's Draw module code up to the Capturing Building Draw code and replaced it with the UN Soldier's own Draw Module.

Then I added the WeaponLaunchBone stuffs.

Unfortunately, I'm still not sure where everything went wrong.

Oh the trials of modding!
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Offline klingondragon  
#14 Posted : Saturday, September 6, 2014 3:15:07 AM(UTC)
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From the debug information it sounds like you've used a conditionstate that you previously set as ignore
The Firing_A and other bits of code
If you remove the ignore condition states line it may work
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Gameanater on 10/23/2014(UTC)
Offline Gameanater  
#15 Posted : Thursday, October 23, 2014 6:33:26 PM(UTC)
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I forgot about this topic...


anyway, thank you Klingon. I'll be sure to try that!
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