Private Joined: 10/22/2021(UTC) Posts: 28
Thanks: 6 times
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Hello, i had this issue when i play the game it crashes because it wont work but however it seems like i cant find the problem. I Tried using a tank model and inputted some codes in it but it still crashes is there something wrong in my code? Code:
Object GermanTigerI
; *** ART Parameters ***
SelectPortrait = SGTiger
ButtonImage = SGTiger
;UpgradeCameo1 = Upgrade_GermanSteel
;UpgradeCameo2 = Upgrade_TigerGunUpgrade
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = GMTigerI
Turret = Turret
ShowSubObject = Barrel01 BarrelA01
HideSubObject = BarrelUp01 BarrelB01 GumaUp02 BarrelAUp01
WeaponFireFXBone = PRIMARY WeaponAUP01
WeaponRecoilBone = PRIMARY BarrelUP01
WeaponMuzzleFlash = PRIMARY FXAUP01
WeaponLaunchBone = PRIMARY WeaponAUP01
End
ConditionState = REALLYDAMAGED
Model = GMTigerI_D
Turret = Turret
ShowSubObject = Barrel01 BarrelA01
HideSubObject = BarrelUp01 BarrelB01 GumaUp02 BarrelAUp01
WeaponFireFXBone = PRIMARY WeaponAUP01
WeaponRecoilBone = PRIMARY BarrelUP01
WeaponMuzzleFlash = PRIMARY FXAUP01
WeaponLaunchBone = PRIMARY WeaponAUP01
End
ConditionState = RUBBLE
Model = GMTigerI_D
Turret = Turret
ShowSubObject = Barrel01 BarrelA01
HideSubObject = BarrelUp01 BarrelB01 GumaUp02 BarrelAUp01
WeaponFireFXBone = PRIMARY WeaponAUP01
WeaponRecoilBone = PRIMARY BarrelUP01
WeaponMuzzleFlash = PRIMARY FXAUP01
WeaponLaunchBone = PRIMARY WeaponAUP01
End
; Upgrade
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = GMTigerI
Turret = Turret
ShowSubObject = BarrelUp01 BarrelB01 GumaUp02 BarrelAUp01
HideSubObject = Barrel01 BarrelA01
WeaponFireFXBone = PRIMARY WeaponAUP01
WeaponRecoilBone = PRIMARY BarrelUP01
WeaponMuzzleFlash = PRIMARY FXAUP01
WeaponLaunchBone = PRIMARY WeaponAUP01
End
ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = GMTigerI_D
Turret = Turret
ShowSubObject = BarrelUp01 BarrelB01 GumaUp02 BarrelAUp01
HideSubObject = Barrel01 BarrelA01
WeaponFireFXBone = PRIMARY WeaponAUP01
WeaponRecoilBone = PRIMARY BarrelUP01
WeaponMuzzleFlash = PRIMARY FXAUP01
WeaponLaunchBone = PRIMARY WeaponAUP01
End
ConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE
Model = GMTigerI_D
Turret = Turret
ShowSubObject = BarrelUp01 BarrelB01 GumaUp02 BarrelAUp01
HideSubObject = Barrel01 BarrelA01
WeaponFireFXBone = PRIMARY WeaponAUP01
WeaponRecoilBone = PRIMARY BarrelUP01
WeaponMuzzleFlash = PRIMARY FXAUP01
WeaponLaunchBone = PRIMARY WeaponAUP01
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Tiger
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY Tiger1NormalGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY Tiger1MorePenertration
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 1000
BuildTime = 12.0 ;in seconds
VisionRange = 155
ShroudClearingRange = 300
Prerequisites
Object = AmericaWarFactory
;Science = SCIENCE_HeavyTanks
End
ExperienceValue = 100 100 200 300 ;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 = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GenericCommandSet
; *** AUDIO Parameters ***
VoiceSelect = TigerTankVoiceSelect
VoiceMove = TigerTankVoiceMove
VoiceGuard = TigerTankVoiceMove
VoiceAttack = TigerTankVoiceAttack
SoundMoveStart = TigerTankMoveStart
SoundMoveStartDamaged = TigerTankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = TigerTankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceSalvage = TigerTankVoiceSalvage
VoiceCrush = TigerTankVoiceCrush
VoiceEnter = TIgerTankVoiceMove
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 = 800.0
InitialHealth = 800.0
; 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 = 860
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 40
RecenterTime = 3000
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TigerLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 1000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_TigerTankDeathEffect
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = WeaponSetUpgrade ModuleTag_07
TriggeredBy = Tank_Upgrade_ChinaTankAutoLoader
End
Behavior = CreateCrateDie ModuleTag_08
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
; A crushing defeat
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = FlammableUpdate ModuleTag_11
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 = 17.0
GeometryMinorRadius = 10.0
GeometryHeight = 9.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;=================================================
ObjectCreationList OCL_TigerTankDeathEffect
CreateDebris
ModelNames = UVTigerI_D2
Offset = X:-4.678 Y:6.497 Z:2.993
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
End
CreateDebris
ModelNames = CVTank_D3
Offset = X:-19.262 Y:0 Z:6.23
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
CreateDebris
ModelNames = AVPowTruck_d4
Offset = X:8.721 Y:0.131 Z:14.81
Mass = 5.0
Count = 1
Disposition = SEND_IT_FLYING
DispositionIntensity = 2.5
BounceSound = VehicleDebris
End
End
;===================================================
Locomotor TigerLocomotor
Surfaces = GROUND
Speed = 32
SpeedDamaged = 32
TurnRate = 50
TurnRateDamaged = 50
Acceleration = 30
AccelerationDamaged = 30
Braking = 50
MinTurnSpeed = 0
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 2
DecelerationPitchLimit = 2
PitchStiffness = 0.05
RollStiffness = 0.05
PitchDamping = 0.8
RollDamping = 0.3
ForwardAccelerationPitchFactor = 0.5
LateralAccelerationRollFactor = 0.33
End
;===================================================
CommandButton Command_ConstructGermanTigerI
Command = UNIT_BUILD
Object = GermanTigerI
TextLabel = CONTROLBAR:ConstructGermanTiger
ButtonImage = SGTiger
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipBuildGermanTiger
End
Edited by user Wednesday, March 16, 2022 4:54:08 AM(UTC)
| Reason: testing
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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 scanned through the code quickly but I didn't see anything wrong. Is this for a map or a mod? And if you still can't locate the problem try doing the code in steps as in set an original command button to construct your tank and give your tank an already used death effect and locomotor. If the game crashes, you know that the problem is with the tank's code itself, and if it doesn't crash then the problem is somewhere in the commandbutton/locomotor/OCL. Last tip it's easier the read the code on the website if you set it to appear like this: Code:Code
Something
Other thing
End
End
Just put your code between these [ucode=plain] your code [/ucode] but remove the two "u" letters. |
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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So basically i found out the my COMMANDBUTTON unit didn't match with the object so it failed to construct. and again ty for tips. Edited by user Monday, June 20, 2022 9:00:53 PM(UTC)
| Reason: thanks i get it now :)
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