A couple years ago I created a Tech Dozer with no issues, I ran out of room so now I need to create a new High Tech Dozer. I did the exact same things I did to create the Tech Dozer but Zero Hour genereral.exe is not liking it. I keep gettign parsing errors and I am banging my head trying to figure out why, since a parsing error is so vague to what is wrong. I am trying to add a Shield Generator and it's been an uphill battle getting the code not to cause an issue somewhere. I was able to get the GapGenerator to build when I put it into TechDozer, so that wasn't the issue. The issue is with HighTechDozer. But I see nothing wrong, what am I missing??????????????? I tried flipping the TechDozer and HightechDozer around in the Command center from the Tech Center and I get a parsing error in the command center instead of the Tech Center. So it's something with the 3rd Dozer that Zero Hour doesn't like but what they are the same things????
; Reason Error parsing INI file 'Data\INI\CommandSet.ini' (Line: 'CommandSet AmericaTechLabCommandSet ')
CONTROLBAR:ConstructAmericaDozer
CONTROLBAR:ConstructAmericaTechDozer
CONTROLBAR:ConstructAmericaHighTechDozer
CONTROLBAR:ToolTipUSABuildDozer
CONTROLBAR:ToolTipUSABuildTechDozer
CONTROLBAR:ToolTipUSABuildHighTechDozer
CommandSet AmericaTechLabCommandSet
1 = Command_ConstructAmericaDozer
2 = Command_ConstructAmericaTechDozer
3 = Command_ConstructAmericaHighTechDozer <<<crashes the game
14 = Command_Sell
End
Dozers:
;------------------------------------------------------------------------------
;USA Construction Dozer or USDozer
Object AmericaVehicleDozer
; *** ART Parameters ***
SelectPortrait = SACDozer_L
ButtonImage = SACDozer
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVCONSTDOZ_A
ParticleSysBone = EXHAUSTFX01 DozerSmokeLight
WaitForStateToFinishIfPossible = TRANS_DIGGING
End
ConditionState = PREATTACK_A
Animation = AVCONSTDOZ_A.AVCONSTDOZ_A
AnimationMode = ONCE
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt
TransitionKey = TRANS_DIGGING
End
ConditionState = MOVING
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
WaitForStateToFinishIfPossible = TRANS_DIGGING
End
ConditionState = REALLYDAMAGED RUBBLE
Model = AVCONSTDOZ_AD
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
End
ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE
Model = AVCONSTDOZ_AD
Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD
AnimationMode = ONCE
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
TransitionKey = TRANS_DIGGING_DAMAGED
End
ConditionState = MOVING REALLYDAMAGED RUBBLE
Model = AVCONSTDOZ_AD
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
End
TrackMarks = EXTireTrack2.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = TIRE01
RightFrontTireBone = TIRE02
LeftRearTireBone = TIRE03
RightRearTireBone = TIRE04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.
ParticlesAttachedToAnimatedBones = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Dozer
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1000
BuildTime = 5.0 ; in seconds
VisionRange = 200
ShroudClearingRange = 200
WeaponSet
Conditions = MINE_CLEARING_DETAIL
Weapon = PRIMARY DozerMineDisarmingWeapon
Weapon = SECONDARY CrusaderMachineGun
PreferredAgainst = SECONDARY INFANTRY
End
ArmorSet
Conditions = None
Armor = DozerArmor ;Special Explosion-Proof Armor
DamageFX = TankDamageFX
End
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 = AmericaDozerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = DozerUSAVoiceSelect
VoiceMove = DozerUSAVoiceMove
VoiceGuard = DozerUSAVoiceMove
VoiceTaskComplete = DozerUSAVoiceBuildComplete
SoundMoveStart = DozerUSAMoveStart
SoundMoveStartDamaged = DozerUSAMoveStart
UnitSpecificSounds
VoiceCreate = DozerUSAVoiceCreate
VoiceNoBuild = DozerUSAVoiceBuildNot
VoiceCrush = DozerUSAVoiceCrush
VoiceRepair = DozerUSAVoiceRepair
VoiceDisarm = DozerUSAVoiceClearMine
TruckLandingSound = NoSound
TruckPowerslideSound = NoSound
VoiceEnter = DozerUSAVoiceMove
VoiceBuildResponse = DozerUSAVoiceBuild
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER
Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0
; 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 = 500
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = DozerAIUpdate ModuleTag_03
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
; the only "enemies" that workers can acquire are mines, to be disarmed...
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End
Behavior = StealthDetectorUpdate ModuleTag_05
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things
End
Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 100
DestructionDelay = 1500
DestructionDelayVariance = 600
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_AmericaDozerExplode
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
;;;;;;;; End
Behavior = FXListDie ModuleTag_23
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = DestroyDie ModuleTag_24
DeathTypes = NONE +CRUSHED +SPLATTED
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
;USA Construction Dozer or USDozer
Object AmericaVehicleTechDozer
; *** ART Parameters ***
SelectPortrait = SACDozer_L
ButtonImage = SACDozer
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVCONSTDOZ_A
ParticleSysBone = EXHAUSTFX01 DozerSmokeLight
WaitForStateToFinishIfPossible = TRANS_DIGGING
End
ConditionState = PREATTACK_A
Animation = AVCONSTDOZ_A.AVCONSTDOZ_A
AnimationMode = ONCE
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt
TransitionKey = TRANS_DIGGING
End
ConditionState = MOVING
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
WaitForStateToFinishIfPossible = TRANS_DIGGING
End
ConditionState = REALLYDAMAGED RUBBLE
Model = AVCONSTDOZ_AD
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
End
ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE
Model = AVCONSTDOZ_AD
Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD
AnimationMode = ONCE
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
TransitionKey = TRANS_DIGGING_DAMAGED
End
ConditionState = MOVING REALLYDAMAGED RUBBLE
Model = AVCONSTDOZ_AD
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
End
TrackMarks = EXTireTrack2.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = TIRE01
RightFrontTireBone = TIRE02
LeftRearTireBone = TIRE03
RightRearTireBone = TIRE04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.
ParticlesAttachedToAnimatedBones = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Dozer
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1;000
BuildTime = 5.0 ; in seconds
VisionRange = 200
ShroudClearingRange = 200
WeaponSet
Conditions = MINE_CLEARING_DETAIL
Weapon = PRIMARY DozerMineDisarmingWeapon
Weapon = SECONDARY CrusaderMachineGun
PreferredAgainst = SECONDARY INFANTRY
End
ArmorSet
Conditions = None
Armor = DozerArmor ;Special Explosion-Proof Armor
DamageFX = TankDamageFX
End
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 = AmericaTechDozerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = DozerUSAVoiceSelect
VoiceMove = DozerUSAVoiceMove
VoiceGuard = DozerUSAVoiceMove
VoiceTaskComplete = DozerUSAVoiceBuildComplete
SoundMoveStart = DozerUSAMoveStart
SoundMoveStartDamaged = DozerUSAMoveStart
UnitSpecificSounds
VoiceCreate = DozerUSAVoiceCreate
VoiceNoBuild = DozerUSAVoiceBuildNot
VoiceCrush = DozerUSAVoiceCrush
VoiceRepair = DozerUSAVoiceRepair
VoiceDisarm = DozerUSAVoiceClearMine
TruckLandingSound = NoSound
TruckPowerslideSound = NoSound
VoiceEnter = DozerUSAVoiceMove
VoiceBuildResponse = DozerUSAVoiceBuild
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER
Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0
; 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 = 500
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = DozerAIUpdate ModuleTag_03
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
; the only "enemies" that workers can acquire are mines, to be disarmed...
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End
Behavior = StealthDetectorUpdate ModuleTag_05
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things
End
Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 100
DestructionDelay = 1500
DestructionDelayVariance = 600
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_AmericaDozerExplode
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
;;;;;;;; End
Behavior = FXListDie ModuleTag_23
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = DestroyDie ModuleTag_24
DeathTypes = NONE +CRUSHED +SPLATTED
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
;USA Construction Dozer or USDozer
Object AmericaVehicleHighTechDozer
; *** ART Parameters ***
SelectPortrait = SACDozer_L
ButtonImage = SACDozer
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVCONSTDOZ_A
ParticleSysBone = EXHAUSTFX01 DozerSmokeLight
WaitForStateToFinishIfPossible = TRANS_DIGGING
End
ConditionState = PREATTACK_A
Animation = AVCONSTDOZ_A.AVCONSTDOZ_A
AnimationMode = ONCE
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt
TransitionKey = TRANS_DIGGING
End
ConditionState = MOVING
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
WaitForStateToFinishIfPossible = TRANS_DIGGING
End
ConditionState = REALLYDAMAGED RUBBLE
Model = AVCONSTDOZ_AD
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
End
ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE
Model = AVCONSTDOZ_AD
Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD
AnimationMode = ONCE
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
TransitionKey = TRANS_DIGGING_DAMAGED
End
ConditionState = MOVING REALLYDAMAGED RUBBLE
Model = AVCONSTDOZ_AD
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
End
TrackMarks = EXTireTrack2.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = TIRE01
RightFrontTireBone = TIRE02
LeftRearTireBone = TIRE03
RightRearTireBone = TIRE04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.
ParticlesAttachedToAnimatedBones = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Dozer
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1;000
BuildTime = 5.0 ; in seconds
VisionRange = 200
ShroudClearingRange = 200
Prerequisites
Object = AmericaTechLab
End
WeaponSet
Conditions = MINE_CLEARING_DETAIL
Weapon = PRIMARY DozerMineDisarmingWeapon
Weapon = SECONDARY CrusaderMachineGun
PreferredAgainst = SECONDARY INFANTRY
End
ArmorSet
Conditions = None
Armor = DozerArmor ;Special Explosion-Proof Armor
DamageFX = TankDamageFX
End
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 = AmericaHighTechDozerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = DozerUSAVoiceSelect
VoiceMove = DozerUSAVoiceMove
VoiceGuard = DozerUSAVoiceMove
VoiceTaskComplete = DozerUSAVoiceBuildComplete
SoundMoveStart = DozerUSAMoveStart
SoundMoveStartDamaged = DozerUSAMoveStart
UnitSpecificSounds
VoiceCreate = DozerUSAVoiceCreate
VoiceNoBuild = DozerUSAVoiceBuildNot
VoiceCrush = DozerUSAVoiceCrush
VoiceRepair = DozerUSAVoiceRepair
VoiceDisarm = DozerUSAVoiceClearMine
TruckLandingSound = NoSound
TruckPowerslideSound = NoSound
VoiceEnter = DozerUSAVoiceMove
VoiceBuildResponse = DozerUSAVoiceBuild
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER
Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0
; 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 = 500
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = DozerAIUpdate ModuleTag_03
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
; the only "enemies" that workers can acquire are mines, to be disarmed...
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End
Behavior = StealthDetectorUpdate ModuleTag_05
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things
End
Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 100
DestructionDelay = 1500
DestructionDelayVariance = 600
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_AmericaDozerExplode
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
;;;;;;;; End
Behavior = FXListDie ModuleTag_23
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = DestroyDie ModuleTag_24
DeathTypes = NONE +CRUSHED +SPLATTED
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Commandset.ini
;------------------------------------------------------------------------------
; America USA GENERAL
;------------------------------------------------------------------------------
; Dozer Command Sets
CommandSet AmericaDozerCommandSet
1 = Command_ConstructAmericaPowerPlant
2 = Command_ConstructAmericaPatriotBattery
3 = Command_ConstructAmericaBarracks
4 = Command_LazerAmericaPatriotBattery
5 = Command_ConstructAmericaSupplyCenter
6 = Command_ConstructAmericaSupplyDropZone
7 = Command_ConstructAmericaWarFactory
8 = Command_ConstructAmericaFireBase
9 = Command_ConstructAmericaStrategyCenter
10 = Command_ConstructAmericaParticleCannonUplink
11 = Command_ConstructAmericaCommandCenter
12 = Command_ConstructAmericaAirfield
13 = Command_ConstructNavalYard
14 = Command_ConstructAmericaAirstrip
End
CommandSet AmericaTechDozerCommandSet
1 = Command_ConstructAmericaNuclearPowerPlant
2 = Command_ConstructAmericaHelipad
3 = Command_ConstructAmericaCommunicationCenter
4 = Command_ConstructAmericaHospital
5 = Command_ConstructAmericaTechLab
6 = Command_ConstructAmericaOilRefinery
7 = Command_ConstructAmericaOilDerrick
8 = Command_ConstructAmericaRepairBay
9 = Command_ConstructAmericaReinforcementPad
10 = Command_ConstructAmericaRepairPad
11 = Command_ConstructAmericaArtilleryPlatform
12 = Command_ConstructAmericaNuclearBunker
13 = Command_ConstructAmericaBunker
14 = Command_ConstructAmericaAirstrip
End
CommandSet AmericaHighTechDozerCommandSet
1 = Command_ConstructShieldGenerator ;test
2 = Command_ConstructAmericaHelipad ;test
10 = Command_ConstructAmericaRepairPad ;test
11 = Command_ConstructAmericaArtilleryPlatform ;test
12 = Command_ConstructAmericaNuclearBunker ;test
13 = Command_ConstructAmericaBunker ;test
14 = Command_ConstructAmericaAirstrip ;test
End
Today's Mishaps!Shield Generator issues:
I am debugging and editing the shield generator and have been getting odd errors from Worldbuilder.
ASSERTION FAILURE: [LINE: 317 - FILE: 'Data\INI\Object\ShieldGenerator.ini'] Unknown block 'PlacementViewAngle'
PlacementViewAngle = -45
Tt was -1, I changed it after the error, I see nothing wrong with this it is a direct copy from another building, yet it is still a block issue?? HOW???
Before that I had a block issure on this:
Body = StructureBody ModuleTag_05
MaxHealth = 600.0
InitialHealth = 600.0
SubdualDamageCap = 400
SubdualDamageHealRate = 300
SubdualDamageHealAmount = 50
End
I removed the ;txt notes that were two lines above and the error went away the txt had ";" infront of it, it should have been fine WTH?
Before that I had an error with this:
(it kept saying I had an error at line 386 so I kept eliminatng lines until it went away, but there is nothing wrong with it I had the generator up and running the day before! Today errors!)
;TransitionState = UP_NIGHT DOWN_DEFAULT
; Model = CTMound02
; Animation = CTMound02.CTMound02
; AnimationMode = ONCE_BACKWARDS
; AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
; Flags = START_FRAME_LAST
;End
;TransitionState = UP_SNOW DOWN_DEFAULT
; Model = CTMound02
; Animation = CTMound02.CTMound02
; AnimationMode = ONCE_BACKWARDS
; AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
; Flags = START_FRAME_LAST
;End
;TransitionState = UP_SNOW NIGHT DOWN_DEFAULT
; Model = CTMound02
; Animation = CTMound02.CTMound02
; AnimationMode = ONCE_BACKWARDS
; AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
; Flags = START_FRAME_LAST
End
Took out view angle now this popped up:
ASSERTION FAILURE: [LINE: 320 - FILE: 'Data\INI\Object\ShieldGenerator.ini'] Unknown block 'DisplayName'
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
NOW THE FUNNY PART!
All the issues on all the different lines went away as soon as I took this code out:
; Behavior = FlammableUpdate ModuleTag_12
; FlameDamageLimit = 20 ; Catch fire if I take this much fire damage...
; FlameDamageExpiration = 2000 ; in a span of this long
; AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
; AflameDamageAmount = 25 ; taking this much damage...
; AflameDamageDelay = 500 ; this often.
; End
...and this is good code!!!! What is going on with the debugger????
Edited by user Thursday, December 26, 2024 12:46:32 PM(UTC)
| Reason: Not specified