GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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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. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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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] |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: Worldbuilder'  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'  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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AdministratorJoined: 8/3/2003(UTC) Posts: 3,086  Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Did you copy the entire draw module? It looks like you might have a missing End statement somewhere. |
CommieDog: Because someone has to do your dirty work for you |
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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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AdministratorJoined: 8/3/2003(UTC) Posts: 3,086  Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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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. |
CommieDog: Because someone has to do your dirty work for you |
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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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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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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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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 at 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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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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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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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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AdministratorJoined: 8/3/2003(UTC) Posts: 3,086  Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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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. |
CommieDog: Because someone has to do your dirty work for you |
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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Do you mean copying it into the .ini or onto here in the topic? 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. If you mean for copying the code into the .ini files, then I'm not quite sure what you mean. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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AdministratorJoined: 8/3/2003(UTC) Posts: 3,086  Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Originally Posted by: Gameanater  Do you mean copying it into the .ini or onto here in the topic?  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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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: CommieDog  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! |
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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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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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I forgot about this topic...
anyway, thank you Klingon. I'll be sure to try that! |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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