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Offline SkyMix_RMT  
#1 Posted : Friday, April 29, 2016 2:52:55 PM(UTC)
SkyMix_RMT
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I want to have units from angry mob already start with AK47 and be individual units, like a rebel, and not all make part of a group, so I made this piece of code, but it makes the map crash everyime I try to play on it, I haven't found anything wrong with the code, can you help?
Thanks!

[code=plain]
Object GLAInfantryAngryMobPistol01

;**** ART Parameters ***
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override

OkToChangeModelColor = Yes

IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A
; "WHILE" (Default) CARRYING AK47
;---------------------------------------------------------
DefaultConditionState ;Idle with AK Slung
Model = UIMOB01_SKN
IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6
IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6
IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6
IdleAnimation = UIMOB01_SKL.UIMOB01_STD
AnimationMode = ONCE
AnimationSpeedFactorRange 0.9 1.1
TransitionKey = TRANS_STAND_AK
End

ConditionState = MOVING
Animation = UIMOB01_SKL.UIMOB01_RND
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = MOVING_AK
End

ConditionState = DYING
Animation = UIMOB01_SKL.UIMOB01_DD1
Animation = UIMOB01_SKL.UIMOB01_DD2
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End

ConditionState = SPECIAL
Animation = UIMOB01_SKL.UIMOB01_CHD
AnimationMode = ONCE
End

; Drawing AK47
ConditionState = PREATTACK_B
Animation = UIMOB01_SKL.UIMOB01_ATD1_ST ; start firing
AnimationMode = ONCE
End
AliasConditionState = PREATTACK_B FIRING_B
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B

; Firing Gun
ConditionState = FIRING_B
Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ; looping firing
AnimationMode = LOOP
WeaponFireFXBone = SECONDARY MuzzleAK
WeaponMuzzleFlash = SECONDARY MuzzleAKFX
TransitionKey = TRANS_FIRING_AK
End
AliasConditionState = BETWEEN_FIRING_SHOTS_B


ConditionState = RELOADING_B
Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing
AnimationMode = ONCE
End


; This transition allows him to put his gun away when he's finished attacking.
TransitionState = TRANS_FIRING_AK TRANS_STAND_AK
Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing
AnimationMode = ONCE
End

; ;Throwing bottle----------------------------------------------------------------
; ConditionState = PREATTACK_C
; Animation = UIMOB01_SKL.UIMOB01_ATCA_BF ; the wind up
; End
; AliasConditionState = PREATTACK_C FIRING_A
; AliasConditionState = PREATTACK_C RELOADING_A
; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A
;
; ConditionState = FIRING_C
; Animation = UIMOB01_SKL.UIMOB01_ATCA_AF ; the release and follow-thru
; TransitionKey = TRANS_THROW
; End
; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A
;
; ConditionState RELOADING_C
; Animation =UIMOB01_SKL.UIMOB01_IDA1
; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru
; End
; AliasConditionState = RELOADING_C RELOADING_A
; AliasConditionState = RELOADING_C FIRING_A
; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A


; TransitionState = TRANSXXX TRANS_THROW
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway gun and take out bottle
; End

; TransitionState = TRANS_THROW TRANS_FIRING_A
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get PISTOL
; End

; TransitionState = TRANSXXXAK TRANS_THROW
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway AK and take out bottle
; End

; TransitionState = TRANS_THROW TRANS_FIRING_AK
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get AK
; End

;--------------------------------------------------------

TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIMOB01_SKL.UIMOB01_A_ADTE1
Animation = UIMOB01_SKL.UIMOB01_D_ADTE1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = UIMOB01_SKL.UIMOB01_A_ADTE2
Animation = UIMOB01_SKL.UIMOB01_D_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = UIMOB01_SKL.UIMOB01_A_ADTE3
Animation = UIMOB01_SKL.UIMOB01_D_ADTE3
AnimationMode = ONCE
TransitionKey = None
End
End

;**** DESIGN parameters ***

DisplayName = OBJECT:AngryMob
Side = GLA
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions
Weapon = SECONDARY GLAAngryMobAK47Weapon
End

ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End

VisionRange = 150
ShroudClearingRange = 150
Prerequisites
Object = GLABarracks
End
BuildCost = 100
BuildTime = 0.0

ExperienceValue = 5 5 5 5 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;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

; *** AUDIO Parameters ***
VoiceSelect = AngryMobVoiceSelect
VoiceMove = AngryMobVoiceMove
VoiceGuard = AngryMobVoiceMove
VoiceAttack = AngryMobVoiceAttack

;**** ENGINEERING Parameters *** ;MOB01
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER

ReplaceModule BodyTag_01
Body = ActiveBody BodyTag_01_Override
MaxHealth = 50.0
InitialHealth = 50.0
End
End

ReplaceModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End

RemoveModule ModuleTag_04
End

Locomotor = SET_NORMAL AngryMobNormalLocomotor
Locomotor = SET_WANDER AngryMobWanderLocomotor
Locomotor = SET_PANIC AngryMobPanicLocomotor

ReplaceModule BehaviorTag_01
Behavior = PhysicsBehavior BehaviorTag_01_Override
Mass = 5.0
End
End
End
[/code]
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Offline Gameanater  
#2 Posted : Friday, April 29, 2016 6:45:08 PM(UTC)
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It would be much easier to start off with an actual Rebel and work from there, replacing Art code and weaponry as needed. Trust me, I've learned this the hard way.



"Always mod the unit closest in function, not in appearance, to what you want.
For example, if you want to convert an A10 Thunderbolt into a controllable unit, start with a Raptor."
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Offline SkyMix_RMT  
#3 Posted : Friday, April 29, 2016 7:14:47 PM(UTC)
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Yes of course! Why didn't I think of that? I did that to transform the biohazardtech to a minigun carrying guy!
I'll try to do that.
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Offline Gameanater  
#4 Posted : Friday, April 29, 2016 7:19:06 PM(UTC)
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Originally Posted by: SkyMix_RMT Go to Quoted Post
Yes of course! Why didn't I think of that? I did that to transform the biohazardtech to a minigun carrying guy!
I'll try to do that.


Mkay. :b


Wait, that was a map.ini though, right?
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Offline SkyMix_RMT  
#5 Posted : Friday, April 29, 2016 7:26:43 PM(UTC)
SkyMix_RMT
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What do you mean?
The coding above belongs to a map.ini, if that's what you meant.
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Offline Gameanater  
#6 Posted : Friday, April 29, 2016 7:28:44 PM(UTC)
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Oh whoops. I somehow missed that fact.

Anyway, I'm not a versatile in map.ini'ing, but it'd be worth a try to mod a Rebel instead.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Offline SkyMix_RMT  
#7 Posted : Friday, April 29, 2016 7:32:20 PM(UTC)
SkyMix_RMT
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Yeah i'm working on it right now.
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Offline Gameanater  
#8 Posted : Friday, April 29, 2016 7:38:38 PM(UTC)
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'Kay. Let me know how it goes.


BTW, may I use your Epic Biohazard Tech Guy in my demo map for my mod?
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Offline SkyMix_RMT  
#9 Posted : Friday, April 29, 2016 7:42:41 PM(UTC)
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Ok I tried to use a rebel preset and replace the models and weapons, but I still got a crash haha.
And yes you may use it freely and change it as you like i'm absolutely fine with it!

Edit~: Ok this is weird now, I still get a crash even without the code :S

Edited by user Friday, April 29, 2016 7:45:10 PM(UTC)  | Reason: Not specified

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Offline Gameanater  
#10 Posted : Friday, April 29, 2016 7:44:22 PM(UTC)
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Well darn, that's a bummer. D:


Lol thanks!
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Offline Annihilationzh  
#11 Posted : Friday, April 29, 2016 9:40:31 PM(UTC)
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Originally Posted by: SkyMix_RMT Go to Quoted Post
Ok this is weird now, I still get a crash even without the code :S

That's a pain in the butt. I hope for your sake you won't have to filter through a lot of code to find the error.

Originally Posted by: Gameanater Go to Quoted Post
"Always mod the unit closest in function, not in appearance, to what you want.
For example, if you want to convert an A10 Thunderbolt into a controllable unit, start with a Raptor."

Well that's one fancy way to quote someone.

Originally Posted by: Gameanater Go to Quoted Post
Oh whoops. I somehow missed that fact.

You absolutely deserve to be teased for that. :P
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.
thanks 1 user thanked Annihilationzh for this useful post.
Gameanater on 4/30/2016(UTC)
Offline SkyMix_RMT  
#12 Posted : Saturday, April 30, 2016 6:07:34 AM(UTC)
SkyMix_RMT
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I fixed it.
For some stupid reason, command & conquer does not like when I edit the map.ini using notepad, everytime I use notepad to change a bit of code like the damage of a weapon the map.ini stops working and it will always make the game crash even if I remove most of the code.
Fortunately, I always have a working backup of the map.ini.
So I used notpad+ to change the exact same code I did before with notepad, and it worked.
So yeah, no more notepad!

Still, I have the same problem, the code from the original topic still makes the game crash, and still I don't know why.
When I remove it with notepad+ it works, so the problem is from that code.

EDIT:
I replaced the code with this one:

Code:

Object GLAInfantryAngryMobPistol01

  VoiceSelect = AngryMobVoiceSelect
  VoiceMove = AngryMobVoiceMove
  VoiceGuard = AngryMobVoiceMove
  VoiceAttack = AngryMobVoiceAttack

  RemoveModule ModuleTag_04
End


It works, the unit doesn't die like it would normally do, it's selectable and moveable, it can shoot stuff. But it doesn't have a health bar, or a GUI, and also makes no sound when selected or ordered to move, don't know why.

Yet another EDIT:
Adding this to the code fixes the Health bar, GUI, and sounds problem.

KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER

Edited by user Saturday, April 30, 2016 7:14:15 AM(UTC)  | Reason: Not specified

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