Private Joined: 1/28/2020(UTC) Posts: 1
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This ini file crashes my game every time, I've messed around with it a few times to see if I can fix it without any luck. The idea is that I've taken an American Chinook, swapped the model for a Commanche and added all the weaponry amongst other things. I'm fairly new to this stuff but I do have a basic understanding. I read the crash report to only receive the error "; Reason Error parsing INI file 'Data\INI\Object\AlphaChinook.ini' (Line: 'Object AlphaChinook ')"
I'm unsure to what this could possibly mean as the line is the start of the ini is it not? I first tried using a Commanche ini and modifying that but I want to be able to stack units inside of the helicopter as well.
Object AlphaChinook
; *** ART Parameters *** SelectPortrait = SACCommanche_L ButtonImage = SACCommanche UpgradeCameo1 = Upgrade_AmericaCountermeasures UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_ComancheRocketPods ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01 ; Helicopter
ExtraPublicBone = RopeStart ExtraPublicBone = RopeEnd
DefaultConditionState Model = AVComanche HideSubObject = MissileUpgrade Animation = AVComanche.AVComanche AnimationMode = LOOP WeaponMuzzleFlash = PRIMARY TurretFX WeaponFireFXBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY Muzzle WeaponLaunchBone = SECONDARY Muzzle End
ConditionState = REALLYDAMAGED Model = AVComanche_d Animation = AVComanche_d.AVComanche_d AnimationMode = LOOP End
ConditionState = WEAPONSET_PLAYER_UPGRADE ShowSubObject = MissileUpgrade Animation = AVComanche.AVComanche AnimationMode = LOOP WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED Model = AVComanche_d ShowSubObject = MissileUpgrade Animation = AVComanche_d.AVComanche_d AnimationMode = LOOP WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End
ConditionState = RUBBLE Model = AVComanche_d Animation = AVComanche_d.AVComanche_d AnimationMode = LOOP End
ConditionState = RUBBLE SPECIAL_DAMAGED Model = AVComanche_d HideSubObject = AVComanche_Prop End
OkToChangeModelColor = Yes End
Draw = W3DModelDraw ModuleTag_02 ; Cargo net ConditionState = NONE Model = None ; Nothing here TransitionKey = TRANS_Empty WaitForStateToFinishIfPossible = TRANS_Unloading End
ConditionState = DYING Model = None ; Nothing here End AliasConditionState = RUBBLE AliasConditionState = CARRYING RUBBLE AliasConditionState = DOCKING RUBBLE AliasConditionState = DOCKING CARRYING RUBBLE End
; ***DESIGN parameters *** DisplayName = OBJECT:Alpha Chinook EditorSorting = VEHICLE Side = America TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 600.0 ShroudClearingRange = 800 BuildCost = 12 BuildTime = 2.0 ;in seconds Prerequisites ;Object = AmericaSupplyCenter End
WeaponSet Conditions = None ; ----- Weapon = PRIMARY Comanche20mmCannonWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY ComancheAntiTankMissileWeapon PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY NONE End WeaponSet Conditions = PLAYER_UPGRADE ; ----- Weapon = PRIMARY Comanche20mmCannonWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY ComancheAntiTankMissileWeapon PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY ComancheRocketPodWeapon AutoChooseSources = TERTIARY NONE End ArmorSet Conditions = None Armor = ComancheArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresComancheArmor DamageFX = None End BuildCost = 10 BuildTime = 2 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience CommandSet = AlphaChinookCommandSet
; *** AUDIO Parameters *** VoiceSelect = ComancheVoiceSelect VoiceMove = ComancheVoiceMove VoiceAttack = ComancheVoiceAttack SoundAmbient = ComancheAmbientLoop SoundAmbientRubble = NoSound SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = ComancheVoiceCreate VoiceSupply = ChinookVoiceSupply VoiceUnload = ChinookVoiceUnload VoiceCombatDrop = ChinookVoiceCombatDrop VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! VoiceGarrison = ChinookVoiceMove End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD
Body = ActiveBody ModuleTag_04 MaxHealth = 1220.0 InitialHealth = 1220.0 End
Behavior = FXListDie ModuleTag_05 DeathFX = FX_HelicopterStartDeath End
Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition Turret TurretTurnRate = 0 ; this "turret" does not turn TurretPitchRate = 0 ; nor does it pitch ControlledWeaponSlots = PRIMARY SECONDARY End
Behavior = ChinookAIUpdate ModuleTag_07 MaxBoxes = 8 SupplyCenterActionDelay = 2900 ;3000 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1200 ;1250 ; 875 ; ms per box (many small transactions) SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 ; these define how long we can wait, once a guy is on-rope, before throwing another ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely ; and we'll wait for each guy to clear before spawning another. PerRopeDelayMin = 900 PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 RopeWobbleLen = 10 RopeWobbleAmplitude = 0.25 RopeWobbleRate = 180 RopeFinalHeight = 10 ; stop this far above ground RappelSpeed = 30 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded End Locomotor = SET_NORMAL ChinookLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
Behavior = TransportContain ModuleTag_08 Slots = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 NumberOfExitPaths = 1 End Behavior = PhysicsBehavior ModuleTag_09 Mass = 50.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_10 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop MinSelfSpin = 100 ; in degrees per second MaxSelfSpin = 300 ; in degrees per second SelfSpinUpdateDelay = 100 ; in milliseconds SelfSpinUpdateAmount = 10 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1500 ; in milliseconds MaxBladeFlyOffDelay = 1500 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades BladeBoneName = Propeller01 FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 30 FinalRubbleObject = ChinookRubbleHull 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
Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 6.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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Wouldn't it be easier to use Comanche ini and just add TransportContain module? |
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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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It has been a while since I read an ini code. But your code has build time and build cost written twice. And as far as I know, commanche's model doesnt have these bones: Code:ExtraPublicBone = RopeStart
ExtraPublicBone = RopeEnd
And as mentioned above, it would be easier to start with the commanche's code. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 7/31/2020(UTC) Posts: 2
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took on noticeably, somehow I will study deeper
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