Gameanater
  • Gameanater
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11 years ago
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! 😎 ), 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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Gameanater
  • Gameanater
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11 years ago
Combine Soldier code:


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

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

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Gameanater
  • Gameanater
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11 years ago


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'

Originally Posted by: Worldbuilder's Debugging Window 



No idea what the first message means...

Also, my ReleaseCrashInfo.txt:


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:


Originally Posted by: Gameanater's ReleaseCrashInfo.txt 



That part seems pretty useless because I can't see anything wrong with the line of code "Object InfantryCombineSoldier"
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CommieDog
11 years ago
Did you copy the entire draw module? It looks like you might have a missing End statement somewhere.
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Gameanater
  • Gameanater
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11 years ago
Draw module?
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CommieDog
11 years ago
See this?
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.
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Gameanater
  • Gameanater
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11 years ago
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:


  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



  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.



    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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Gameanater
  • Gameanater
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11 years ago
(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)...


    ; --- 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)
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Gameanater
  • Gameanater
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11 years ago
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:



    ; --- 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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CommieDog
11 years ago
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.
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Gameanater
  • Gameanater
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11 years ago
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.
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CommieDog
11 years ago

Do you mean copying it into the .ini or onto here in the topic? ❓

Originally Posted by: Gameanater 


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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Gameanater
  • Gameanater
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11 years ago


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.

Originally Posted by: CommieDog 



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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klingondragon
11 years ago
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
Gameanater
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11 years ago
I forgot about this topic...


anyway, thank you Klingon. I'll be sure to try that!
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