Decrosse
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13 years ago
Okay, due to some computer problems which seem to have been fixed I'm going to restart my ZH mod. Wouldn't be surprised if somehow last .ini faction I was working on using GLA as base got glitched/corrupted.

these INIs seem messy. Since last was GLA-based that gave me trouble, I think I'll start with it to get them factions outta the way. I'd like to replace/make Commander Center to use USA Dozers and Supply Center to use China Supply Trucks.
So, new faction should require power, I'm thinking like China's powerplant but with America's powerplant upgrade instead, maybe just somewhat weaker? meaning power output (both the 'plant itself and upgrade) 😄

I'll see about working on some INIs later... still WIP [Work In Progress] everything.💀

course, general powers like MOAB and such need to be switched to one that fits faction better. Eventually will get actual edits.

May Be Changed, depending...
Base+Factions: (in no particular order)

GDI = America
Steel Talons = America/China
ZOCOM = China/GLA
NOD = China
Black Hand = China
MoK = GLA
Mutants = GLA
JDA = America
Sprawlers = Boss
Allied = America
Soviets = mix GLA/China
UEF = America
Cybrans = GLA/China
Aeon = America/GLA
Terrans = America/China
Zerg = GLA
Scrin = GLA/Boss
CABAL = China/Boss with some extras
ARM = America
CORE = China
Seraphim = GLA
Hierarchy = China/Boss
Masari = GLA/America
Novus = America
RisingSun/Japan = America/Boss with China tanks included
Empire = America
Exodus = China
Harkback = GLA
LF = GLA/America
SR = China/Boss with America tanks included (+ vehicles)
Protoss = China/America




If looked at spoiler, yes I love RTS games and wish to bring in those factions to ZH for fun plus they are actually needed for my mod's story... 😄

I have full C&C series, Supreme Commanders, StarCraft's (aside from their newest 'hearts of the swarm'), and Dark Reign 2.
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Decrosse
  • Decrosse
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13 years ago
So trying this still, launched WB to see what it had to say...


💀
UserPostedImage
Red Box Outlines, I do not have an .ini named that? ❓
precision_bomber
13 years ago
Xenoforce eh?

This is simply because SDF-1Trail doesn't exist in your particle system.
As well as the SDF-1Locomotor, I suggest you just don't simply copy the object data. If you can't provide all the resources, otherwise, you can comment them out.

Yes, the Gundam General has its own ini file... I assumed you just copied it without all of Xenoforce's Particle Systems and Locomotors.
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
Decrosse
  • Decrosse
  • 98% (Exalted)
  • Major Topic Starter
13 years ago

Xenoforce eh?

This is simply because SDF-1Trail doesn't exist in your particle system.
As well as the SDF-1Locomotor, I suggest you just don't simply copy the object data. If you can't provide all the resources, otherwise, you can comment them out.

Yes, the Gundam General has its own ini file... I assumed you just copied it without all of Xenoforce's Particle Systems and Locomotors.

Originally Posted by: precision_bomber 



Xenoforce once upon a time I believe was C:/ drive not G:/

I looked in it's pathing it claims and the .ini it speaks off isn't there. Glitch or something?

So how can I copy something that isn't really there?

Is it possible another game could have somehow conflicted/glitched it? Latest game I played during that point was Maelstrom The Battle for Earth Begins.
My computer's being a little weird...

EDIT: Did another search, the file is in this path
UserPostedImage
NOT where WB says; where it thinks it is... now to find out what else is messed.
Decrosse
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13 years ago
So be it if my ZH wants to keep the Xenoforce files in.

So after plopping Xeno INIs and Backed up norm INIs before I plopped in the Xenos.
Well, WB has new errors but otherwise actually opens. (still has that apt.big error though)

UserPostedImage


Still more fiddling to do apparently.

If anyone wishes to help me pinpoint the problem spots, here's my norm INIs
  INI.zip (3,548kb) downloaded 4 time(s).
precision_bomber
13 years ago
If you read the error...

Try to check if those entries exist in your BIG Files.

The first(and the probably rest) one means your missing a Weapon Data.
The third one means your missing an OCL.

The Case-sensitive issue is basically a typo in your WeaponSet Entries. Get the Actual name of the Weapon and edit the WeaponSet.
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
Decrosse
  • Decrosse
  • 98% (Exalted)
  • Major Topic Starter
13 years ago

If you read the error...

Try to check if those entries exist in your BIG Files.

The first(and the probably rest) one means your missing a Weapon Data.
The third one means your missing an OCL.

The Case-sensitive issue is basically a typo in your WeaponSet Entries. Get the Actual name of the Weapon and edit the WeaponSet.

Originally Posted by: precision_bomber 



hmm, apt.big - there isn't one in the spot it's looking? Can't find a ZH one. Search has found other C&C's apt.bigs such as C&C 4 and Red Alert 3, & C&C 3 Tiberium Wars.
So far.

So, reextracted INIs from INIZH... WB is now complaining about line 808 in GundamGeneralBuilding.ini? (hmm)

  Locomotor = SET_NORMAL    SDF-1Locomotor
  
  Behavior = PhysicsBehavior ModuleTag_31
    Mass = 10000.0
  End

  Behavior           = OCLSpecialPower ModuleTag_16
    SpecialPowerTemplate = SuperweaponNapalmStrike
    OCL                  = SUPERWEAPON_NapalmStrike
  End

  Behavior           = OCLSpecialPower ModuleTag_17
    SpecialPowerTemplate = SuperweaponMissileLaunch
    UpgradeOCL           = SCIENCE_MissileLaunch3 SUPERWEAPON_MissileLaunch3
    UpgradeOCL           = SCIENCE_MissileLaunch2 SUPERWEAPON_MissileLaunch2
    OCL                  = SUPERWEAPON_MissileLaunch1
    CreateLocation       = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
  End

  Behavior           = OCLSpecialPower ModuleTag_18
    SpecialPowerTemplate = SuperweaponClusterMines
    OCL                  = SUPERWEAPON_ClusterMines
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End

  Behavior           = OCLSpecialPower ModuleTag_19
    SpecialPowerTemplate = SuperweaponParadropCrate
    OCL                  = OCL_GundamCrateDrop
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
  End

  ;Behavior           = OCLSpecialPower ModuleTag_20
  ;  SpecialPowerTemplate = SuperweaponNukeMissileLaunch
  ;  UpgradeOCL           = SCIENCE_NukeMissileLaunch3 SUPERWEAPON_NukeMissileLaunch3
  ;  UpgradeOCL           = SCIENCE_NukeMissileLaunch2 SUPERWEAPON_NukeMissileLaunch2
  ;  OCL                  = SUPERWEAPON_NukeMissileLaunch1
  ;  CreateLocation       = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
  ;End
  Behavior           = OCLSpecialPower ModuleTag_20
    SpecialPowerTemplate = SuperweaponFrenzy
    UpgradeOCL           = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3
    UpgradeOCL           = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2
    OCL                  = SUPERWEAPON_Frenzy1
    CreateLocation       = CREATE_AT_LOCATION
  End
  Behavior           = OCLSpecialPower ModuleTag_21
    SpecialPowerTemplate = SuperweaponEmergencyRepair
    UpgradeOCL           = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
    UpgradeOCL           = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
    OCL                  = SUPERWEAPON_RepairVehicles1
    CreateLocation       = CREATE_AT_LOCATION
  End
  Behavior           = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05
    SpecialPowerTemplate = SuperweaponParadropGundams
    OCL                  = SUPERWEAPON_GmParadrop
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
    OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
  End 

  Behavior = FlammableUpdate ModuleTag_23
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_24
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End
  
  Behavior           = OCLSpecialPower ModuleTag_25
    SpecialPowerTemplate = SpecialPowerSpySatellite
    OCL                  = SUPERWEAPON_SpySatellite
    CreateLocation       = CREATE_AT_LOCATION
  End

  Behavior           = OCLSpecialPower ModuleTag_27
    SpecialPowerTemplate = SuperweaponGundamPlanetFall
    OCL                  = SUPERWEAPON_GundamPlanetFall
    CreateLocation       = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
  End
  
  Behavior           = OCLSpecialPower ModuleTag_28
    SpecialPowerTemplate = SuperweaponParadropGundam
    OCL                  = SUPERWEAPON_GundamParadrop
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
    OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
  End
  
  Behavior = BaseRegenerateUpdate ModuleTag_29
    ;No data
  End
  
  Behavior = StealthDetectorUpdate ModuleTag_34
    DetectionRate   = 500   ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange = 250 ;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.
  End
  
  ;Behavior            = SpawnBehavior ModuleTag_32
  ;  SpawnNumber       = 4
  ;  SpawnReplaceDelay = 10000 ; 3 seconds
;
  ;      SpawnTemplateName = GundamVehicleRGM79
;
  ;  ExitByBudding = No ;Yes;!
;
  ;  InitialBurst = 1 ; the first set of 5 will not delay
  ;  OneShot     = Yes
  ;  AggregateHealth = No
  ;End
  
  Behavior = AutoDepositUpdate ModuleTag_33
    DepositTiming       = 30000   ; in milliseconds
    DepositAmount       = 1000   ; cash amount to deposit every DepositTiming
    InitialCaptureBonus = 0  ; no initial bonus
  End
  
  Behavior = PointDefenseLaserUpdate ModuleTag_50
    WeaponTemplate        = BaseDefenceGattlingGun
    PrimaryTargetTypes    = VEHICLE AIRCRAFT
    ScanRate              = 60
    ScanRange             = 250.0
    PredictTargetVelocityFactor = 3.0
  End
  Behavior = PointDefenseLaserUpdate ModuleTag_51
    WeaponTemplate        = BaseDefenceGattlingGun
    PrimaryTargetTypes    = INFANTRY VEHICLE AIRCRAFT
    ScanRate              = 80
    ScanRange             = 240.0
    PredictTargetVelocityFactor = 3.0
  End
  Behavior = PointDefenseLaserUpdate ModuleTag_52
    WeaponTemplate        = BaseDefenceGattlingGun
    PrimaryTargetTypes    = INFANTRY
    ScanRate              = 50
    ScanRange             = 230.0
    PredictTargetVelocityFactor = 3.0
  End
  Behavior = PointDefenseLaserUpdate ModuleTag_53
    WeaponTemplate        = ArchdefendGun
    PrimaryTargetTypes    = SMALL_MISSILE BALLISTIC_MISSILE
    ScanRate              = 40
    ScanRange             = 320.0
    PredictTargetVelocityFactor = 2.0
  End
  Behavior = PointDefenseLaserUpdate ModuleTag_54
    WeaponTemplate        = ArchdefendGun
    PrimaryTargetTypes    = SMALL_MISSILE BALLISTIC_MISSILE
    ScanRate              = 30
    ScanRange             = 220.0
    PredictTargetVelocityFactor = 1.0
  End
  
  Behavior = AutoHealBehavior ModuleTag_60
    HealingAmount     = 5
    HealingDelay      = 100 ; msec ; essentially sleep forever, since lifetime is 0, below
    Radius            = 300.0f
    StartsActive      = Yes
    KindOf            = VEHICLE INFANTRY AIRCRAFT
    SingleBurst       = No
  End

  Geometry            = BOX
  FactoryExitWidth    = 25
  GeometryMajorRadius = 80.0
  GeometryMinorRadius = 65.0
  GeometryHeight      = 30.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME
  ;BuildCompletion     = PLACED_BY_PLAYER

End


redownloaded Xenoforce mod...
Apparently that fixed all the problems save for the apt.big file. WB opens now. (though had to open SpecialPower.ini to delete tab characters) [grin]

now just the APT.BIG is left to figure out.