braxt
  • braxt
  • 50.25% (Neutral)
  • Captain Topic Starter
10 years ago
I get a crash in Worldbuilder saying

"Unknown block 'behavior'"

ASSERTION FAILURE: [LINE: 6734 - FILE: 'Data\INI\Object\GLAVehicle.ini']
Unknown block 'behavior'



Object EmperorMarauder

; *** ART Parameters ***
SelectPortrait = SNEmpTank_L
ButtonImage = SNEmpTank

UpgradeCameo1 = Upgrade_ChinaUraniumShells
UpgradeCameo2 = Upgrade_ChinaNuclearTanks
UpgradeCameo3 = Upgrade_ChinaOverlordGattlingCannon
UpgradeCameo4 = Upgrade_ChinaOverlordPropagandaTower
; UpgradeCameo5 = Tank_Upgrade_ChinaTankAutoLoader

Draw = W3DOverlordTankDraw ModuleTag_01
ConditionState = NONE
Model = EmperorMarauder
Animation = NVOvrlrdT.NVOvrlrdT
AnimationMode = LOOP
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY BIGBARREL01
End
ConditionState = REALLYDAMAGED
Model = EmperorMarauder
Animation = NVOvrlrdT_D.NVOvrlrdT_D
AnimationMode = LOOP
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY BIGBARREL01
End

ConditionState = RUBBLE
Model = EmperorMarauder
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY BIGBARREL01
End

TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
TreadAnimationRate = 2.0; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Tank_Overlord
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY MarauderTankGun
Weapon = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range

;gattling cannon upgrade has been made.
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 2100
BuildTime = 15.0 ;in seconds
VisionRange = 200
ShroudClearingRange = 225
Prerequisites
Object = Tank_ChinaWarFactory
Object = Tank_ChinaPropagandaCenter
End

ExperienceValue = 200 200 400 600 ;Experience point value at each level
ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = Tank_ChinaTankEmperorDefaultCommandSet

; *** AUDIO Parameters ***
VoiceSelect = EmperorTankVoiceSelect
SoundMoveStart = OverlordTankMoveStart
SoundMoveStartDamaged = OverlordTankMoveStart
VoiceMove = EmperorTankVoiceMove
VoiceGuard = EmperorTankVoiceMove
VoiceAttack = OverlordTankVoiceAttack

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = OverlordTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceCrush = OverlordTankVoiceCrush
VoiceEnter = EmperorTankVoiceMove
VoiceUnload = OverlordTankVoiceUnload
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE

Body = ActiveBody ModuleTag_02
MaxHealth = 1600.0
InitialHealth = 1600.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = VeterancyGainCreate ModuleTag_23
StartingLevel = VETERAN
End


Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes

End
Locomotor = SET_NORMAL OverlordLocomotor

End
Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01




;Propaganda tower is an innate ability without using art or subobjects.
;Behavior = ObjectCreationUpgrade ModuleTag_08
; UpgradeObject = OCL_EmperorPropagandaTower
; TriggeredBy = Upgrade_ChinaOverlordPropagandaTower
; ConflictsWith = Upgrade_ChinaOverlordBattleBunker
;End



Behavior = ProductionUpdate ModuleTag_10
; MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
MaxQueueEntries = 2; Propaganda model is hacked to not show up.
End


Behavior = CommandSetUpgrade ModuleTag_11
CommandSet = CommandSet GLAVehicleQuadCannon
End




Behavior = PhysicsBehavior ModuleTag_14
Mass = 50.0
End

;Behavior = PropagandaTowerBehavior ModulePropaganda_04
;Radius = 150.0
;DelayBetweenUpdates = 2000 ; in milliseconds
;HealPercentEachSecond = 1% ; get this % of max health every second
;PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
;UpgradeRequired = Upgrade_ChinaOverlordPropagandaTower
;UpgradedHealPercentEachSecond = 2% ; get this % of max health every second
;UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
;AffectsSelf = Yes ; Needs this since Tower is not seperate object for Emperor
;End


; Smoke for a bit then explode
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 1500
; DestructionDelayVariance = 500
; FX = INITIAL FX_OverlordSmoke
; OCL = FINAL OCL_ChinaTankOverlordDebris
; FX = FINAL FX_GenericTankDeathExplosion
; End

; Catch fire, and explode death
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 2000
; DestructionDelayVariance = 300
; FX = INITIAL FX_CrusaderCatchFire
; OCL = FINAL OCL_ChinaTankOverlordDebris
; FX = FINAL FX_GenericTankDeathExplosion
; End

; Just explode death
Behavior = SlowDeathBehavior ModuleTag_16
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_ChinaTankOverlordDebris
FX = FINAL FX_OverlordExplosionOneFinal
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_18
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
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 = 26.0
GeometryMinorRadius = 13.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End





Sponsor
Annihilationzh
10 years ago
It looks like you've tried to remove a module and not done it completely:
Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01
This will cause a crash.
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.