Sky Demon
17 years ago
You were right, the worldbuilder loads fine now, I can place the command center and everything๐Ÿ‘

But why is the AirGens Icon messed up?

I don't like having to rename my normal Generals game files, or adding in the entire Zero-Hour .big files.
Why does it only work when I put in TexturesZH & W3DZH .big files? What was wrong with me manually putting in the correct files?

I'm kind of like๐Ÿ˜’ with this one. Surely there are other mods where people have added in new factions and not had to do what i'm doing??

**EDIT**

I sorted out the ControlBarScheme.ini problem. It must have been me trying to use the Airgens code from Zero-Hour instead of just copying the normal USA and changing the name for the AirForceGeneral.

The icon isn't just messed up in the worldbuilder, it messed ingame as well๐Ÿ˜’ :ashamed: โ“

**EDIT**

More successes, I have added in the Airgens dozer!

I figure that after I have added in all the rest of the AirGens structures, units, powers etc. I can delete all of the other unwanted .w3d and textures from the W3DZH & TexturesZH, to save space and make it all more organised...?

I would love to move onto all of the other structures but I want to sort out that messed AirGen icon first๐Ÿ˜ž
Me Myself and Pi
17 years ago
Yeah, you could just manually take out the files. But I was thinking it would be convenient to just take the whole .big files & not have to worry about the .wnd files any more. But maybe if you did do it manually, it might fix the logo. Who knows.

You might want to try the forums at DeeZire.net.
Sky Demon
17 years ago
Thanks for the offer but, I don't see how there forum differs from cncgeneralsworlds.They just seem alot more...'proffessionaly minded' about game modding.

This is just a guess but, could be that somehow the game is not reading the Command Centers texture files right? Because from where I am, it looks like the colours are inverted. Where it should be white background it's all black and the jet is all blue.


Obviously the game is reading the file, or else it would crash and give an error report.
To be honest, I prefer it when something doesn't work at all. At least then you can identify the problem easier and fix it๐Ÿ˜’
Me Myself and Pi
17 years ago
Well I've tried going through .ini's .wnd's .dds', no luck. I wouldn't worry to much about this, unless the same problem happens to other units. I'd recommend that you get all the rest of the stuff done & then worry about it.
Sky Demon
17 years ago
Yeah sure.
Why spend time dwelling over one problem, when you can be making progress.

But I am noting this. I didn't go to this length to have my Command Centers look wierd. :P

**EDIT**

I have added in the AirGens powerplant. At first it kept giving me a ( ' Object AirF_AmericaPowerPlant' ) error. But when I used the method that made the command center work, it worked!

It's obvious now that there must be something from Zero-Hour that Generals doesn't support. Because pasting only the 0-hour Art parameters and the generals design parameters, makes it work. But if the code is all from zero-hour, it crashes...

**EDIT**

I have noticed that when I purchase certain upgrades on the airgens buildings, such as the Capture Building upgrade from the barracks, the 'Upgrade Complete' EVA sound doesn't play.
I do however get the flash bang upgrade complete notification.

Any ideas how I can fix this? I have checked the Upgrade.ini & the FactionBuilding.ini and found nothing that could cause this problem...๐Ÿ˜ž โ“ :ashamed:

**EDIT**

ERROR

I have added in all of the AirForceGenerals structures successfully. But when it came to the firebase, I get errors.

Because there is no Generals FireBase Design parameters code, Generals keeps giving me errors ( 'Object AirF_AmericaFireBase' )

Do you reckon you could find what Generals doesn't like in here? Because i've been looking through the code for the past hour and can't find anything wrong with it...

Object AirF_AmericaFireBase

  ; *** ART Parameters ***
  SelectPortrait         = SAFirebase_L
  ButtonImage            = SAFirebase
  Draw = W3DModelDraw ModuleTag_01

    IgnoreConditionStates = NIGHT

    OkToChangeModelColor = Yes

    ExtraPublicBone = STATION01
    ExtraPublicBone = STATION02
    ExtraPublicBone = STATION03
    ExtraPublicBone = STATION04


    DefaultConditionState
      Model             = ABFIREBASE
      WeaponMuzzleFlash  = PRIMARY MuzzleFX
      WeaponRecoilBone   = PRIMARY Barrel
      Turret            = TURRET01
      TurretPitch       = TURRETEL
      WeaponLaunchBone  = PRIMARY   MUZZLE01
      WeaponFireFXBone  = PRIMARY   MUZZLEFX
    End
    
    ConditionState      = DAMAGED
      Model             = ABFIREBASE_D
    End
    
    ConditionState      = REALLYDAMAGED RUBBLE
      Model             = ABFIREBASE_E
    End
    
    ConditionState      = SNOW
      Model             = ABFIREBASE_S
    End
    
    ConditionState      = DAMAGED SNOW
      Model             = ABFIREBASE_DS
    End
    
    ConditionState      = REALLYDAMAGED RUBBLE SNOW
      Model             = ABFIREBASE_DS
    End
   
    ;**************************************************************************************************************************
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module

    ConditionState       = AWAITING_CONSTRUCTION 
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState  = SOLD 
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD SNOW DAMAGED
    AliasConditionState  = SOLD SNOW REALLYDAMAGED
    ;**************************************************************************************************************************

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = ABFIREBASE
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = ABFIREBASE_S
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    
    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = ABFIREBASE_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    
    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
      Model              = ABFIREBASE_DS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    
    ;**************************************************************************************************************************
  End




  ; ------------ construction-zone fence -----------------
  Draw                = W3DModelDraw ModuleTag_02
  AnimationsRequirePower = No
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  ; ------------ under-construction scaffolding -----------------
  Draw                = W3DModelDraw ModuleTag_03
  AnimationsRequirePower = No
    MinLODRequired    = MEDIUM
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = SNOW PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End
  PlacementViewAngle = -45


  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:FireBase
  Side              = AmericaAirForceGeneral
  EditorSorting     = STRUCTURE
  Prerequisites
    Object = AirF_AmericaPowerPlant
  End
  BuildCost        = 1000
  BuildTime        = 25.0           ; in seconds
  EnergyProduction = 0
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY     FireBaseHowitzerGun
  End
  VisionRange    = 360.0           ; Shroud clearing distance AND targeting range
  ShroudClearingRange = 360
  ArmorSet
    Conditions      = None
    Armor           = FireBaseArmor
    DamageFX        = StructureDamageFXNoShake
  End
  CommandSet        = AirF_AmericaFireBaseCommandSet
  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

  ; *** AUDIO Parameters ***
  VoiceSelect = PatriotBatterySelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  UnitSpecificSounds
  ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    TurretMoveStart = NoSound
    TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority   = STRUCTURE
  KindOf          = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED


  Body                 = HiveStructureBody ModuleTag_04
    MaxHealth          = 1000.0
    InitialHealth      = 1000.0

    ; 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 = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
    ;**Careful with these damage types -- because area damage types will already
    ;**damage slaves.
    PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS  +POISON +RADIATION +SURRENDER
    ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to
  End

 
  Behavior = BaseRegenerateUpdate ModuleTag_05
    ;No data
  End 
  Behavior = AIUpdateInterface ModuleTag_06
    Turret
      TurretTurnRate        = 60   // turn rate, in degrees per sec
      TurretPitchRate       = 60
      AllowsPitch           = Yes
      NaturalTurretPitch    = 1   
      GroundUnitPitch       = 40
      MinPhysicalPitch      = -20
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
      MinIdleScanInterval   = 550    ; in milliseconds
      MaxIdleScanInterval   = 950    ; in milliseconds
      MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
      MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
    End

    AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
    MoodAttackCheckRate        = 250
  End

  Behavior = GarrisonContain ModuleTag_07
    ContainMax                    = 4
    EnterSound                    = GarrisonEnter
    ExitSound                     = GarrisonExit
    ImmuneToClearBuildingAttacks  = Yes
    DamagePercentToUnits          = 100%

    IsEnclosingContainer          = No
  End

  Behavior = DestroyDie ModuleTag_08
    ;nothing
  End

  Behavior             = FXListDie ModuleTag_10
    DeathFX       = FX_StructureMediumDeath
  End

  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                  = CreateObjectDie ModuleTag_13
    CreationList       = OCL_LargeStructureDebris
  End

  Behavior = TransitionDamageFX ModuleTag_14
    ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  End

  Geometry            = BOX
  GeometryMajorRadius = 26.0
  GeometryMinorRadius = 26.0
  GeometryHeight      = 15.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End

To tell you in advance, yes I have added in the Firebases weapon code from zero-hour into generals Weapon.ini


Thanks in advance๐Ÿ‘
I know it's a pain when someone posts asking you to look through lines of ini code๐Ÿ˜’ :ashamed: .
Sky Demon
17 years ago
Ah man.

I'm talking to myself again.

Please reply. I'm getting lonely......
CommieDog
17 years ago
I don't think it's possible to put a fully functional Fire Base into vanilla Generals. But if you're curious as to what is causing the problem, try running WorldBuilder.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Me Myself and Pi
17 years ago
Don't worry about the art peremeters. I don't think they cause a crash, if there's anything wrong then the building just wouldn't look right.

Did you add the FireBaseArmor to your Armor.ini? Also, Try going through your INI files & copy & paste all the names again to avoid spelling errors.

When you paste INI code into a post, be sure to wrap it in Code not Quote so that all the spaces before the text show up.
Sky Demon
17 years ago
No I didn't add in the Armor.ini stuff, I will do it right now and edit back to tell you the results.

**EDIT**

I have added in the firebases armor into the Armor.ini

Instead of getting the ( 'Object AirF_AmericaFireBase' ) error. I am getting a ( 'Armor FireBaseArmor' ) error.

Armor FireBaseArmor
  Armor = DEFAULT             100%      ; this sets the level for all nonspecified damage types
  Armor = SMALL_ARMS           50%
  Armor = GATTLING             30%      ;resistant to gattling tank
  Armor = COMANCHE_VULCAN      50%
  Armor = RADIATION             0%      ; all these 1%s are so the base will receive the damage then transfer it to occupants   
;  Armor = MICROWAVE             0%      
  Armor = SNIPER              100%         
  Armor = POISON                0%         
  Armor = SURRENDER             0%          
  Armor = MELEE                 0%      
  Armor = LASER                 0%          
  Armor = HAZARD_CLEANUP        0%      ;Not harmed by cleaning weapons
  Armor = INFANTRY_MISSILE     25%
  Armor = PARTICLE_BEAM       200%      ;orbital beams should be devastating to buildings, but buildings have a lot of hitpoints so extra damage is good...
  Armor = KILL_PILOT            0%      ;Jarmen Kell uses against vehicles only.
  Armor = AURORA_BOMB         200%      ;Aurora can't vape a single base defense in one hit.
  Armor = STEALTHJET_MISSILES 250%      ;Watch out for those stealthjets
  Armor = JET_MISSILES         40%      ;Raptors, MIGs and Comanche's not so effective.  
  Armor = LAND_MINE             0%      ;buildings take no damage from mines
  Armor = FLAME                50% 
  Armor = SUBDUAL_MISSILE       0%
  Armor = SUBDUAL_VEHICLE       0%
  Armor = SUBDUAL_BUILDING    100%
End
icewind
17 years ago
I'm not sure since I only run ZH but I don't think that Generals has microwave tanks (please correct me if I'm wrong, it's been a long time since I played it).

You could try removing that line.

Hope it works
You can't blame me for my defeat, it's all the fault of my soldiers.
Making the web a weirder place, one forum at a time.
Derideal web comic.  Try it, it's good.
Sky Demon
17 years ago
There are no Microwave tanks in Generals. Only Zero-Hour.

Although, since that's a part of the AirGens arsenal, I will add it into the game along with the AirGens tanks etc.

I am doing the mod systematically.

Structures -> Units -> New Upgrades -> SpecialPowers

So I won't be wanting the Microwave tank in the game yet. I'm pretty sure that I don't need to remove the Microwave line completely.
As anything with a ; before it won't be read by the game.
CommieDog
17 years ago
You'll need to remove the SUBDUAL damage types as well; vanilla Generals doesn't use it.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
icewind
17 years ago

There are no Microwave tanks in Generals. Only Zero-Hour.

Although, since that's a part of the AirGens arsenal, I will add it into the game along with the AirGens tanks etc.

I am doing the mod systematically.

Structures -> Units -> New Upgrades -> SpecialPowers

So I won't be wanting the Microwave tank in the game yet. I'm pretty sure that I don't need to remove the Microwave line completely.
As anything with a ; before it won't be read by the game.

Sky Demon wrote:



Sorry I didn't notice the ;
You can't blame me for my defeat, it's all the fault of my soldiers.
Making the web a weirder place, one forum at a time.
Derideal web comic.  Try it, it's good.
Sky Demon
17 years ago
I could have replied sooner, but I got backtracked pretty bad to day.
Turns out I got to go to my dad's brothers wedding tommorow. He and my Mum have been running round all day trying to find something 'nice' for us all to wear.


Anyways.
I did as you said and removed the SUBDUAL damage types from the Armor.ini, and the FireBases code in the FactionBuilding.ini.
It didn't give me any more errors from the Armor.ini but from the Object code.:ashamed:


So I did some more searching and found a few things that it wouldn't have liked.
A pretty embarresing error I overlooked was the:

DisplayName = OBJECT:FireBase

Which didn't exist in Generals.


And I also found that this line of code isn't in Generals either.


IsEnclosingContainer = No


Even though I fixed both of these problems, it is still giving me errors :ashamed: ๐Ÿ˜’ ๐Ÿ˜ž ๐Ÿ˜ 
It's becoming something of a frustrated obsession now.

I HAVE to know what the hell is causing it to mess up.
Here's the code as it is now, after I fixed both new errors I found.
Please, if you can find or think of anything that Generals won't like from Zero-Hour in this code. Don't hesitate to say what๐Ÿ‘

Object AirF_AmericaFireBase

  ; *** ART Parameters ***
  SelectPortrait         = SAFirebase_L
  ButtonImage            = SAFirebase
  Draw = W3DModelDraw ModuleTag_01

    IgnoreConditionStates = NIGHT

    OkToChangeModelColor = Yes

    ExtraPublicBone = STATION01
    ExtraPublicBone = STATION02
    ExtraPublicBone = STATION03
    ExtraPublicBone = STATION04


    DefaultConditionState
      Model             = ABFIREBASE
      WeaponMuzzleFlash  = PRIMARY MuzzleFX
      WeaponRecoilBone   = PRIMARY Barrel
      Turret            = TURRET01
      TurretPitch       = TURRETEL
      WeaponLaunchBone  = PRIMARY   MUZZLE01
      WeaponFireFXBone  = PRIMARY   MUZZLEFX
    End
    
    ConditionState      = DAMAGED
      Model             = ABFIREBASE_D
    End
    
    ConditionState      = REALLYDAMAGED RUBBLE
      Model             = ABFIREBASE_E
    End
    
    ConditionState      = SNOW
      Model             = ABFIREBASE_S
    End
    
    ConditionState      = DAMAGED SNOW
      Model             = ABFIREBASE_DS
    End
    
    ConditionState      = REALLYDAMAGED RUBBLE SNOW
      Model             = ABFIREBASE_DS
    End
   
    ;**************************************************************************************************************************
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module

    ConditionState       = AWAITING_CONSTRUCTION 
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState  = SOLD 
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD SNOW DAMAGED
    AliasConditionState  = SOLD SNOW REALLYDAMAGED
    ;**************************************************************************************************************************

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = ABFIREBASE
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = ABFIREBASE_S
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    
    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = ABFIREBASE_D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    
    ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
      Model              = ABFIREBASE_DS
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    
    ;**************************************************************************************************************************
  End




  ; ------------ construction-zone fence -----------------
  Draw                = W3DModelDraw ModuleTag_02
  AnimationsRequirePower = No
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A4
      Animation       = ABSupDrop_A4.ABSupDrop_A4
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A4N
      Animation       = ABSupDrop_A4N.ABSupDrop_A4N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = ABSupDrop_A4S
      Animation       = ABSupDrop_A4S.ABSupDrop_A4S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A4SN
      Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  ; ------------ under-construction scaffolding -----------------
  Draw                = W3DModelDraw ModuleTag_03
  AnimationsRequirePower = No
    MinLODRequired    = MEDIUM
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = SNOW PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = Sparks01 BuildUpBlueSpark
      ParticleSysBone = Sparks02 BuildUpBlueSpark
      ParticleSysBone = Sparks03 BuildUpBlueSpark
      ParticleSysBone = Sparks04 BuildUpBlueSpark
      ParticleSysBone = Sparks05 BuildUpBlueSpark
      ParticleSysBone = Sparks06 BuildUpBlueSpark
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = ABSupDrop_A6
      Animation       = ABSupDrop_A6.ABSupDrop_A6
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A6N
      Animation       = ABSupDrop_A6N.ABSupDrop_A6N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = ABSupDrop_A6S
      Animation       = ABSupDrop_A6S.ABSupDrop_A6S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = ABSupDrop_A6SN
      Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End
  PlacementViewAngle = -45


  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:FireBase
  Side              = AmericaAirForceGeneral
  EditorSorting     = STRUCTURE
  Prerequisites
    Object = AirF_AmericaPowerPlant
  End
  BuildCost        = 1000
  BuildTime        = 25.0           ; in seconds
  EnergyProduction = 0
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY     FireBaseHowitzerGun
  End
  VisionRange    = 360.0           ; Shroud clearing distance AND targeting range
  ShroudClearingRange = 360
  ArmorSet
    Conditions      = None
    Armor           = FireBaseArmor
    DamageFX        = StructureDamageFXNoShake
  End
  CommandSet        = AirF_AmericaFireBaseCommandSet
  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

  ; *** AUDIO Parameters ***
  VoiceSelect = PatriotBatterySelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  UnitSpecificSounds
  ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    TurretMoveStart = NoSound
    TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority   = STRUCTURE
  KindOf          = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED


  Body                 = HiveStructureBody ModuleTag_04;
    MaxHealth          = 1000.0
    InitialHealth      = 1000.0

;    ; 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 = 1200
;    SubdualDamageHealRate = 500
;    SubdualDamageHealAmount = 100
;    ;**Careful with these damage types -- because area damage types will already
;    ;**damage slaves.
;    PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS  +POISON +RADIATION +SURRENDER
;    ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to
;  End

 
  Behavior = BaseRegenerateUpdate ModuleTag_05
    ;No data
  End 
  Behavior = AIUpdateInterface ModuleTag_06
    Turret
      TurretTurnRate        = 60   // turn rate, in degrees per sec
      TurretPitchRate       = 60
      AllowsPitch           = Yes
      NaturalTurretPitch    = 1   
      GroundUnitPitch       = 40
      MinPhysicalPitch      = -20
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
      MinIdleScanInterval   = 550    ; in milliseconds
      MaxIdleScanInterval   = 950    ; in milliseconds
      MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
      MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
    End

    AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
    MoodAttackCheckRate        = 250
  End

  Behavior = GarrisonContain ModuleTag_07
    ContainMax                    = 4
    EnterSound                    = GarrisonEnter
    ExitSound                     = GarrisonExit
    ImmuneToClearBuildingAttacks  = Yes
    DamagePercentToUnits          = 100%

;    IsEnclosingContainer          = No
  End

  Behavior = DestroyDie ModuleTag_08
    ;nothing
  End

  Behavior             = FXListDie ModuleTag_10
    DeathFX       = FX_StructureMediumDeath
  End

  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                  = CreateObjectDie ModuleTag_13
    CreationList       = OCL_LargeStructureDebris
  End

  Behavior = TransitionDamageFX ModuleTag_14
    ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
  End

  Geometry            = BOX
  GeometryMajorRadius = 26.0
  GeometryMinorRadius = 26.0
  GeometryHeight      = 15.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End
CommieDog
17 years ago

A pretty embarresing error I overlooked was the:

DisplayName = OBJECT:FireBase

Which didn't exist in Generals.

Sky Demon wrote:


That shouldn't cause any crashes. At worst, having a missing text string will cause an error message to appear ingame where the Fire Base's name should be.

And I also found that this line of code isn't in Generals either.


IsEnclosingContainer = No

Sky Demon wrote:


That was something I was afraid of. Unfortunately, you won't be able to remove it without significantly changing the properties of the Fire Base. What you'll have is a Bunker with a gun on top.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Me Myself and Pi
17 years ago
Here's somthing I found:
  Body                 = HiveStructureBody ModuleTag_04;
    MaxHealth          = 1000.0
    InitialHealth      = 1000.0

;    ; 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 = 1200
;    SubdualDamageHealRate = 500
;    SubdualDamageHealAmount = 100
;    ;**Careful with these damage types -- because area damage types will already
;    ;**damage slaves.
;    PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS  +POISON +RADIATION +SURRENDER
;    ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to
;  End

You put a semicolon before then End. ๐Ÿ˜’ Although who knows if this is the one & only error. If it persists, upload all of your files again so I can check them out.
Sky Demon
17 years ago

You put a semicolon before then End. Although who knows if this is the one & only error.



What do you mean?

I though that putting a

;

before a line of code means the game won't read it...:ashamed: ๐Ÿ˜Š ๐Ÿ˜’ ๐Ÿ˜ž โ“
CommieDog
17 years ago
Yeah, that means that you now have a missing 'End' block, a sure way to get crashes.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Sky Demon
17 years ago
Oh crap. Your right!

I didn't notice that the

Body = HiveStructureBody ModuleTag_04;
MaxHealth = 1000.0
InitialHealth = 1000.0

was the start of the tag. It's because of the way they spaced it out.

Sorry, I will be more vigilant for that kind of thing!
Let's see if it works now.


**EDIT**



I don't believe it, the game didn't crash!
Although, there are some problems I need to fix.

(In order of Priority)

1) I am having trouble guessing what the proper ingame description labels are for the Fire Base, and am having trouble finding Zero-Hours .csf file. I can't find it in any of it's .big files.

2) The Fire Bases weapon (Shell it fires) doesn't explode. It does the damage exactly as it should. Just you don't see an explosion, it hits the floor and does the damage, with no visible BANG.

3) I have noticed that the 'Upgrade Complete' EVA notification doesn't play when I build certain upgrades, such as the Advanced Reactor Rods, Capture Building Upgrade. Sometimes it even plays another EVA voice, such as the chinese 'Unit lost'. ๐Ÿ˜ฎ โ“


Additionally. I havn't tested it yet but I am confident that the soldiers garrisoned in the fire base won't be able to fire out, or get shot. Because there is no.

IsEnclosingContainer = No

Sooner or later, we will need to find a fix for this... A fire base that has infantry that can't shoot out or get shot isn't very helpfull
Me Myself and Pi
17 years ago
1) The generals.csf file for Zero Hour is in the EnglishZH.big file.

2) You'll also have to add the weapon objects from Zero Hour. You'll find them in the WeaponObjects.ini in the Object folder. You may also need to copy the .wnd files for it too.

3) The *** AUDIO Parameters *** in Zero Hour are probably different then in Generals. For the power plant, just copy & paste the code from the original audio parameters & paste it over the ones from the new Air Force power plant.