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...๐ โ :ashamed:
**EDIT**ERRORI 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 advance๐
I know it's a pain when someone posts asking you to look through lines of ini code๐ :ashamed: .
Edited by user
17 years ago |
Reason: Not specified