fleetatks
  • fleetatks
  • 100% (Exalted)
  • Colonel Topic Starter
19 years ago
I'm having trouble using the "adding trains to your map; very slow train has garrison-able train cars" tutorial on your main page, My map works fine but when I put the Map.ini into the map it crashes before it can load, this usually happens when something is wrong with the scripts or the .ini files inside the map. I'm positive it's not anything to do with scripts or my map, but think that either A:The coding was designed for C&C gens reg, or B: The formatting is wrong (if that is even possible) because when I paste into notepad it looks all wrong, but looks fine inside wordpad (with auto format.) The code is below for reference. All help is apreciated :)

Object TrainEngineVerySlow
  ReplaceModule    ModuleTag_03
    Behavior     = RailroadBehavior ModuleTag_03_Override
      PathPrefixName    = Railroad
      RunningGarrisonSpeedMax = 8
      KillSpeedMin            = 9
      Friction                = 0.995
      BigMetalBounceSound     = BuildingFallingMetal
      SmallMetalBounceSound   = VehicleImpactHeavy
      MeatyBounceSound        = InfantryCrush
      ClicketyClackSound      = TrainClicketyClack
      WhistleSound            = TrainWhistle   
      IsLocomotive         = Yes
      SpeedMax             = 8.0
      Acceleration         = 1.005
      WaitAtStationTime    = 20000     ; twenty seconds
      Braking              = 0.97
      CrashFXTemplateName  = SpecialEffectsTrainCrashObject
      CarriageTemplateName = TrainCar03
      CarriageTemplateName = TrainCar03
      CarriageTemplateName = TrainCar03
      CarriageTemplateName = TrainCar03
      CarriageTemplateName = TrainCarFlat
      CarriageTemplateName = TrainCarRocket
      CarriageTemplateName = TrainCarFlat
      CarriageTemplateName = TrainCarFlat
      CarriageTemplateName = TrainCar03
      CarriageTemplateName = TrainCar03
      CarriageTemplateName = TrainCab
    End
  EndEnd

Object TrainCar03
  ReplaceModule   ModuleTag_02
    Body            = ActiveBody ModuleTag_02_Override
      MaxHealth       = 10000.0
      InitialHealth   = 10000.0
    End
  End

  AddModule   ModuleTag_03_Override
    Behavior = GarrisonContain ModuleTag_03
      ContainMax          = 10
      AllowInsideKindOf   = INFANTRY VEHICLE
      EnterSound          = GarrisonEnter
      ExitSound           = GarrisonExit
      DamagePercentToUnits = 50%
      MobileGarrison      = Yes
    End
  End

  ReplaceModule       ModuleTag_04
    Behavior        = RailroadBehavior ModuleTag_04_Override
      IsLocomotive   = No
      PathPrefixName    = Railroad
      RunningGarrisonSpeedMax = 8
      KillSpeedMin            = 9
      Friction                = 0.995
      BigMetalBounceSound     = BuildingFallingMetal
      SmallMetalBounceSound   = VehicleImpactHeavy
      MeatyBounceSound        = InfantryCrush
      ClicketyClackSound      = TrainClicketyClack
    End
  End
End

Object TrainCab
  ReplaceModule   ModuleTag_02
    Body            = ActiveBody ModuleTag_02_Override
      MaxHealth       = 10000.0
      InitialHealth   = 10000.0
    End
  End

  AddModule   ModuleTag_03_Override
    Behavior = GarrisonContain ModuleTag_03
      ContainMax          = 10
      EnterSound          = GarrisonEnter
      ExitSound           = GarrisonExit
      DamagePercentToUnits = 50%
      MobileGarrison      = Yes
    End
  End

  ReplaceModule      ModuleTag_04
    Behavior        = RailroadBehavior ModuleTag_04_Override
      IsLocomotive   = No
      PathPrefixName    = Railroad
      RunningGarrisonSpeedMax = 8
      KillSpeedMin            = 9
      Friction                = 0.995
      BigMetalBounceSound     = BuildingFallingMetal
      SmallMetalBounceSound   = VehicleImpactHeavy 
      MeatyBounceSound        = InfantryCrush
      ClicketyClackSound      = TrainClicketyClack
     End
  EndEnd

[EDIT: Formatting corrected to preserve forum layout -- CommieDog]
Email me if you ever need help (edited signature November 6th, 2014)
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CommieDog
19 years ago
There are two instances in your code where there are two End blocks adjoined without whitespace in between them. It they are also present in Map.ini, then they would certainly cause a runtime error when loaded.
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CommieDog: Because someone has to do your dirty work for you
fleetatks
  • fleetatks
  • 100% (Exalted)
  • Colonel Topic Starter
19 years ago
Hmmm... The 2 conjoined Ends were not present in my map.ini , but I decided to copy and paste the re formatting that you did and they appeared, and it looked like it should (not all the words started at the very left, but had spaces at the beginning of them) So I put a space (enter) between them and it still didn't work, Which makes me think that somehow being transfered from notepad to the tutorial on the website messed up the code in a way were there were errors that can't be seen. Try copy & pasting the code from the site to notepad and see what I'm talking about. (P.S. sorry about the super wide formatting, I'm not sure how that happenned)
Email me if you ever need help (edited signature November 6th, 2014)
fleetatks
  • fleetatks
  • 100% (Exalted)
  • Colonel Topic Starter
19 years ago
Could I be able to just place a "Train engine no cars" and a couple of cars and the "caboos 3" and it will be towed by the train engine? Or does each one have it's own locomotor and will go on the rail road if I place them on a waypoint? My plan is to do that, if you can't help me with the map.ini, and do some scripting to make it stop at the stations & evacuate the troops inside then 2 mins later start again. Will I need to make them subrutine if I do the script method?


P.S.I don't like to double post, but I think you will not notice this if it doesn't get bumped.
Email me if you ever need help (edited signature November 6th, 2014)