medvac020
  • medvac020
  • 71% (Friendly)
  • Private Topic Starter
16 years ago
ya sorry okay

Here is the commandcenter which i don't think is the problem but

;------------------------------------------------------------------------------
Object USA_CommandCenter
....



; ***DESIGN parameters ***
DisplayName = OBJECT:CommandCenter
Side = USA
EditorSorting = STRUCTURE
BuildCost = 2000
BuildTime = 45.0 ; in seconds
EnergyProduction = 0 ;Command Center should be free
CommandSet = USA_CommandCenterCommandSet
VisionRange = 300.0 ; Shroud clearing distance
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level

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

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY

AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_08
MaxHealth = 5000.0
InitialHealth = 5000.0

; 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 = 5200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End

Behavior = PreorderCreate ModuleTag_PreorderCreate
End

Behavior = GrantUpgradeCreate ModuleTag_09
UpgradeToGrant = Upgrade_AmericaRadar
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = ProductionUpdate ModuleTag_11
NumDoorAnimations = 1
DoorOpeningTime = 1500 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 1500 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = RadarUpdate ModuleTag_12
RadarExtendTime = 4000 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_13
UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = BaseRegenerateUpdate ModuleTag_14
;No data
End
Behavior = DestroyDie ModuleTag_15
;nothing
End
Behavior = CreateObjectDie ModuleTag_16
CreationList = OCL_LargeStructureDebris
End
Behavior = CreateObjectDie ModuleTag_17
CreationList = OCL_AmericanRangerDebris10
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_18
DeathFX = FX_StructureMediumDeath
End
Behavior = RadarUpgrade ModuleTag_19
TriggeredBy = Upgrade_AmericaRadar
End
Behavior = OCLSpecialPower ModuleTag_20
SpecialPowerTemplate = SuperweaponDaisyCutter
UpgradeOCL = SCIENCE_MOAB SUPERWEAPON_MOAB
OCL = SUPERWEAPON_DaisyCutter
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SpecialPowerSpyDrone
OCL = SUPERWEAPON_SpyDrone
CreateLocation = CREATE_ABOVE_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_22
SpecialPowerTemplate = SuperweaponParadropAmerica
UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3
UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2
OCL = SUPERWEAPON_Paradrop1
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 = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the ChinaAirfield in

CHI05
; SpecialPowerTemplate = SuperweaponCarpetBomb
; OCL = SUPERWEAPON_CarpetBomb
; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
; End
Behavior = OCLSpecialPower ModuleTag_24
SpecialPowerTemplate = SpecialPowerSpySatellite
OCL = SUPERWEAPON_SpySatellite
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_25
SpecialPowerTemplate = SuperweaponCrateDrop
OCL = SUPERWEAPON_CrateDrop
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_26
SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike
UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3
UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2
OCL = SUPERWEAPON_A10ThunderboltMissileStrike1
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_27
SpecialPowerTemplate = SuperweaponEmergencyRepair
UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
OCL = SUPERWEAPON_RepairVehicles1
CreateLocation = CREATE_AT_LOCATION
End

;****DEFECTOR SPECIAL POWER HAS BEEN CUT. DO NOT REUSE MODULETAG_28
;Behavior = DefectorSpecialPower ModuleTag_28
; SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params
;End

;Kris: Now launched by OCLSpecialPower for DaisyCutter.
;Behavior = OCLSpecialPower ModuleTag_29
; SpecialPowerTemplate = SuperweaponMOAB
; OCL = SUPERWEAPON_MOAB
; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
;End

Behavior = FlammableUpdate ModuleTag_30
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_31
;-------------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 = SpecialAbility ModuleTag_32
SpecialPowerTemplate = SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End
Behavior = SpectreGunshipDeploymentUpdate ModuleTag_33
SpecialPowerTemplate = SuperweaponSpectreGunship
GunshipTemplateName = AmericaJetSpectreGunship
AttackAreaRadius = 200
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET
End
Behavior = OCLSpecialPower ModuleTag_34
SpecialPowerTemplate = SuperweaponLeafletDrop
OCL = SUPERWEAPON_LeafletDrop
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End







;Behavior = CommandSetUpgrade ModuleTag_99
; CommandSet = AmericaCommandCenterCommandSetUpgradedToMOAB
; TriggeredBy = Upgrade_AmericaMOAB
;End
Behavior = GrantScienceUpgrade ModuleTag_Science
GrantScience = SCIENCE_MOAB
TriggeredBy = Upgrade_AmericaMOAB
End

Geometry = BOX
GeometryMajorRadius = 60.0
GeometryMinorRadius = 70.0
GeometryHeight = 49.0
GeometryIsSmall = No
FactoryExitWidth = 25 ; How much space to leave for units exiting.
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End



And here is the commandset

CommandSet USA_SCIENCE_America_CommandSetRank1
1 = Command_PurchaseSciencePathfinder
; 2 = Infa_Command_PurchaseScienceRedGuardTraining
; 3 = Command_PurchaseScienceSpyDrone
; 4 = GC_Chem_Command_PurchaseScienceRebelAmbush1
END

CommandSet USA_SCIENCE_America_CommandSetRank3
; 1 = Early_Command_PurchaseScienceCarpetBomb
; 2 = Command_PurchaseScienceGPSScrambler
; 4 = Command_PurchaseScienceArtilleryBarrage1
; 5 = Command_PurchaseScienceArtilleryBarrage2
; 6 = Command_PurchaseScienceArtilleryBarrage3
; 7 = Command_PurchaseScienceParadrop1
; 8 = Command_PurchaseScienceParadrop2
; 9 = Command_PurchaseScienceParadrop3
; 10 = Command_PurchaseScienceA10ThunderboltMissileStrike1
; 11 = Command_PurchaseScienceA10ThunderboltMissileStrike2
; 12 = Command_PurchaseScienceA10ThunderboltMissileStrike3
END

CommandSet USA_SCIENCE_America_CommandSetRank8
; 1 = Command_PurchaseScienceSpectreGunship
; 2 = Command_PurchaseScienceSneakAttack
; 3 = Command_PurchaseScienceDaisyCutter
END

CommandSet USA_CommandCenterCommandSet
1 = USA_Command_ConstructDozer
13 = Command_SetRallyPoint
14 = Command_Sell
End

CommandSet USA_DozerCommandSet
1 = USA_Command_ConstructPowerPlant
5 = USA_Command_ConstructBarracks
14 = USA_Command_ConstructCommandCenter
End

CommandSet USA_BarracksCommandSet
5 = USA_Command_ConstructPathfinder
13 = Command_SetRallyPoint
14 = Command_Sell
End

CommandSet USA_PathfinderCommandSet
1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End


So the problem is it shows the background but it doen't show any general promotions i can buy?
ps it wont let me post the whole commandcenter
Annihilationzh
16 years ago
1) Did you mean to comment them all out, except the pathfinder? If not, remove the ; at the begginning of every line.

2) In the first post, you used Boss_SCIENCE_AMERICA_CommandSetRank1, now you're using USA_SCIENCE_AMERICA_CommandSetRank1. Have you changed playertemplate.ini to reflect this?
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.
medvac020
  • medvac020
  • 71% (Friendly)
  • Private Topic Starter
16 years ago
okay i changed the place were it sayed
Boss_SCIENCE_AMERICA_CommandSetRank1
to
USA_SCIENCE_AMERICA_CommandSetRank1
and all the other ones to but still didn't work
Annihilationzh
16 years ago
Finally spotted it.

You've used America instead of AMERICA in the commandset. Always copy & paste. Don't type.
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.
GETH COMMANDER
15 years ago
That was fascinating. As a novice modder I learned alot from that.