Posted by: ben - Friday, February 11, 2011 11:42:51 AM
I have been trying to add the united nations soldier to the american barracks with no luck these are the code i have added FactionUnit: Object AmericaInfantryUNSoldier ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUNSL_SKN IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21 IdleAnimation = CIUNSL_SKL.CIUNSL_ID1 IdleAnimation = CIUNSL_SKL.CIUNSL_ID2 AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Stand End ConditionState = FIRING_A Animation = CIUNSL_SKL.CIUNSL_ATA1_LP AnimationMode = LOOP TransitionKey = TRANS_FiringA End AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A TransitionState = TRANS_Stand TRANS_FiringA Animation = CIUNSL_SKL.CIUNSL_ATA1_ST AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_FiringA TRANS_Stand Animation = CIUNSL_SKL.CIUNSL_ATA1_ED AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End ; these aliases handle the attack-move case. AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ConditionState = FREEFALL Animation = CIUNSL_SKL.CIUNSL_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End ConditionState = PARACHUTING Animation = CIUNSL_SKL.CIUNSL_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING DYING ConditionState = MOVING Animation = CIUNSL_SKL.CIUNSL_RNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None End ConditionState = DYING Animation = CIUNSL_SKL.CIUNSL_DTA Animation = CIUNSL_SKL.CIUNSL_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUNSL_SKL.CIUNSL_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUNSL_SKL.CIUNSL_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUNSL_SKL.CIUNSL_ADTA3 AnimationMode = ONCE TransitionKey = None End AliasConditionState = DYING SPLATTED TransitionState = TRANS_Falling TRANS_Chute Animation = CIUNSL_SKL.CIUNSL_POP AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_Stand Animation = CIUNSL_SKL.CIUNSL_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = America EditorSorting = INFANTRY TransportSlotCount = 1 DisplayName = OBJECT:UNSoldier EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY RangerAdvancedCombatRifle End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 100 ShroudClearingRange = 300 Prerequisites Object = AmericaBarracks End BuildCost = 500 BuildTime = 10.0 ;in seconds ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaInfantryUNSoldierCommandSet ; *** AUDIO Parameters *** VoiceSelect = RangerVoiceSelect voiceGuard = RangerVoiceSelect VoiceMove = RangerVoiceMove VoiceAttack = RangerVoiceAttack VoiceFear = RangerVoiceFear VoiceTaskComplete = RangerVoiceCaptureComplete SoundDie = RangerVoiceDie SoundDieFire = DieByFireUSA SoundDieToxin = DieByToxinUSA UnitSpecificSounds VoiceEnter = RangerVoiceMove VoiceEnterHostile = RangerVoiceMove VoiceGarrison = RangerVoiceGarrison VoiceCreate = RangerVoiceCreate VoiceSubdue = RangerVoiceSubdue VoiceClearBuilding = RangerVoiceClearBuilding VoiceGetHealed = RangerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY Body = ActiveBody ModuleTag_02 MaxHealth = 125.0 InitialHealth = 125.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = ProductionUpdate ModuleTag_05 ; nothing End Behavior = SquishCollide ModuleTag_07 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_12 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 13.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End CommandSet: 5 = Command_ConstructAmericaInfantryUNsoldier CommandSet AmericaInfantryUNSoldier 1 = Command_AttackMove 2 = Command_Guard 3 = Command_Stop End

Posted by: Annihilationzh - Friday, February 11, 2011 9:27:30 PM
Where's the commandbutton entry? I'm not going to look it over thoroughly until I get a better idea of what you've done. BTW, your commandsets don't match. You have: [code]CommandSet = AmericaInfantryUNSoldierCommandSet[/code] and [code]CommandSet AmericaInfantryUNSoldier 1 = Command_AttackMove 2 = Command_Guard 3 = Command_Stop End[/code] AmericaInfantryUNSoldierCommandSet =/= AmericaInfantryUNSoldier They need to be the same.

Posted by: ben - Monday, February 14, 2011 12:53:22 AM
Thanks for pointing that out fixed the command set error added a command button to him also what i have done is i have created a command set for him copied the ranger's file in faction unit edited it to the UN soldier Command button CommandButton Command_ConstructAmericaInfantryUNsoldier Command = UNIT_BUILD Object = AmericaInfantryUNsoldier TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger BTW i'm going to test if it works Update* Reason Error parsing INI file 'Data\INI\CommandButton.ini' (Line: 'CommandButton Command_ConstructAmericaInfantryUNSoldier ') it's almost like it does not exist but it states in my command set Command_ConstructAmericaInfantryUNSoldier

Posted by: Annihilationzh - Monday, February 14, 2011 2:15:33 PM
Either use a capital S on soldier, or don't. You switch between the two, and the game is case sensitive, so it'll crash.

Posted by: ben - Monday, February 14, 2011 8:28:50 PM
Thanks for advice i change ALL of the s's in soldier to S but it still crashed with the same reason well i give up this is big step in modding and first attempt in adding a new unit for me i guess i'll have to just play without him [sad] if i got it working i was gotting to add the defector ability to him i have an idea on how to add him maybe i have made a multiplayer map and i try placing unsoldiers and make a script saying if player enters area team converts to thisplayer

Posted by: Annihilationzh - Monday, February 14, 2011 9:00:07 PM
Giving up? I failed to notice earlier, but you missed the end on the commandbutton, which is most likely the cause of your crash.

Posted by: ben - Monday, February 14, 2011 11:54:06 PM
Bingo! thats why it crashed but it didnt let me buy him it just had a grey colour over it

Posted by: Annihilationzh - Tuesday, February 15, 2011 4:00:53 AM
Odd. These are the usual causes of that bug: 1) Wrong prerequisites. 2) Non-existent prerequisites (usually causes the game to crash when you highlight it). 3) Lack of a production module in the building. I have a weird feeling that there is another common cause that I'm forgetting.

Posted by: ben - Tuesday, February 15, 2011 11:11:10 AM
1.i'm postive my Prerequisites are correct 2.they exist i went to the ranger's file and copied the AmericaBarracks line. 3.i'm not sure about this one Where do i have to add this?