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?