Posted by: glumurr - Monday, July 18, 2011 12:09:31 PM
okay I have a starlifter problem. in map.ini I have placed this code:
[code]Object AmericaVehicleChinook
Draw = W3DModelDraw ModuleTag_01; Main body
DefaultConditionState
Model = AVStar_L
Animation = AVStar_L.AVStar_L
AnimationMode = LOOP
TransitionKey = TRANS_Vertical
End
ConditionState = DAMAGED
Model = AVStar_LD
Animation = AVStar_LD.AVStar_LD
AnimationMode = LOOP
TransitionKey = TRANS_VerticalDamaged
End
ConditionState = REALLYDAMAGED
Model = AVStar_LD
Animation = AVStar_LD.AVStar_LD
AnimationMode = LOOP
TransitionKey = TRANS_VerticalDamaged
End
ConditionState = RUBBLE
Model = AVStar_LD
Animation = AVStar_LD.AVStar_LD
AnimationMode = LOOP
TransitionKey = TRANS_VerticalDamaged
End
ConditionState = MOVING
Model = AVStar
Animation = AVStar.AVStar
AnimationMode = LOOP
TransitionKey = TRANS_Horizontal
ParticleSysBone = Prop01 JetBlackTrailThin
ParticleSysBone = Prop02 JetBlackTrailThin
ParticleSysBone = Prop03 JetBlackTrailThin
ParticleSysBone = Prop04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = WingTip03 JetContrailThin
ParticleSysBone = WingTip04 JetContrailThin
End
ConditionState = MOVING DAMAGED
Model = AVStar_D
Animation = AVStar_D.AVStar_D
AnimationMode = LOOP
TransitionKey = TRANS_HorizontalDamaged
ParticleSysBone = Prop01 JetBlackTrailThin
ParticleSysBone = Prop02 JetBlackTrailThin
ParticleSysBone = Prop03 JetBlackTrailThin
ParticleSysBone = Prop04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = WingTip03 JetContrailThin
ParticleSysBone = WingTip04 JetContrailThin
End
ConditionState = MOVING REALLYDAMAGED
Model = AVStar_D
Animation = AVStar_D.AVStar_D
AnimationMode = LOOP
TransitionKey = TRANS_HorizontalDamaged
ParticleSysBone = Prop01 JetBlackTrailThin
ParticleSysBone = Prop02 JetBlackTrailThin
ParticleSysBone = Prop03 JetBlackTrailThin
ParticleSysBone = Prop04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = WingTip03 JetContrailThin
ParticleSysBone = WingTip04 JetContrailThin
End
ConditionState = MOVING RUBBLE
Model = AVStar_D
Animation = AVStar_D.AVStar_D
AnimationMode = LOOP
TransitionKey = TRANS_HorizontalDamaged
ParticleSysBone = Prop01 JetBlackTrailThin
ParticleSysBone = Prop02 JetBlackTrailThin
ParticleSysBone = Prop03 JetBlackTrailThin
ParticleSysBone = Prop04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = WingTip03 JetContrailThin
ParticleSysBone = WingTip04 JetContrailThin
End
TransitionState = TRANS_Vertical TRANS_Horizontal
Model = AVStar_LF
Animation = AVStar_LF.AVStar_LF
AnimationMode = ONCE
End
TransitionState = TRANS_VerticalDamaged TRANS_HorizontalDamaged
Model = AVStar_LFD
Animation = AVStar_LFD.AVStar_LFD
AnimationMode = ONCE
End
TransitionState = TRANS_Horizontal TRANS_Vertical
Model = AVStar_FL
Animation = AVStar_FL.AVStar_FL
AnimationMode = ONCE
End
TransitionState = TRANS_HorizontalDamaged TRANS_VerticalDamaged
Model = AVStar_FLD
Animation = AVStar_FLD.AVStar_FLD
AnimationMode = ONCE
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVStar_LD
End
OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = AVStarD_A
Animation = AVStarD_A.AVStarD_A
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING
Model = AVStarD_A
Animation = AVStarD_A.AVStarD_A
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = AVStarD_A
Animation = AVStarD_A.AVStarD_A
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
End[/code]
I want it to replace the chinook model in one of the USA missions. but everytime I try I get the serius error messages which is started to annoy me.
it works fine in skirmish when I replace the model with a chinook but it doesn't work for map.ini
any Idea why??
and also
I have beaten every official map against maximum medium player in ZH. why don't I ever get this medal that I am supposed to get?
Posted by: Annihilationzh - Monday, July 18, 2011 12:35:38 PM
[quote]I want it to replace the chinook model in one of the USA missions. but everytime I try I get the serius error messages which is started to annoy me.
it works fine in skirmish when I replace the model with a chinook but it doesn't work for map.ini
any Idea why??[/quote]
Map.ini code works differently from normal INI code.
Modules have to be added, replaced, or removed, like so:
[code] AddModule ModuleTag_99_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTag_99
DeathWeapon = SmallFireFieldCreationWeapon
StartsActive = Yes
ConflictsWith = Upgrade_ChinaBlackNapalm
End; Behavior
End; AddModule[/code]
[code] ReplaceModule ModuleTag_99
Behavior = FireWeaponWhenDeadBehavior ModuleTag_99_Override
DeathWeapon = SmallFireFieldCreationWeapon
StartsActive = Yes
ConflictsWith = Upgrade_ChinaBlackNapalm
End; Behavior
End; ReplaceModule[/code]
Replace is very specific. You can't replace a FireWeaponWhenDeadBehavior with a PhysicsBehavior for example. You have to replace it with another FireWeaponWhenDeadBehavior.
[code] RemoveModule ModuleTag_99[/code]
Most map.ini crashes are caused by having too many Ends, too few Ends, or just Ends in the wrong place. ReplaceModule and AddModule both need an End, but RemoveModule doesn't. Quite often, you'll have 3 Ends in a row as you close Behavior, ReplaceModule and finally Object.
[quote]and also
I have beaten every official map against maximum medium player in ZH. why don't I ever get this medal that I am supposed to get?[/quote]
Go into SkirmishStats.ini in Documents\Command and Conquer Generals Zero Hour Data and add this to the bottom:
[code]maps\armored fury\armored fury.map_4 = 5
maps\scorched earth\scorched earth.map_4 = 1[/code]
Long story short, there are two maps that are required for the medal that don't actually exist in the game. Thus, to get the medal, you have add them manually.
Posted by: glumurr - Monday, July 18, 2011 1:46:57 PM
okay,
thank you for the codes to get those medals.. they have been driving me crasy.
about the replacement.
I do understand what you are saying but,
I don't really know what to do.
I don't really know if I should add ReplaceModule or somethinglike that.
do I then have to re-name my module tags or something like:
[code]Draw = W3DModelDraw ReplaceModule ModuleTag_01; Main body
[/code]
or
[code]Draw = W3DModelDraw ModuleTag_01_Override; Main body
[/code]
Posted by: Annihilationzh - Monday, July 18, 2011 8:28:37 PM
Like this:
[code]ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
...
End
End[/code]
Here's a working example of map.ini code:
[code]Object GLATunnelNetwork
KindOf = +MP_COUNT_FOR_VICTORY
AddModule ModuleTag_money
Behavior = AutoDepositUpdate ModuleTag_money_Override
DepositTiming = 20000 ; in milliseconds
DepositAmount = 100 ; cash amount to deposit every DepositTiming
InitialCaptureBonus = 0 ; no initial bonus
End
End
End[/code]
Posted by: glumurr - Tuesday, July 19, 2011 4:54:20 AM
okay I did this and it is still not working
[code]Object AmericaVehicleChinook
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
DefaultConditionState
Model = AVStar_L
Animation = AVStar_L.AVStar_L
AnimationMode = LOOP
TransitionKey = TRANS_Vertical
End
ConditionState = DAMAGED
Model = AVStar_LD
Animation...
ReplaceModule ModuleTag_02
Draw = W3DModelDraw ModuleTag_02_Override
DefaultConditionState
Model = AVStarD_A
Animation = AVStarD_A.AVStarD_A
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING
Model ...[/code]
I don't understand why..
but I am starting to see how map.ini works.
yet I am still comfused why this did not work
Posted by: Annihilationzh - Tuesday, July 19, 2011 5:15:18 AM
It shouldn't take too long before you get used to it. The hardest part, as I said earlier, is how many 'End's you need.
[code]Object AmericaVehicleChinook
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override; Main body
DefaultConditionState
Model = AVStar_L
Animation = AVStar_L.AVStar_L
AnimationMode = LOOP
TransitionKey = TRANS_Vertical
End
ConditionState = DAMAGED
Model = AVStar_LD
Animation = AVStar_LD.AVStar_LD
AnimationMode = LOOP
TransitionKey = TRANS_VerticalDamaged
End
ConditionState = REALLYDAMAGED
Model = AVStar_LD
Animation = AVStar_LD.AVStar_LD
AnimationMode = LOOP
TransitionKey = TRANS_VerticalDamaged
End
ConditionState = RUBBLE
Model = AVStar_LD
Animation = AVStar_LD.AVStar_LD
AnimationMode = LOOP
TransitionKey = TRANS_VerticalDamaged
End
ConditionState = MOVING
Model = AVStar
Animation = AVStar.AVStar
AnimationMode = LOOP
TransitionKey = TRANS_Horizontal
ParticleSysBone = Prop01 JetBlackTrailThin
ParticleSysBone = Prop02 JetBlackTrailThin
ParticleSysBone = Prop03 JetBlackTrailThin
ParticleSysBone = Prop04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = WingTip03 JetContrailThin
ParticleSysBone = WingTip04 JetContrailThin
End
ConditionState = MOVING DAMAGED
Model = AVStar_D
Animation = AVStar_D.AVStar_D
AnimationMode = LOOP
TransitionKey = TRANS_HorizontalDamaged
ParticleSysBone = Prop01 JetBlackTrailThin
ParticleSysBone = Prop02 JetBlackTrailThin
ParticleSysBone = Prop03 JetBlackTrailThin
ParticleSysBone = Prop04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = WingTip03 JetContrailThin
ParticleSysBone = WingTip04 JetContrailThin
End
ConditionState = MOVING REALLYDAMAGED
Model = AVStar_D
Animation = AVStar_D.AVStar_D
AnimationMode = LOOP
TransitionKey = TRANS_HorizontalDamaged
ParticleSysBone = Prop01 JetBlackTrailThin
ParticleSysBone = Prop02 JetBlackTrailThin
ParticleSysBone = Prop03 JetBlackTrailThin
ParticleSysBone = Prop04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = WingTip03 JetContrailThin
ParticleSysBone = WingTip04 JetContrailThin
End
ConditionState = MOVING RUBBLE
Model = AVStar_D
Animation = AVStar_D.AVStar_D
AnimationMode = LOOP
TransitionKey = TRANS_HorizontalDamaged
ParticleSysBone = Prop01 JetBlackTrailThin
ParticleSysBone = Prop02 JetBlackTrailThin
ParticleSysBone = Prop03 JetBlackTrailThin
ParticleSysBone = Prop04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = WingTip03 JetContrailThin
ParticleSysBone = WingTip04 JetContrailThin
End
TransitionState = TRANS_Vertical TRANS_Horizontal
Model = AVStar_LF
Animation = AVStar_LF.AVStar_LF
AnimationMode = ONCE
End
TransitionState = TRANS_VerticalDamaged TRANS_HorizontalDamaged
Model = AVStar_LFD
Animation = AVStar_LFD.AVStar_LFD
AnimationMode = ONCE
End
TransitionState = TRANS_Horizontal TRANS_Vertical
Model = AVStar_FL
Animation = AVStar_FL.AVStar_FL
AnimationMode = ONCE
End
TransitionState = TRANS_HorizontalDamaged TRANS_VerticalDamaged
Model = AVStar_FLD
Animation = AVStar_FLD.AVStar_FLD
AnimationMode = ONCE
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVStar_LD
End
OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes
End; Closes this line " Draw = W3DModelDraw ModuleTag_01_Override"
End; Closes this line "ReplaceModule ModuleTag_01"
ReplaceModule ModuleTag_02
Draw = W3DModelDraw ModuleTag_02_Override
DefaultConditionState
Model = AVStarD_A
Animation = AVStarD_A.AVStarD_A
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING
Model = AVStarD_A
Animation = AVStarD_A.AVStarD_A
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = AVStarD_A
Animation = AVStarD_A.AVStarD_A
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End; Closes this line, " Draw = W3DModelDraw ModuleTag_02_Override"
End; Closes this line, "ReplaceModule ModuleTag_02"
End; Closes this line, "Object AmericaVehicleChinook"[/code]
With comments to show what each End is doing.
I have an odd feeling that I've forgotten something, so if this doesn't work... you'll know why.
Posted by: glumurr - Tuesday, July 19, 2011 5:28:48 AM
yep.. something is missing because it is still not working...
I am going to check with another vehicle..
nothing works..
do you think it might be related to another moduletag in the chinook vehicle?
Posted by: Annihilationzh - Tuesday, July 19, 2011 5:34:05 AM
Changed the above. Ironically, I missed an End. I missed out the close of conditionstate.
Posted by: glumurr - Tuesday, July 19, 2011 5:40:42 AM
hmm.. well it now works.
now burton and the pathfinders will be delivered with starlifter in mission 4 - thank you!