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!