Posted by: Decrosse - Wednesday, December 26, 2012 5:02:45 AM
May Be Changed, depending...
Base+Factions: (in no particular order)
GDI = America
Steel Talons = America/China
ZOCOM = China/GLA
NOD = China
Black Hand = China
MoK = GLA
Mutants = GLA
JDA = America
Sprawlers = Boss
Allied = America
Soviets = mix GLA/China
UEF = America
Cybrans = GLA/China
Aeon = America/GLA
Terrans = America/China
Zerg = GLA
Scrin = GLA/Boss
CABAL = China/Boss with some extras
ARM = America
CORE = China
Seraphim = GLA
Hierarchy = China/Boss
Masari = GLA/America
Novus = America
RisingSun/Japan = America/Boss with China tanks included
Empire = America
Exodus = China
Harkback = GLA
LF = GLA/America
SR = China/Boss with America tanks included (+ vehicles)
Protoss = China/America
Posted by: Decrosse - Thursday, January 24, 2013 8:27:56 AM
So trying this still, launched WB to see what it had to say...
[skull]
[IMG]http://i57.photobucket.com/albums/g205/DeCrosse/wberror.png[/IMG]
Red Box Outlines, I do not have an .ini named that? [question]
Posted by: precision_bomber - Thursday, January 24, 2013 10:23:44 AM
Xenoforce eh?
This is simply because SDF-1Trail doesn't exist in your particle system.
As well as the SDF-1Locomotor, I suggest you just don't simply copy the object data. If you can't provide all the resources, otherwise, you can comment them out.
Yes, the Gundam General has its own ini file... I assumed you just copied it without all of Xenoforce's Particle Systems and Locomotors.
Posted by: Decrosse - Thursday, January 24, 2013 1:02:25 PM
[quote=precision_bomber;126886]Xenoforce eh?
This is simply because SDF-1Trail doesn't exist in your particle system.
As well as the SDF-1Locomotor, I suggest you just don't simply copy the object data. If you can't provide all the resources, otherwise, you can comment them out.
Yes, the Gundam General has its own ini file... I assumed you just copied it without all of Xenoforce's Particle Systems and Locomotors.[/quote]
Xenoforce once upon a time I believe was C:/ drive not G:/
I looked in it's pathing it claims and the .ini it speaks off isn't there. Glitch or something?
So how can I copy something that isn't really there?
Is it possible another game could have somehow conflicted/glitched it? Latest game I played during that point was Maelstrom The Battle for Earth Begins.
My computer's being a little weird...
EDIT: Did another search, the file is in this path
[IMG]http://i57.photobucket.com/albums/g205/DeCrosse/realloc.png[/IMG]
NOT where WB says; where it thinks it is... now to find out what else is messed.
Posted by: Decrosse - Friday, January 25, 2013 12:23:59 PM
Posted by: precision_bomber - Saturday, January 26, 2013 11:15:32 PM
If you read the error...
Try to check if those entries exist in your BIG Files.
The first(and the probably rest) one means your missing a Weapon Data.
The third one means your missing an OCL.
The Case-sensitive issue is basically a typo in your WeaponSet Entries. Get the Actual name of the Weapon and edit the WeaponSet.
Posted by: Decrosse - Sunday, January 27, 2013 8:14:31 AM
[code] Locomotor = SET_NORMAL SDF-1Locomotor
Behavior = PhysicsBehavior ModuleTag_31
Mass = 10000.0
End
Behavior = OCLSpecialPower ModuleTag_16
SpecialPowerTemplate = SuperweaponNapalmStrike
OCL = SUPERWEAPON_NapalmStrike
End
Behavior = OCLSpecialPower ModuleTag_17
SpecialPowerTemplate = SuperweaponMissileLaunch
UpgradeOCL = SCIENCE_MissileLaunch3 SUPERWEAPON_MissileLaunch3
UpgradeOCL = SCIENCE_MissileLaunch2 SUPERWEAPON_MissileLaunch2
OCL = SUPERWEAPON_MissileLaunch1
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
End
Behavior = OCLSpecialPower ModuleTag_18
SpecialPowerTemplate = SuperweaponClusterMines
OCL = SUPERWEAPON_ClusterMines
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_19
SpecialPowerTemplate = SuperweaponParadropCrate
OCL = OCL_GundamCrateDrop
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
;Behavior = OCLSpecialPower ModuleTag_20
; SpecialPowerTemplate = SuperweaponNukeMissileLaunch
; UpgradeOCL = SCIENCE_NukeMissileLaunch3 SUPERWEAPON_NukeMissileLaunch3
; UpgradeOCL = SCIENCE_NukeMissileLaunch2 SUPERWEAPON_NukeMissileLaunch2
; OCL = SUPERWEAPON_NukeMissileLaunch1
; CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
;End
Behavior = OCLSpecialPower ModuleTag_20
SpecialPowerTemplate = SuperweaponFrenzy
UpgradeOCL = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3
UpgradeOCL = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2
OCL = SUPERWEAPON_Frenzy1
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SuperweaponEmergencyRepair
UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
OCL = SUPERWEAPON_RepairVehicles1
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05
SpecialPowerTemplate = SuperweaponParadropGundams
OCL = SUPERWEAPON_GmParadrop
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 = FlammableUpdate ModuleTag_23
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_24
;-------------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 = OCLSpecialPower ModuleTag_25
SpecialPowerTemplate = SpecialPowerSpySatellite
OCL = SUPERWEAPON_SpySatellite
CreateLocation = CREATE_AT_LOCATION
End
Behavior = OCLSpecialPower ModuleTag_27
SpecialPowerTemplate = SuperweaponGundamPlanetFall
OCL = SUPERWEAPON_GundamPlanetFall
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
End
Behavior = OCLSpecialPower ModuleTag_28
SpecialPowerTemplate = SuperweaponParadropGundam
OCL = SUPERWEAPON_GundamParadrop
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 = BaseRegenerateUpdate ModuleTag_29
;No data
End
Behavior = StealthDetectorUpdate ModuleTag_34
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = 250 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
;Behavior = SpawnBehavior ModuleTag_32
; SpawnNumber = 4
; SpawnReplaceDelay = 10000 ; 3 seconds
;
; SpawnTemplateName = GundamVehicleRGM79
;
; ExitByBudding = No ;Yes;!
;
; InitialBurst = 1 ; the first set of 5 will not delay
; OneShot = Yes
; AggregateHealth = No
;End
Behavior = AutoDepositUpdate ModuleTag_33
DepositTiming = 30000 ; in milliseconds
DepositAmount = 1000 ; cash amount to deposit every DepositTiming
InitialCaptureBonus = 0 ; no initial bonus
End
Behavior = PointDefenseLaserUpdate ModuleTag_50
WeaponTemplate = BaseDefenceGattlingGun
PrimaryTargetTypes = VEHICLE AIRCRAFT
ScanRate = 60
ScanRange = 250.0
PredictTargetVelocityFactor = 3.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_51
WeaponTemplate = BaseDefenceGattlingGun
PrimaryTargetTypes = INFANTRY VEHICLE AIRCRAFT
ScanRate = 80
ScanRange = 240.0
PredictTargetVelocityFactor = 3.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_52
WeaponTemplate = BaseDefenceGattlingGun
PrimaryTargetTypes = INFANTRY
ScanRate = 50
ScanRange = 230.0
PredictTargetVelocityFactor = 3.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_53
WeaponTemplate = ArchdefendGun
PrimaryTargetTypes = SMALL_MISSILE BALLISTIC_MISSILE
ScanRate = 40
ScanRange = 320.0
PredictTargetVelocityFactor = 2.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_54
WeaponTemplate = ArchdefendGun
PrimaryTargetTypes = SMALL_MISSILE BALLISTIC_MISSILE
ScanRate = 30
ScanRange = 220.0
PredictTargetVelocityFactor = 1.0
End
Behavior = AutoHealBehavior ModuleTag_60
HealingAmount = 5
HealingDelay = 100 ; msec ; essentially sleep forever, since lifetime is 0, below
Radius = 300.0f
StartsActive = Yes
KindOf = VEHICLE INFANTRY AIRCRAFT
SingleBurst = No
End
Geometry = BOX
FactoryExitWidth = 25
GeometryMajorRadius = 80.0
GeometryMinorRadius = 65.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
;BuildCompletion = PLACED_BY_PLAYER
End[/code]