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
[IMG]http://i57.photobucket.com/albums/g205/DeCrosse/wberror2.png[/IMG]

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]