Posted by: Gameanater - Friday, November 7, 2014 7:39:10 PM
So I'm editing the Civilain vehicle Humvee1, the UN Humvee, so that its more useful, doesn't shoot through walls, and can use Drones.
But I'm getting errors of the serious kind and I've deturmined based upon what the error window says, that it's trying to process an unknown field "Behavior", what is causing this...
[code=plain]
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
[/code]
But there is NOTHING wrong with this that I can tell... It's properly spaced as far as a I know, and when I comment out this code the game loads up fine...
Help please? [ATTACH]1587[/Attach]
Posted by: Gameanater - Friday, November 7, 2014 7:44:09 PM
Ok, correction, when I comment out the code I get another error that says I can't specify a Locomotor without an AIUpdate block! But the AIUpdate block I already have is perfectly fine but is crashing the game! Make your mind, Zero Hour! lol... [ATTACH]1586[/Attach]
Posted by: Rrtaya_tsamsiyu - Friday, November 7, 2014 11:55:21 PM
hmm, not sure. Try going into the code and Editing with Editor, which will basically open the code in notepad. Then make sure Word Wrap is off, and use the Goto function to go to the exact line the error is on, 5147.
With any luck that will help some.
Posted by: klingondragon - Saturday, November 8, 2014 4:21:26 AM
Its called transport ai update but it has turret information. I'm not sure this is right
Posted by: precision_bomber - Saturday, November 8, 2014 4:34:29 AM
[quote=klingondragon;134552]Its called transport ai update but it has turret information. I'm sure this isn't right[/quote]
I think anything can have turrets. *points at Humvee*
[Mainproblem]
Are you sure that's the exact line?
Also this maybe caused by a missing 'End' somewhere.
Posted by: klingondragon - Saturday, November 8, 2014 4:42:04 AM
try the crash logs they usually give you more information
Posted by: UTD^Force - Saturday, November 8, 2014 4:42:13 AM
[quote=klingondragon;134552]Its called transport ai update but it has turret information. I'm sure this isn't right[/quote]
I also thought so.
Posted by: klingondragon - Saturday, November 8, 2014 4:43:52 AM
[quote=UTD^Force;134555][quote=klingondragon;134552][/quote]
I also thought so.[/quote]
ive just looked at the america humvee code and its almost exactly the same as the above code
so i was wrong
Posted by: Gameanater - Saturday, November 8, 2014 10:04:58 AM
[quote=Rrtaya_tsamsiyu;134547]hmm, not sure. Try going into the code and Editing with Editor, which will basically open the code in notepad. Then make sure Word Wrap is off, and use the Goto function to go to the exact line the error is on, 5147.
With any luck that will help some.[/quote]
I don't know what this "Editor" is you're mentioning... [disappointed]
------------------------------
Far as I can tell, this is the exact line... But, heck, I should just put the entire Humvee code here.
Maybe there's something else I'm missing.
[code=plain]
;------------------------------------------------------------------------------
Object Humvee1
; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = CVHUMVEE
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = REALLYDAMAGED
Model = CVHUMVEE_D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = RUBBLE
Model = CVHUMVEE_D
End
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
Side = Civilian
DisplayName = OBJECT:UNHumvee
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGun
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
CommandSet = AmericaVehicleHumveeCommandSet
ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
VoiceGuard = HumveeVoiceMove
VoiceAttack = HumveeVoiceAttack
VoiceAttackAir = HumveeVoiceAttackTOW
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
TurretMoveLoop = NoSound
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT ATTACK_NEEDS_LINE_OF_SIGHT
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL HumveeLocomotor
Locomotor = SET_WANDER WanderCarSuspensionLocomotor
Locomotor = SET_PANIC PanicCarSuspensionLocomotor
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 20%
AllowInsideKindOf = INFANTRY
End
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
FX = INITIAL FX_HumveeExplosionOneInitial
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_HumveeExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End
Behavior = DestroyDie ModuleTag_07
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_08
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
;***CUT***
;Cinematics and civ units don't want to spawn rangers and pilots!
;Behavior = CreateObjectDie ModuleTag_SoloChange
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
End
Behavior = EjectPilotDie ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
CreationList = OCL_EjectPilotOnGround
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = ObjectCreationUpgrade ModuleTag_22
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_23
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_24
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_25
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
Behavior = PhysicsBehavior ModuleTag_13
Mass = 30.0
End
End
;------------------------------------------------------------------------------
[/code]
Posted by: UTD^Force - Saturday, November 8, 2014 10:58:48 AM
I don't think this is a problem, but you repeated Crusher & Crushable Level.
I'm still looking.
Posted by: UTD^Force - Saturday, November 8, 2014 11:05:49 AM
The line ****CUT**** after it in a few lines there is an End tag, which is for an unused behavior.
Posted by: UTD^Force - Saturday, November 8, 2014 11:09:23 AM
Ok, I couldn't find anything else.
I'll check the TransportAIUpdate behavior when I get on the PC.
Posted by: Gameanater - Saturday, November 8, 2014 11:24:26 AM
Well I fixed those two bugs to no avail. [sad]
And my CrashRelashInfo.txt is useless.
[quote]
Release Crash at Sat Nov 08 10:22:13 2014
; Reason Error parsing INI file 'Data\INI\Object\CivilianUnit.ini' (Line: 'Object Humvee1 ')
Last error:
Current stack:
[/quote]
Current code:
[code=plain]
;------------------------------------------------------------------------------
Object Humvee1
; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = CVHUMVEE
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = REALLYDAMAGED
Model = CVHUMVEE_D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = RUBBLE
Model = CVHUMVEE_D
End
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
Side = Civilian
DisplayName = OBJECT:UNHumvee
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGun
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
CommandSet = AmericaVehicleHumveeCommandSet
ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
IsTrainable = Yes ;Can gain experience
;CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
;CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
VoiceGuard = HumveeVoiceMove
VoiceAttack = HumveeVoiceAttack
VoiceAttackAir = HumveeVoiceAttackTOW
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
TurretMoveLoop = NoSound
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT ATTACK_NEEDS_LINE_OF_SIGHT
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL HumveeLocomotor
Locomotor = SET_WANDER WanderCarSuspensionLocomotor
Locomotor = SET_PANIC PanicCarSuspensionLocomotor
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 20%
AllowInsideKindOf = INFANTRY
End
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
FX = INITIAL FX_HumveeExplosionOneInitial
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_HumveeExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End
Behavior = DestroyDie ModuleTag_07
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_08
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
;***CUT***
;Cinematics and civ units don't want to spawn rangers and pilots!
;Behavior = CreateObjectDie ModuleTag_SoloChange
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
;End
Behavior = EjectPilotDie ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
CreationList = OCL_EjectPilotOnGround
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = ObjectCreationUpgrade ModuleTag_22
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_23
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_24
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_25
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
Behavior = PhysicsBehavior ModuleTag_13
Mass = 30.0
End
End
;------------------------------------------------------------------------------
[/code]
Posted by: UTD^Force - Saturday, November 8, 2014 11:38:41 AM
I will check the behavior in a few hours or tomorrow...
Posted by: UTD^Force - Tuesday, November 11, 2014 8:50:02 AM
[b]Solved![/b] One problem, one of the things that you changed was the problem!
The TransportAIUpdate behavior isn't a problem, you forgot the AIUpdateInterface behavior:
Add it before the locomotors:
[code=plain] Behavior = AIUpdateInterface ModuleTag_07
End[/code]
The problem was in this:
[quote] Behavior = EjectPilotDie ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
CreationList = OCL_EjectPilotOnGround
End[/quote]
I'm trying to solve it at this moment...
Posted by: UTD^Force - Tuesday, November 11, 2014 8:53:13 AM
Here make this replace the EjectPilotDie behavior that you made:
[code=plain] Behavior = EjectPilotDie ModuleTag_16
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
; The following added out per hotlist request 10/9 as above ML
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End[/code]
[u]Now, really[/u] [u][b]SOLVED![/b][/u]