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]