Posted by: braxt - Friday, March 18, 2016 2:16:59 AM
I get a crash in Worldbuilder saying "Unknown block 'behavior'" ASSERTION FAILURE: [LINE: 6734 - FILE: 'Data\INI\Object\GLAVehicle.ini'] Unknown block 'behavior' Object EmperorMarauder ; *** ART Parameters *** SelectPortrait = SNEmpTank_L ButtonImage = SNEmpTank UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks UpgradeCameo3 = Upgrade_ChinaOverlordGattlingCannon UpgradeCameo4 = Upgrade_ChinaOverlordPropagandaTower ; UpgradeCameo5 = Tank_Upgrade_ChinaTankAutoLoader Draw = W3DOverlordTankDraw ModuleTag_01 ConditionState = NONE Model = EmperorMarauder Animation = NVOvrlrdT.NVOvrlrdT AnimationMode = LOOP Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY BIGBARREL01 End ConditionState = REALLYDAMAGED Model = EmperorMarauder Animation = NVOvrlrdT_D.NVOvrlrdT_D AnimationMode = LOOP Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY BIGBARREL01 End ConditionState = RUBBLE Model = EmperorMarauder Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY BIGBARREL01 End TrackMarks = EXTnkTrack.tga OkToChangeModelColor = Yes TreadAnimationRate = 2.0; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:Tank_Overlord Side = GLA EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY MarauderTankGun Weapon = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range ;gattling cannon upgrade has been made. End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 2100 BuildTime = 15.0 ;in seconds VisionRange = 200 ShroudClearingRange = 225 Prerequisites Object = Tank_ChinaWarFactory Object = Tank_ChinaPropagandaCenter End ExperienceValue = 200 200 400 600 ;Experience point value at each level ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Tank_ChinaTankEmperorDefaultCommandSet ; *** AUDIO Parameters *** VoiceSelect = EmperorTankVoiceSelect SoundMoveStart = OverlordTankMoveStart SoundMoveStartDamaged = OverlordTankMoveStart VoiceMove = EmperorTankVoiceMove VoiceGuard = EmperorTankVoiceMove VoiceAttack = OverlordTankVoiceAttack UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = OverlordTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = OverlordTankTurretMoveLoop VoiceCrush = OverlordTankVoiceCrush VoiceEnter = EmperorTankVoiceMove VoiceUnload = OverlordTankVoiceUnload End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 1600.0 InitialHealth = 1600.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = VeterancyGainCreate ModuleTag_23 StartingLevel = VETERAN End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL OverlordLocomotor End Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01 ;Propaganda tower is an innate ability without using art or subobjects. ;Behavior = ObjectCreationUpgrade ModuleTag_08 ; UpgradeObject = OCL_EmperorPropagandaTower ; TriggeredBy = Upgrade_ChinaOverlordPropagandaTower ; ConflictsWith = Upgrade_ChinaOverlordBattleBunker ;End Behavior = ProductionUpdate ModuleTag_10 ; MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame MaxQueueEntries = 2; Propaganda model is hacked to not show up. End Behavior = CommandSetUpgrade ModuleTag_11 CommandSet = CommandSet GLAVehicleQuadCannon End Behavior = PhysicsBehavior ModuleTag_14 Mass = 50.0 End ;Behavior = PropagandaTowerBehavior ModulePropaganda_04 ;Radius = 150.0 ;DelayBetweenUpdates = 2000 ; in milliseconds ;HealPercentEachSecond = 1% ; get this % of max health every second ;PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates ;UpgradeRequired = Upgrade_ChinaOverlordPropagandaTower ;UpgradedHealPercentEachSecond = 2% ; get this % of max health every second ;UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates ;AffectsSelf = Yes ; Needs this since Tower is not seperate object for Emperor ;End ; Smoke for a bit then explode ; Behavior = SlowDeathBehavior ;; ProbabilityModifier = 25 ; DestructionDelay = 1500 ; DestructionDelayVariance = 500 ; FX = INITIAL FX_OverlordSmoke ; OCL = FINAL OCL_ChinaTankOverlordDebris ; FX = FINAL FX_GenericTankDeathExplosion ; End ; Catch fire, and explode death ; Behavior = SlowDeathBehavior ;; ProbabilityModifier = 25 ; DestructionDelay = 2000 ; DestructionDelayVariance = 300 ; FX = INITIAL FX_CrusaderCatchFire ; OCL = FINAL OCL_ChinaTankOverlordDebris ; FX = FINAL FX_GenericTankDeathExplosion ; End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_16 ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_ChinaTankOverlordDebris FX = FINAL FX_OverlordExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_17 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_18 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 13.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End

Posted by: Annihilationzh - Friday, March 18, 2016 5:18:16 AM
It looks like you've tried to remove a module and not done it completely: [code]Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01[/code] This will cause a crash.