Posted by: AdrianeMapMaker - Sunday, April 29, 2018 8:28:10 AM
well i want to use mob nexus as placeholder for my zombie unit that spit ToxinTruckStreamProjectile heres the code any idea why my unit does spit it??? Btw he still release the damage but not the projectile stream note that this is a map.ini [code=cpp];------------------------------------------------------------------------------ Weapon ToxinInfectedGun PrimaryDamage = 10.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;New Variation for Zombie Object GLAInfantryAngryMobNexus UpgradeCameo1 = None SelectPortrait = None ButtonImage = None RemoveModule ModuleTag_01 AddModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override DefaultConditionState Model = CIBURN_SKN Animation = CIBURN_SKL.CIBURN_RNA AnimationMode = LOOP Flags = RANDOMSTART WeaponFireFXBone = PRIMARY Bone_FX1 ; ParticleSysBone = Bone_FX1 FireInfantrySmall End ; End ConditionState = DYING Animation = CIBURN_SKL.CIBURN_FLA AnimationMode = ONCE Flags = START_FRAME_FIRST ; anything not listed will get the default above. Random would be bad. ; ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration) ; ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122 ; ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134 ; ParticleSysBone = Bone_FX3 FireInfantrySmallSub4 ; 135 - 179 ; ParticleSysBone = Bone_FX5 FireInfantrySmallSub5 ; 180 - 185 ; ParticleSysBone = Bone_FX6 FireInfantrySmallSub6 ; 186 - 235 ; ParticleSysBone = Bone_FX5 FireInfantrySmallSub7 ; 236 - 243 ; ParticleSysBone = Bone_FX8 FireInfantrySmallSub8 ; 244 - 246 ; ParticleSysBone = Bone_FX7 FireInfantrySmallSub9 ; 247 - 292 ; ParticleSysBone = Bone_FX8 FireInfantrySmallSub10; 293 - 388 AnimationSpeedFactorRange = 0.85 1.15 End ; ConditionState = ATTACKING MOVING ; Animation = CIBURN_SKL.CIBURN_RNA 10 ; AnimationMode = LOOP ; Flags = RANDOMSTART ; TransitionKey = None ; End ; AliasConditionState = ATTACKING MOVING REALLYDAMAGED ; ; ConditionState = PREATTACK_A ; Animation = CIBURN_SKL.CIBURN_RNA ; AnimationMode = ONCE ; End ; AliasConditionState = PREATTACK_A MOVING End End ; ***DESIGN parameters *** DisplayName = OBJECT:Terrorist ; Side = GLA EditorSorting = INFANTRY TransportSlotCount = 1 RadarPriority = UNIT EditorSorting = INFANTRY WeaponSet Conditions = None Weapon = PRIMARY ToxinInfectedGun End ArmorSet Conditions = None Armor = HazMatHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 200 ExperienceValue = 30 30 30 30 ;Experience point value at each level IsTrainable = Yes ; CommandSet = GLAInfantryAngryMobCommandSet ;**** AUDIO Parameters ***************************** ; VoiceSelect = AngryMobVoiceSelect ; VoiceMove = AngryMobVoiceMove ; VoiceGuard = AngryMobVoiceMove ; VoiceAttack = AngryMobVoiceAttack ; SoundMoveStart = NoSound ; SoundAmbient = AngryMobAmbientLoop ;; SoundAmbientRubble = NoSound ; UnitSpecificSounds ; VoiceCreate = AngryMobVoiceCreate ; End ;**** ENGINEERING Parameters ****************************** RadarPriority = UNIT KindOf = -MOB_NEXUS +CAN_CAST_REFLECTIONS +SALVAGER RemoveModule ModuleTag_02 AddModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 400 ;285 InitialHealth = 400 ;285 End End ; Behavior = AIUpdateInterface ModuleTag_03 ; AutoAcquireEnemiesWhenIdle = Yes ; End AddModule ModuleTag_CBH01 Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit. End End Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! ; Behavior = PhysicsBehavior ModuleTag_04 ; Mass = 50.0 ; End RemoveModule ModuleTag_05 ; Behavior = SpawnBehavior ModuleTag_05 ; SpawnNumber = 10 ; SpawnReplaceDelay = 30000 ; 30 seconds ; SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin ; SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume ; SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce ; SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret ; SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top ; SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce ; SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil ; ; ExitByBudding = Yes;! ; InitialBurst = 5 ; the first set of 5 will not delay ; OneShot = No ; AggregateHealth = Yes ; SlavesHaveFreeWill = No ; End RemoveModule ModuleTag_06 ; Behavior = QueueProductionExitUpdate ModuleTag_06 ; UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 ; NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0 ; ExitDelay = 5000 ; 5 sec ; InitialBurst = 5 ; the first set of 5 will not delay ; End RemoveModule ModuleTag_07 ; Behavior = DestroyDie ModuleTag_07 ; DeathTypes = ALL ; End ; RemoveModule ModuleTag_Death01 AddModule ModuleTag_Death01 Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 1.0 ;0.5 ; in Dist/Sec DestructionDelay = 1500 ;8000 FX = INITIAL FX_TerroristDie End End ; RemoveModule ModuleTag_Death02 AddModule ModuleTag_Death02 Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +SUICIDED SinkDelay = 3000 SinkRate = 1.0 ;0.5 ; in Dist/Sec DestructionDelay = 1500 ;8000 FX = INITIAL FX_TerroristExplode FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End End ;RemoveModule ModuleTag_Death03 AddModule ModuleTag_Death03 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death03 DeathWeapon = SuicideShockwaveDynamitePack StartsActive = Yes ; turned on by upgrade DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED End End AddModule ModuleTag_Death04 Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End End AddModule ModuleTag_Death05 Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End End AddModule ModuleTag_Death07 Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End[/code]

Posted by: thepredatorbg - Sunday, April 29, 2018 1:33:59 PM
Try to change "ToxinInfectedGun" with a weapon already available in the game (like "ToxinTruckGun"). My guess is that the "ToxinInfectedGun" cannot be loaded for some reason.

Posted by: Annihilationzh - Sunday, April 29, 2018 2:42:07 PM
This is a common glitch with map.inis. ThePredatorBG gave the only solution I know of.

Posted by: AdrianeMapMaker - Monday, April 30, 2018 8:22:10 AM
Thanks it worked like a charm