Posted by: Nooboi - Wednesday, November 3, 2021 11:31:24 AM
Hello, I was making a tank that had its modified gun, model, and damage i call it BallisticSniper yet it worked but when i go to the warfactory it shows but it cannot be buildable and i cant see its cot price there. Can i have some help? thanks. This is the code that i put in TankGeneral.ini (yes it was a tank general tank of an artillery) [code] ;------------------------------------------------------------------------------ Object Tank_ChinaTankBallisticSniper ; *** ART Parameters *** SelectPortrait = Rank_Lieutenant_China ButtonImage = Rank_Lieutenant_China UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks UpgradeCameo4 = Tank_Upgrade_ChinaTankAutoLoader ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVBtMstr Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = REALLYDAMAGED Model = NVBtMstr_D Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End TrackMarks = EXTnkTrack.tga End ; ***DESIGN parameters *** DisplayName = OBJECT:BallisticSniper Side = ChinaTankGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY Tank_AdvancedSniperGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Tank_AdvancedSniperGunUpgraded ;with autoloader End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End Buildable = Yes ;no means it makes it unbuildable BuildCost = 1100 BuildTime = 12.0 ;in seconds VisionRange = 250 ShroudClearingRange = 450 Prerequisites Object = Tank_ChinaWarFactory End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Tank_ChinaVehicleBattleMasterCommandSet ;idk ; *** AUDIO Parameters *** VoiceSelect = BattleMasterTankVoiceSelect VoiceMove = BattleMasterTankVoiceMove VoiceGuard = BattleMasterTankVoiceMove VoiceAttack = BattleMasterTankVoiceAttack SoundMoveStart = BattleMasterTankMoveStart SoundMoveStartDamaged = BattleMasterTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = BattleMasterTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceCrush = BattleMasterTankVoiceCrush VoiceEnter = BattleMasterTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 600.0 InitialHealth = 600.0 ; 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 = 800 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = VeterancyGainCreate ModuleTag_14 StartingLevel = VETERAN End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 120 ; turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BattleMasterLocomotor Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor Behavior = HordeUpdate ModuleTag_04 RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = VEHICLE ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 3 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_05 Mass = 40.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = NuclearTankDeathWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = LocomotorSetUpgrade ModuleTag_07 TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = WeaponSetUpgrade ModuleTag_17 TriggeredBy = Tank_Upgrade_ChinaTankAutoLoader End ; A crushing defeat Behavior = DestroyDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_11 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_ChinaTankBattleMasterDebris FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = TransitionDamageFX ModuleTag_13 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 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 = 13.0 GeometryMinorRadius = 9.0 GeometryHeight = 10 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End [/code] And this is the one i put in CommandButton.ini [code] CommandButton Tank_Command_ConstructChinaBallisticSniper Command = UNIT_BUILD Object = Tank_ChinaTankBalliticSniper TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = Rank_Lieutenant_China ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End [/code] And last on CommandSet.ini [code] CommandSet Tank_ChinaWarFactoryCommandSet 1 = Tank_Command_ConstructChinaTankBattleMaster 2 = Tank_Command_ConstructChinaTankEmperor 3 = Tank_Command_ConstructChinaVehicleTroopCrawler 4 = Tank_Command_ConstructChinaVehicleListeningOutpost 5 = Tank_Command_ConstructChinaTankGattling 7 = Tank_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Tank_Command_ConstructChinaBallisticSniper 10 = Command_UpgradeChinaChainGuns 11 = Tank_Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End [/code] Any quick helps will be appreciated much thanks.

Posted by: UTD^Force - Wednesday, November 3, 2021 1:40:49 PM
I'm not sure what would cause this problem, but have you tried removing the line? [quote]Buildable = Yes[/quote] I haven't seen this line a lot in buildable units' code. And what object did you base your code on? Maybe also try to edit the original command button to construct a vehicle like this: [code=plain]CommandButton Command_ConstructChinaTankBattleMaster Command = UNIT_BUILD Object = BallisticSniper object name TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = SNBattlemaster ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End[/code] If that doesn't work try making a whole new commandset for the warfactory, you can do that by simply naming the commandset like this: CommandSet Tank_ChinaWarFactoryCommandSet[color=red]New[/color] That's a lot of troubleshooting attempts but that's honestly how I learnt coding this game. In case none of this works, reply again and we can look into it together.

Posted by: Nooboi - Saturday, November 6, 2021 1:13:23 AM
I did try deleting the [code]buildable = yes[/code] but its still not be able to buildable my problem here is it shows in the Tank Warfactory but its just an image i cant buy it. its just a grey button for me but it works though but i litterally cant buy it from the warfactory it self. i based the object on a copy of battlemaster itself and replaced its turret with inferno cannon's gun however it does'nt crash me so it seems like it works. i also tried renaming the warfactory but however still didnt work.

Posted by: Nooboi - Tuesday, June 7, 2022 3:45:34 AM
now that i know what is the problem is because of the CommandButton.ini instead of typing ballistic I typed ballitic