Posted by: red leader79 - Sunday, January 14, 2007 5:02:06 AM
I have substituted all of the files in the AmericaTankMicrowave AmericaVehicle file with the design, art, engineering and all that parameters. The game still doesnt run. Deleted the semicolons that made it unbuildable and uncommandable. here are the files if you can find the problem. Object AmericaTankMicrowave ; *** ART Parameters *** SelectPortrait = SAPowTruck ButtonImage = SAPowTruck UpgradeCameo1 = NONE UpgradeCameo2 = NONE UpgradeCameo3 = NONE UpgradeCameo4 = NONE UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVPOWTRUCK End ConditionState = REALLYDAMAGED Model = AVPOWTRUCK_D End ConditionState = RUBBLE Model = AVPOWTruck_D End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 MidLeftRearTireBone = Tire03 MidRightRearTireBone = Tire05 LeftRearTireBone = Tire04 RightRearTireBone = Tire06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:POWTruck Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End ; nope, sorry, can't build it. (srj) Buildable = Yes BuildCost = 500 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 300 ExperienceValue = 50 50 50 50 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;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 ; nope, sorry, can't control it. (srj) CommandSet = ChinaTroopCrawlerCommandSet ; *** AUDIO Parameters *** VoiceSelect = POWTruckUSAVoiceSelect VoiceMove = POWTruckUSAVoiceMove VoiceGuard = POWTruckUSAVoiceMove SoundEnter = POWTruckEnter SoundExit = POWTruckExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = POWTruckUSAVoiceCreate TurretMoveLoop = TurretMoveLoop SoundMoveStart = POWTruckUSAMoveStart SoundMoveStartDamaged = POWTruckUSAMoveStart SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = POWTruckUSAVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = POWTruckUSAMoveStart VoiceEnter = POWTruckUSAVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End ; but we must have an AIUpdate in order for our Locomotor to work. Behavior = AIUpdateInterface ModuleTag_04 ; no data End Locomotor = SET_NORMAL HumveeLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = TransportContain ModuleTag_06 Slots = 16 ScatterNearbyOnExit = Yes HealthRegen%PerSec = 10 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 FX = FINAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_AmericanPOWTruckDeathEffect End Behavior = FXListDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = ExperienceScalarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 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 = 15.0 GeometryMinorRadius = 7.0 GeometryHeight = 13.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End

Posted by: fleetatks - Sunday, January 14, 2007 12:49:59 PM
It's either because of the dirtpowerslide code or because you gave it the troop crawler's commandset, or because it has 16 slots and I think the max is 8.

Posted by: red leader79 - Sunday, January 14, 2007 5:23:32 PM
Its not the garrison limit, ive made a chinook that can carry 300.

Posted by: CG Apollos - Sunday, January 14, 2007 7:12:31 PM
Remove the [b]OCL = FINAL OCL_AmericanPOWTruckDeathEffect[/b] line from the SlowDeathBehavior and try again.

Posted by: fleetatks - Sunday, January 14, 2007 7:59:40 PM
I just saw this in the audio parimeters: ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs It's either that, or the forums changed the format.

Posted by: CommieDog - Monday, January 15, 2007 7:45:29 AM
Have you tried running WorldBuilder with your POW Truck?

Posted by: red leader79 - Monday, January 15, 2007 10:15:42 AM
cant run worldbuilder, its not my thing and i have no idea how to do it. im more into coding.

Posted by: CommieDog - Tuesday, January 16, 2007 2:36:31 AM
Gosh, well it's not that hard. All you have to do is double-click on the WorldBuilder program icon and press the "OK" button on the dialog box that pops up. The reason I suggest this is because WB comes with a fairly thorough (and very handy) code debugger that can tell you where most bugs in your code reside. If there aren't any bugs that WB can find, the program will start normally. At the sight of a bug, however, WB will display a window with a note about which piece of code is causing problems. If a box like this appears, you can safely press the "Ignore" button (though sometimes WB will refuse to start if the issue is serious enough). After WB either starts up or aborts, you can view the file wb_DebugLogFileI.txt in your ZH root directory for a log of all the bugs that WB caught. After that, it's usually a manner of going back into the INI files and fixing the code.

Posted by: Sniperelite8243 - Friday, January 19, 2007 11:12:44 AM
were is the POW INI code anyway, i cant seem to find it or i have overlooked it.

Posted by: CG Apollos - Friday, January 19, 2007 11:30:14 AM
[quote=Sniperelite8243] were is the POW INI code anyway, i cant seem to find it or i have overlooked it. [/quote]Look in the FactionUnit.ini for CNC Generals.

Posted by: Sniperelite8243 - Saturday, January 20, 2007 3:02:29 AM
so its not in zero hour? the one in generals doesnt give me much to work with.

Posted by: fleetatks - Saturday, January 20, 2007 7:19:44 AM
Are you trying to put this code in a Map.ini by any chance?

Posted by: Sniperelite8243 - Saturday, January 20, 2007 10:11:29 AM
i know it is in zero hour, thats why it is in woorld builder. your question-no vehicle ini. i want to make it buildable from the detention camp. do you know where the ini file is located in zero hour.

Posted by: CommieDog - Saturday, January 20, 2007 10:43:36 AM
[quote=Sniperelite8243]so its not in zero hour? the one in generals doesnt give me much to work with. [/quote] Unfortunately, that's all you're getting. Most of the POW code was removed anyway.

Posted by: Sniperelite8243 - Saturday, January 20, 2007 11:18:31 AM
i know for a fact it ias in zero hour. i have made it a vehicle before. i just cant find it again.

Posted by: CG Apollos - Saturday, January 20, 2007 5:01:36 PM
[quote=Sniperelite8243] so its not in zero hour? the one in generals doesnt give me much to work with. [/quote]I have Pre-Alpha, Alpha, and Beta versions of CNC Generals so I could post the code for the POW Truck if you want. However, most of it won't work unfortunately.

Posted by: Sniperelite8243 - Sunday, January 21, 2007 12:02:53 PM
could you plz. Thanks.

Posted by: CG Apollos - Sunday, January 21, 2007 5:29:00 PM
I didn't find a POW Truck in the pre-alpha. However, here is what it looked like in CNC Generals Build 214 (Alpha.): [quote][i]Alpha Build 214[/i] ;------------------------------------------------------------------------------ Object AmericaVehiclePOWTruck ; *** ART Parameters *** SelectPortrait = SCTempSelectPortrait InventoryImageEnabled = SCTempDefaultInventory InventoryImageDisabled = SCTempDefaultInventory_D InventoryImageHilite = SCTempDefaultInventory_H InventoryImagePushed = SCTempDefaultInventory_P Draw = W3DTruckDraw OkToChangeModelColor = Yes ConditionState = NONE Model = AVPOWTRUCK End ConditionState = DAMAGED REALLYDAMAGED Model = AVPOWTRUCK End TrackMarks = EXTnkTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. 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 *** DisplayName = OBJECT:POWTruck Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End BuildCost = 500 BuildTime = 10.0 ;in seconds VisionRange = 200 ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CommandSet = VehiclePOWTruckCommandSet ; *** AUDIO Parameters *** 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 CRUSHABLE OVERLAPPABLE TRANSPORT POW_TRUCK SCORE Body = ActiveBody MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = POWTruckBehavior ContainMax = 10 EnterSound = EnterPOWTruck ExitSound = ExitPOWTruck End Update = POWTruckAIUpdate BoredTime = 10000 ; in milliseconds AtPrisonDistance = 160.0 ; This close to a prison is close enough to be doing nothing at End Locomotor = SET_NORMAL POWTruckLocomotor Behavior = PhysicsBehavior Mass = 50.0 CrushableLevel = 2 End Behavior = SlowDeathBehavior DamageTypes = ALL -CRUSH ProbabilityModifier = 25 MinDestructionDelay = 1 MaxDestructionDelay = 1 FX = INITIAL FX_HumveeExplosionOneInitial OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_HumveeExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End Die = FXListDie DamageTypes = NONE +CRUSH DeathFX = FX_CarCrush End Die = SpawnedDie ; End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 7.0 GeometryHeight = 13.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End [/quote] CNC Generals Build 306 (Beta.): [quote][i]Beta Build 306[/i] ;------------------------------------------------------------------------------ Object AmericaVehiclePOWTruck ; *** ART Parameters *** SelectPortrait = SAPowTruck InventoryImageEnabled = SAPowTruck InventoryImageDisabled = SAPowTruck_D InventoryImageHilite = SAPowTruck_H InventoryImagePushed = SAPowTruck_P ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVPOWTRUCK End ConditionState = REALLYDAMAGED Model = AVPOWTRUCK_D End ConditionState = RUBBLE Model = AVPOWTruck_D End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 MidLeftRearTireBone = Tire03 MidRightRearTireBone = Tire05 LeftRearTireBone = Tire04 RightRearTireBone = Tire06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:POWTruck Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End BuildCost = 500 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 300 ExperienceValue = 50 50 50 50 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;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 = VehiclePOWTruckCommandSet ; *** AUDIO Parameters *** VoiceSelect = POWTruckUSAVoiceSelect VoiceMove = POWTruckUSAVoiceMove VoiceGuard = POWTruckUSAVoiceMove SoundEnter = POWTruckEnter SoundExit = POWTruckExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound VoiceCreate = POWTruckUSAVoiceCreate TurretMoveLoop = TurretMoveLoop SoundMoveStart = POWTruckUSAMoveStart SoundEject = PilotSoundEject VoiceEject = NoSound VoiceCrush = POWTruckUSAVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = POWTruckUSAMoveStart VoicePickup = POWTruckUSAVoicePickup VoiceEnter = POWTruckUSAVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT POW_TRUCK SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End Behavior = POWTruckBehavior ModuleTag_03 ContainMax = 10 ; EnterSound = EnterPOWTruck ; ExitSound = ExitPOWTruck End Behavior = POWTruckAIUpdate ModuleTag_04 BoredTime = 10000 ; in milliseconds AtPrisonDistance = 160.0 ; This close to a prison is close enough to be doing nothing at End Locomotor = SET_NORMAL POWTruckLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 FX = FINAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_AmericanPOWTruckDeathEffect End Behavior = FXListDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = ExperienceScalarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 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 = 15.0 GeometryMinorRadius = 7.0 GeometryHeight = 13.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End [/quote]

Posted by: Sniperelite8243 - Monday, January 22, 2007 10:06:33 AM
Thanks ill see what i can do with the code. i know its in zero hour because i used it before and its bothering me ( not to loose sleep over ). im going to keep looking. thanks again.