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.
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.
[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
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.