Posted by: GeneralManF - Thursday, August 19, 2010 10:52:50 PM
so far I have
NukeGeneral.ini
;------------------------------------------------------------------------------
Object RadiationBomb
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NVRadBmb
End
End
; ***DESIGN parameters ***
Side = China
EditorSorting = SYSTEM
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
VisionRange = 0.0
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = PhysicsBehavior ModuleTag_03
Mass = 75.0
AerodynamicFriction = 2 ; this is now friction-per-sec
ForwardFriction = 2 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End;;
Behavior = MissileAIUpdate ModuleTag_04
TryToFollowTarget = No
FuelLifetime = 0
IgnitionDelay = 0
InitialVelocity = 0 ; in dist/sec
DistanceToTravelBeforeTurning = 0
DistanceToTargetBeforeDiving = 0
End
Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right.
Behavior = CreateObjectDie ModuleTag_05
CreationList = OCL_RadiationFieldLarge
End
Behavior = FXListDie ModuleTag_06
DeathFX = FX_RadeationBomb
End
Behavior = HeightDieUpdate ModuleTag_07
TargetHeight = 50.0
TargetHeightIncludesStructures = Yes
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
FxList.ini
; ----------------------------------------------
FXList FX_RadeationBomb
ParticleSystem
Name = DaisyExplosionGasSpray
End
ParticleSystem
Name = DaisyExplosionScatter
AttachToObject = Yes
InitialDelay = 500 500 UNIFORM
End
Sound
Name = DaisyCutterGas
End
End
Science.ini
Science Nuke_SCIENCE_RadiationBomb
PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:Nuke_RadiationBomb
Description = CONTROLBAR:Nuke_ToolTipChinaScienceCarpetBomb
End
and SpecialPower.ini
;-----------------------------------------------------------------------------
SpecialPower Nuke_SuperweaponRadBombDrop
Enum = NUKE_SPECIAL_CLUSTER_MINES
ReloadTime = 240000 ; in milliseconds
RequiredScience = Nuke_SCIENCE_RadiationBomb
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 100
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
CommandButton.ini
CommandButton Nuke_Command_RadBombDrop
Command = SPECIAL_POWER
SpecialPower = Nuke_SuperweaponRadBombDrop
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:NukeDrop
ButtonImage = SNNukeBomb
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeDrop
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Nuke_Command_RadBombDropFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = Nuke_SuperweaponRadBombDrop
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:RadiationBomb
ButtonImage = SNNukeStrike
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipNukeDrop
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandButton Nuke_Command_PurchaseScienceRadBombDrop
Command = PURCHASE_SCIENCE
Science = Nuke_SCIENCE_RadBombDrop
ButtonImage = SNNukeLaunch
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
CommandSet.ini
CommandSet Nuke_SCIENCE_CHINA_CommandSetRank3
2 = Nuke_Command_PurchaseScienceRadBombDrop
CommandSet Nuke_ChinaCommandCenterCommandSet
13 = Nuke_Command_ChinaRadiationBomb
OCL.ini
; -----------------------------------------------------------------------------
ObjectCreationList Nuke_SUPERWEAPON_ChinaRadiationBomb
DeliverPayload
Transport = ChinaJetCarpetBomber
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 0 ;0 ; time in between each item dropped (if more than one)
Payload = Nuke_RadiationBomb 1
DeliveryDistance = 350
DeliveryDecalRadius = 180
DeliveryDecal
Texture = SCCCarpBomb
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
It does not appear in-game, what do i do?
Posted by: Annihilationzh - Friday, August 20, 2010 5:53:27 AM
The Command Center code?
OCL.ini?
CommandButton.ini?
CommandSet.ini?
Posted by: GeneralManF - Friday, August 20, 2010 9:02:07 AM
added
...
Debug says: ASSERTION FAILURE: token NUKE_SPECIAL_CHINA_RADIATION_BOMB is not a valid member of the index list.
how do I fix the Enum?
Posted by: Annihilationzh - Friday, August 20, 2010 10:29:31 AM
Just use an existing Enum. Preferably from the most similar special power.
All special powers have a module in the building that deploys them, usually the command center. Where is this code?
And where is your ObjectCreationList.ini entry?
Posted by: GeneralManF - Friday, August 20, 2010 4:05:11 PM
Done.
NUKE_SPECIAL_RADIATION_BOMB changed to NUKE_SPECIAL_CLUSTER_MINES
I will now test if it worked.
...
Odd, WB debug says OK but game says nay.
...
Annihilationzh? How come you stoped helping me?
...
Anyone!? I need help! >'O
Posted by: Mr.Tanka - Monday, August 30, 2010 3:09:09 PM
He possibly went inactive. Copy/paste a similar INI coding, like the EMP Bomb. Start from there.[wink]
-Mr.Tanka[+1]
Posted by: Annihilationzh - Monday, August 30, 2010 4:21:38 PM
Inactive? No.
I completely forgot about this thread, and it got bumped off the recent threads list. I have missed quite a few topics that way until someone else bumps them.
If it's still crashing, it's most likely a commandset issue or a commandbutton issue. I'm hoping that your commandset.ini entries supplied above are shortened, rather than being the complete entries (which would certainly crash).
Post the contents of ReleaseCrashInfo.txt (in your documents, the zero hour folder).
Posted by: GeneralManF - Sunday, September 5, 2010 10:41:07 AM
it says: [code]Release Crash at Sun Sep 05 13:37:01 2010
; Reason Error parsing INI file 'Data\INI\CommandButton.ini' (Line: 'CommandButton Nuke_Command_PurchaseScienceRadBombDrop ')
Last error:
Current stack:
[/code]
so what needs to change?
Posted by: Annihilationzh - Monday, September 6, 2010 10:56:23 AM
Ok, I did miss this thread, yet again.
You have Nuke_SCIENCE_RadBombDrop in the commandbutton & Nuke_SCIENCE_RadiationBomb in the science.
They have to be the same. Hence your crash.
Posted by: GeneralManF - Monday, September 6, 2010 2:31:46 PM
OK, I fixed all Rad Bomb Problems but one. It doesn't let me deploy the darn thing! Same with the normal China Carpet bomber, I perches it but I can't deploy it (and again for CHI05 USA Carpet Bomber) on all my ZH folders (I create copies of my original folder to instal mods onto (even the vanilla china on mods don't have a working carpet bomber for me).
Posted by: Annihilationzh - Tuesday, September 7, 2010 12:06:53 AM
Unless I'm very much mistaken, this is one I mentioned in two of the three posts I made in this thread.
You see, command centers that can deploy carpet bombers have this:
[code] Behavior = OCLSpecialPower ModuleTag_22
SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb
OCL = SUPERWEAPON_ChinaCarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End[/code]
Posted by: GeneralManF - Tuesday, September 7, 2010 9:25:16 AM
yep, it has it.
[code] Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05
SpecialPowerTemplate = Nuke_SuperweaponChinaCarpetBomb
OCL = Nuke_SUPERWEAPON_ChinaCarpetBomb
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End [/code]
unless, l need to add one for the radiation bomb.
...
Yay! it wo- uh... oops.
[url=http://www.moddb.com/mods/betamod/images/radiation-bomb-scripting-fail2#imagebox]ModDB.com[/url]
...
[url=http://www.moddb.com/mods/betamod/images/radiation-bomb-fail-21#imagebox]argh! not again! ModDB.com[/url]
this is the OCL
[code]; -----------------------------------------------------------------------------
ObjectCreationList Nuke_SUPERWEAPON_ChinaRadiationBomb
DeliverPayload
Transport = ChinaJetCarpetBomber
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 0 ;0 ; time in between each item dropped (if more than one)
Payload = Nuke_RadiationBomb 1
DeliveryDistance = 350
DeliveryDecalRadius = 180
DeliveryDecal
Texture = SCCCarpBomb
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End[/code]
Is there anything wrong that would make the bomb not appear?
Posted by: Annihilationzh - Tuesday, September 7, 2010 12:01:14 PM
[quote]l need to add one for the radiation bomb.[/quote]
bingo.
Posted by: GeneralManF - Tuesday, September 7, 2010 12:13:07 PM
I already found out about and fixed that, but now when I drop the bomb, I... don't, drop the bomb.
I Believe it's the OCL Because it was wrong OCL scripting that made it use mini nukes and now with a "fixed" OCL it drops nothing, which of course its not supposed to do.
Posted by: Annihilationzh - Wednesday, September 8, 2010 7:11:09 AM
[code] DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 0
DeliveryDistance = 350[/code]
Experiment with these a little. They're usually the cause of a failed drop.
Posted by: GeneralManF - Wednesday, September 8, 2010 3:49:35 PM
I don't understand. I scripted it to be just like any other bomb. But it still won't drop.
[code]; -----------------------------------------------------------------------------
ObjectCreationList Nuke_SUPERWEAPON_ChinaRadiationBomb
DeliverPayload
Transport = ChinaJetCarpetBomber
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
Payload = Nuke_RadiationBomb
DeliveryDistance = 140
DeliveryDecalRadius = 170
DeliveryDecal
Texture = SCCCarpBomb
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End[/code]
Posted by: Annihilationzh - Thursday, September 9, 2010 1:26:55 AM
Ok, spotted it. You're dropping a non-existant bomb:
Nuke_RadiationBomb
This is the actual bomb:
RadiationBomb
Copy and paste is essential if you want the game to work.
Posted by: GeneralManF - Thursday, September 9, 2010 2:17:18 PM
If I'm not mistaken, I fixed that a while ago, let me check.
...
yep. but just to make sure I'll copy and paste it over.
...
There we go, now let's try.
...
DA-! I mean... Strange, it still didn't work. Hmmm...
Posted by: GeneralManF - Friday, September 10, 2010 10:04:24 PM
What on earth could possibly be the problem!? My mod can't be complete without it!!!! ~XO
(double posted to bump back onto resent threads list, I don't know if you guys care about double posting as much as other sites)
Posted by: Annihilationzh - Saturday, September 11, 2010 5:27:21 AM
I tested it, it's the bomb itself. Copy and paste the code from the carpet bomb and change it to the rad bomb specs, but don't edit it's AI or locomotor.
Posted by: GeneralManF - Saturday, September 11, 2010 9:02:47 AM
Thanx! Now to try one more time. (If you don't work BetaMod, I'm Gonna [Untranslatable babble])
YES!!! WHOOO! [url=http://www.moddb.com/mods/betamod/images/radiation-bomb-win1#imagebox]ModDB.com[/url]