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]