Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Thu May 20, 2010 7:55 pm Post subject:
Need Help Debugging a Problem
Subject description: Adding the POW truck's ingame
Ive been trying to add some of the unused units and buildings in to Generals like the pow trucks, wall, GLA Power plant and GLA prison, i have copied across all (i think) all the 3D Moddels and textures i need to do so.
I have been trying to add both GLA and Chinese POW truck in to Generals (hence why i wanted to expand the number of icons in the bottom bar) however on start up im greeted with an error which i traced back to these attempts. I have been trying to Debug the original commented out code however i havent had much luck with it
Here is my code
Code:
;------------------------------------------------------------------------------
; POW Trucks are cut. sorry. (srj)
Object ChinaVehiclePOWTruck
; *** ART Parameters ***
SelectPortrait = SNPowTruck_L
ButtonImage = SNPowTruck
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NVPOWTRCK
End
ConditionState = REALLYDAMAGED
Model = NVPOWTRCK_D
End
ConditionState = RUBBLE
Model = NVPOWTRCK_D1
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 = Tire04
; MidLeftRearTireBone = Tire02
; MidRightRearTireBone = Tire05
; LeftRearTireBone = Tire03
; 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 = China
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 = POWTruckChinaVoiceSelect
VoiceMove = POWTruckChinaVoiceMove
VoiceGuard = POWTruckChinaVoiceMove
UnitSpecificSounds
; ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
; ;TurretMoveStart = NoSound
VoiceCreate = POWTruckChinaVoiceCreate
; TurretMoveLoop = TurretMoveLoop
SoundMoveStart = POWTruckUSAMoveStart
SoundMoveStartDamaged = POWTruckUSAMoveStart
; SoundEject = PilotSoundEject
; VoiceEject = PilotVoiceEject
; ; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = POWTruckUSAMoveStart
VoiceCrush = POWTruckChinaVoiceCrush
VoicePickup = POWTruckChinaVoicePickup
VoiceEnter = POWTruckChinaVoiceMove
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_ChinaPOWTruckDeathEffect
; End
; Behavior = FXListDie ModuleTag_07
; DeathTypes = NONE +CRUSHED +SPLATTED
; DeathFX = FX_CarCrush
End
Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
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 = 15.0
GeometryMinorRadius = 7.0
GeometryHeight = 13.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
End
Can any one help or suggest any reason why it might not be working
Thanks in advance, Revo
Edit: sorry for not saying, its generating a serious error
some commented out items are my attempts at debugging where as the pow truck related stuff needed to also be commented out on the America version. _________________ Creator of TS:BoB and some other things that might be good when finnished. Last edited by Revolutionary on Fri May 21, 2010 8:38 am; edited 1 time in total QUICK_EDIT
what kind of errors is World Builder Bringing up? The two POWTruck modules are the only ones I haven't seen before, does WB acknowledge them to be legit? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Fri May 21, 2010 7:15 am Post subject:
Sorry i should have said that, i get a serious error (which i traced back to the POW Truck) and a runtime error from the world builder
Yea the modules dont excist or are commented out hence why i had to comment them out on all the POW Trucks _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Fri May 21, 2010 2:02 pm Post subject:
I was meaning to pm you a thank you about suggesting that in another topic, if it wasnt for you post i wouldnt have known it was the POW truck which was causing me problems. So Thanks
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri May 21, 2010 2:07 pm Post subject:
A quick look in my archive tells me that POWTruckAIUpdate is not in the game as a valid module anymore. You must replace it with a different AIUpdate module to fix it QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Fri May 21, 2010 2:24 pm Post subject:
Thats what it was Both of you were right DaFool and Dutchy
Quote:
; 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
Behavior = AIUpdateInterface ModuleTag_04
End
I fixed it by copying over the replacement Behavior settings from the US POW Truck
Thanks every one _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Tue May 25, 2010 9:27 am Post subject:
"Facepalms", i cant belive i missed that, all working now thanks _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
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