Posted: Mon Jul 14, 2008 7:35 pm Post subject:
cant understand this error
Subject description: i dont know what its asking
im trying to add the T spike to the GDI build list, getting an error, dont know why.
Critical: XML validation error encountered in 'c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\gditiberiumspike.xml' near line 40:
The element 'GameObject' in namespace 'uri:ea.com:eala:asset' cannot contain text. List of possible elements expected: 'DisplayName, GameDependency, ArmorSet, WeaponSet, LocomotorSet, Buildable, ThingClass, DeadCollideSize, BuildFadeInOnCreateList, BuildVariations, EquivalentTo, DisplayColor, Flammability, SkirmishAIInformation, Draws, Behaviors, AI, Body' in namespace 'uri:ea.com:eala:asset'.
i think the area its talking about, could be wrong, is under the *GameObject* code
i should also note that, ive only change the data of side, cost, power needed etc, other than that, the line it is talking about
(xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:TechBuildingTiberiumSpike</DisplayName>)
i left the way it was because i dont know if it needed to be changed in the first place, but that looks like the location it wants me to change some thing QUICK_EDIT
The line
EditorName="GDITiberiumSpike
Is not part of any element as the GameObject closes before it. Also, the value isn´t closed as the second " lacks.
thank you, i would not have noticed that, ive been at this thing for a few months so i knew it had to be some thing simple, just didnt think it would have been that simple.
but now i got this error, not sure what exactly is the problem this time.
Critical: XML validation error encountered in 'c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\gditiberiumspike.xml' near line 45:
The 'uri:ea.com:eala:asset:instance:joinAction' attribute is not declared.
i mostly tend to coppy and past parts that i think are required for things to work, such as the need of both a tech center and refinery to build the spike. QUICK_EDIT
oh for the love of ... well at least i found one thing before it caused me any problems.
in the XML files, the TechCenter for GDI is called an Armory.
question, am i able to keep the GDI Spike with TechStructureArmor and have GenericStructureDamageFX for what kind of damage it can take or do i have to give it a GDI type of armor and damage FX? QUICK_EDIT
No. You can keep the armor/damage FX values the same. Of course, you can always change them if you like. (I wouldn't recommend changing the Damage FX unless you know exactly what you're doing)
I've actually made a copy of the Growth Accelerator & moved it over to GDI without changing anything not related to what I was intending.
I've attached an exact copy of part of my GDI Growth Accelerator XML.
EDIT: Although I did change the "Side" value from "Alien" to "GDI', I don't think that was really needed.
(the 'uri:ea.com:eala:asset:instance:joinAction' attribute is not declared)
that would be
Armor="TechStructureArmor"
or the
DamageFX="GenericStructureDamageFX" />
i think its directly pointing to the armor set type, but i dont see why, i had kept it the same from the Tib spike XML that i got from the download QUICK_EDIT
The error refers to the DisplayName module. The problem is that this one is specifically made to replace the display name that is imported from a "base object" - however, you removed the reference to said object.
Insert the line
Code:
inheritFrom="BaseTechStructure"
somewhere in the GameObject element.
Also, you must again add the include which references said object:
Code:
Include
type="instance"
source="DATA:BaseObjects/BaseTechStructure.xml" /
(opening and closing Brackets are removed to keep the forum from messing it up.)
If you want to avoid missing formating/syntax errors, you might want to use a text editor that supports syntax highlighting and error checking for the XML format. I´d recommend Notepad ++, but there are other good programs out there as well. QUICK_EDIT
this pain in the ass
Critical: XML validation error encountered in 'c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\gditiberiumspike.xml' near line 47:
The 'uri:ea.com:eala:asset:instance:joinAction' attribute is not declared.
is still here, im attatching my entire GDITiberiumSpike XML to this, im not an experianced moder, let alone with XML files.
i dont see why this is worng
i also have another question and this IS importaint.
in my C:\Documents and Settings there is a folder called Nick, inside it there is another folder called My Documents with a TW folder in it all the way to what looks like my mod .... my busted ass broken mod.
inside there is what im thinking is supposed to be the main part of my mod but i never made it, is this normal?
also, ive noticed that in the browse option of the TW controll center, my mod isnt there, i have the folder with the 2 files in it, the big and what looks like a coppy of what was in the Nick folder, i dont understand this.
Did you also try re-inserting the inheritFrom="BaseTechStructure" line? I can´t seem to find it in the file you uploaded. It seems to be the only thing to me that might cause this error.
When you compile your mod, a .big file for the mod data is automatically generated - regardless whether the mod actually works or not. I´m not exactly sure what the stock version of the compiler/buildmod.bat does, but AFAIK it already automatically places the big in the correct folder. Anyways, for TW to be able to find the mod, you must create a .skudef file - some of the modified BuildMod.bat will do this automatically (browse the forums if you need one), alternatively you can create it manually, the SDK documentation tells you how. QUICK_EDIT
yes i did add it ....... but to the wrong file, i have the (note) file that i used to upload to this site, then the actual GDITiberiumSpike and the original Tib spike.
so the folder called Nick is supposed to be there then?
also, my mod isnt showing up in the game browser, it used to but its not any more. QUICK_EDIT
Can you attach the file you are using for your mod or even the complete mod (uncompiled xmls) so that we could try to find the error directly?
For a mod to work in the gamebrowser, you only need to have a valid SkuDef in on of the subfolders of
[...]\My Documents\Command & Conquer 3 Tiberium Wars\mods\
and a valid .big it points to (not sure if the big actually has to be accessible in order for the mod to show up).
If the whole mod-tab is missing in the gamebrowser, you should check the version of your game and consider re-installing and manually patching (to .07 then to .09) if it´s already .07 or higher. QUICK_EDIT
Does the problem with compiling the Tiberium Spike still persist? It worked for me after adding the InheritFrom line into your code again.
The Skudef must be placed in a subfolder of the mods folder - the name of said subfolder apparently doesn´t matter though (at least judging from my tests). Also, make sure that the Skudef has the correct name of the .big file. I.e., if the big was initially name Hellfire.big and you renamed it to HellFire_1.0.big, the skudef must be updated. QUICK_EDIT
ok im wondering some thing, if i placed a short cut to the CnC3XML folder in the mods folder where my mod is located just so i could go back and forth with out having to open up the path again and again going back and forth etc, might that prevent me from being able to see or have the mod tab in the controll center? QUICK_EDIT
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