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Trouble getting a unit to be built.
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Feb 24, 2008 12:44 am    Post subject:  Trouble getting a unit to be built. Reply with quote  Mark this post and the followings unread

Basically, I cloned the American humvee, and then cloned the construct button for it. So on the warfactory, in the number ten slot, the icon shows up, but it is in black and white and it wont let me build it. I tried this for the cloned humvee on both the warfactory and the command center, and after failing to make it work, I tried adding the normal build humvee command to the warfact ten slot and the command center., and all four attempts resulted in the blacked and whited out icon that wont let me build. Is there something I missed?

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Joshy
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Joined: 13 Aug 2006

PostPosted: Sun Feb 24, 2008 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Uh, if only I was modding Generals I could help.... I did for a while and then stopped and forgot it all..... hmm...

Prerequisite? mabye....

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DaFool
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Joined: 07 Nov 2006

PostPosted: Sun Feb 24, 2008 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I also noticed that renegade models and generals models are in the same file format. Can I have cross overs?

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Joshy
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Joined: 13 Aug 2006

PostPosted: Sun Feb 24, 2008 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe so, but the poly count in Renegade is much higher. Your game might explode if you try! lol, jk I dunno Laughing

hmm... I wish I could remember....

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DaFool
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Joined: 07 Nov 2006

PostPosted: Sun Feb 24, 2008 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I really feel like moving on from yuri's revenge, and I think generals is a solid place to begin, though TW may be too complicated. I'm just looking for some models so I don't have like 50 variations of "the humvee" in my setup mod. I googled "generals w3d models", and I found a 92 page thread with like "omg, double barreled crusaderz!" followed by the next post "o yeah, tripled barreled!".

I wish there was OS W3d maker. (and not some crack to 3dsmax). The "w3d viewer" from the mod sdk was an insult. I guess for now I'll read some tuts and see how many different types of hummer I can make.

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Joshy
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Joined: 13 Aug 2006

PostPosted: Sun Feb 24, 2008 4:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I hate modding generals. Getting the stupid models into W3D format (I use 3ds) was very frustrating, I ended up writing my own MaxScript for it. Mad

Editing the rules is the most time consuming waste of time.

Personally I wouldn't move to Generals. After I finish my mod TS:AWOI I will move onto RA2, then I might go to RA1. Generals=No Fun.

Trust me, there isn't much public assests you can use.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Feb 24, 2008 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Generals ain't that bad, only the build system sucks #Tongue
Anyways, care to share the changed files DaFool? Maybe we can help better then, because I'm thinking you forgot to change some files...

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Joshy
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Joined: 13 Aug 2006

PostPosted: Sun Feb 24, 2008 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

It was bad for me Sad Plus my computer is the lag master! Very Happy

Anyway, ya, upload your files. It will be a good refresher for me. Wink

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DaFool
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Joined: 07 Nov 2006

PostPosted: Sun Feb 24, 2008 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

below are the entries I edited, the attachment has all the files I changed (except for the .csf, but thats just for names)


;This is the vanilla Humvee command
CommandButton Command_ConstructAmericaVehicleHumvee
Command = UNIT_BUILD
Object = AmericaVehicleHumvee
TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee
ButtonImage = SAHummer
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee
End

;This is the one I made
CommandButton Command_ConstructAmericaVehicleHcloned
Command = UNIT_BUILD
Object = AmericaVehicleHcloned
TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee
ButtonImage = SAHummer
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee
End

;This is the command set for the Command Center
CommandSet AmericaCommandCenterCommandSet
1 = Command_ConstructAmericaDozer
2 = Command_SpectreGunship
3 = Command_ConstructAmericaVehicleHcloned
4 = Command_LeafletDrop
5 = Command_A10ThunderboltMissileStrike
6 = Command_Paradrop
7 = Command_SpyDrone
8 = Command_EmergencyRepair
9 = Command_DaisyCutter ;NOTE THIS GETS UPGRADED BELOW
10 = Command_SpySatelliteScan
13 = Command_SetRallyPoint
14 = Command_Sell
End

;and this is the one for the warfactory, i tried both
CommandSet AmericaWarFactoryCommandSet
1 = Command_ConstructAmericaTankCrusader
2 = Command_ConstructAmericaVehicleTomahawk
3 = Command_ConstructAmericaVehicleHumvee
4 = Command_ConstructAmericaVehicleMedic
5 = Command_ConstructAmericaVehiclePaladin
6 = Command_ConstructAmericaVehicleSentryDrone
7 = Command_ConstructAmericaVehicleAvenger
8 = Command_ConstructAmericaVehicleMicrowave
9 = Command_UpgradeAmericaSentryDroneGun
10 = Command_ConstructAmericaVehicleHcloned
11 = Command_UpgradeAmericaTOWMissile
13 = Command_SetRallyPoint
14 = Command_Sell
End

;This is The ini entry, I put it in "AmericaVehicles.ini". The only thing I changed about it was it's cost I think.
Object AmericanVehicleHcloned

; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer

UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade_AmericaTOWMissile

Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

ConditionState = NONE
Model = AVHUMMER
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End

ConditionState = REALLYDAMAGED
Model = AVHUMMER_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = AVHUMMER
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = AVHUMMER_d
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
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
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding.

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Humvee
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGun
Weapon = SECONDARY HumveeMissileWeaponAirDummy
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY HumveeGun
Weapon = SECONDARY HumveeMissileWeapon
Weapon = TERTIARY HumveeMissileWeaponAir
PreferredAgainst = TERTIARY AIRCRAFT
End
ArmorSet
Conditions = None
Armor = HumveeArmor
DamageFX = TruckDamageFX
End
BuildCost = 500
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 320
Prerequisites
Object = AmericaCommandCenter
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;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 = AmericaVehicleHumveeCommandSet

; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
VoiceGuard = HumveeVoiceMove
VoiceAttack = HumveeVoiceAttack
VoiceAttackAir = HumveeVoiceAttackTOW
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
VoiceCreate = HumveeVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = HumveeVoiceCrush
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceUnload = HumveeVoiceUnload
VoiceEnter = HumveeVoiceMove
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT

Body = ActiveBody ModuleTag_02
MaxHealth = 240.0
InitialHealth = 240.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 480
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Locomotor = SET_NORMAL HumveeLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = no
Slots = 5
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;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 = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_14
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End

Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaTOWMissile
End
Behavior = ExperienceScalarUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End

Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End

Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

; This is commented out per hotlist request 10/9 ML
; Behavior = CreateObjectDie ModuleTag_15
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
; End

Behavior = EjectPilotDie ModuleTag_16
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
; The following added out per hotlist request 10/9 as above ML
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End

Behavior = TransitionDamageFX ModuleTag_17
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
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 = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End



all the changes.zip
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Feb 24, 2008 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Odd... I can't see any errors or missing things atm...
What also puzzels me, is why the game doesn't give any error message. If it ain't working, it should give an error. Have you tried running WB? If there is something wrong, it will give an error message (it's like a de-bugger) Wink

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DaFool
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Joined: 07 Nov 2006

PostPosted: Sun Feb 24, 2008 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, I tried again, and I can get the normal humvee to be built at the command center, and have two icons show up at the war fatory which allow the humvee to be built (the same original humvee, not my "hcloned").



Big EDIT: I figured out what I did wrong. The file that my INIs were in was ZH/DATA/INI-File when it was suppose to be ZH/DATA/INI/ONJECT. All is well in the universe now. (laughing smiling)

For the time being, I am going to give up on vehicles and try my hand at infantry and buildings.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Feb 25, 2008 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Good you found it out Smile

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Joshy
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Joined: 13 Aug 2006

PostPosted: Mon Feb 25, 2008 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, glad you figured it out. #Tongue

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