Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 12:13 am
All times are UTC + 0
This building denied or refused to BuildLimit
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [19 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Wed May 20, 2020 3:04 pm    Post subject:  This building denied or refused to BuildLimit Reply with quote  Mark this post and the followings unread

Here is the code
Code:

;Soviet Time Machine Traveled
[NACATIME]
UIName=Name:CATIME02
Image=CATIME02
Name=Time Machine Traveled
BuildCat=Combat
Prerequisite=YATECH,YACNST
TechLevel=10
Strength=1000
SuperWeapon=TimeMachineBSpecial
SuperWeapon2=TimeMachineBSpecial2
Nominal=yes
Adjacent=200
Points=5
PlaceAnywhere=no
Sight=8
AIBuildThis=yes ;taken out to remove usless things from AI list - DB
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Power=-100
Powered=true
Capturable=false
ImmuneToPoison=yes
ImmuneToPsionics=yes
Crewed=yes
NotWorkingSound=PowerOff
BaseNormal=no ;psst....IsBase isn't a Rules flag
ClickRepairable=yes
LeaveRubble=no
BuildLimit=1
AIBuildCounts=1,1,1


It's only building that no matter what to do I can spam build even buildlimit is there and other building that I have added later have no problem with buildlimit even AI still respect this.

I have 3 of cloned version for Allied [GACATIME] and Yuri [YACATIME], same code and everything except the special weapon part however only soviet having issue with the buildlimit I could ignore this since it's nothing wrong with the AI and its does nothing if build more than 1 but I don't feel right because it makes me feels like something going to get serious error in future.

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed May 20, 2020 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why Yuri prereq?

Back to top
View user's profile Send private message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Wed May 20, 2020 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry my bad. I have changed it but the result still the same. I don't know why

Code:

;Soviet Time Machine Traveled
[NACATIME]
UIName=Name:CATIME02
Image=CATIME02
Name=Time Machine Traveled
BuildCat=Combat
Prerequisite=NATECH,NACNST
TechLevel=10
Strength=1000
SuperWeapon=TimeMachineBSpecial
SuperWeapon2=TimeMachineBSpecial2
Nominal=yes
Adjacent=200
Points=5
PlaceAnywhere=no
Sight=8
AIBuildThis=yes ;taken out to remove usless things from AI list - DB
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Power=-100
Powered=true
Capturable=false
ImmuneToPoison=yes
ImmuneToPsionics=yes
Crewed=yes
NotWorkingSound=PowerOff
BaseNormal=no ;psst....IsBase isn't a Rules flag
ClickRepairable=yes
LeaveRubble=no
BuildLimit=1
AIBuildCounts=1,1,1

Back to top
View user's profile Send private message
silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Wed May 20, 2020 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are the other two exact replicas (beyond Prereq)?

Can you post the code for the working two?

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 20, 2020 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Search your rules.ini for a second [NACATIME] section and delete it.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu May 21, 2020 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I can't find any duplicate of NACATIME. Here is the code of Allied and Yuri

Code:

;Allied Time Machine Traveled
[GACATIME]
UIName=Name:CATIME02
Image=CATIME02
Name=Time Machine Traveled
BuildCat=Combat
Prerequisite=GATECH,GACNST
TechLevel=10
Strength=1000
SuperWeapon=TimeMachineSpecial2
SuperWeapon2=TimeMachineSpecial3
Nominal=yes
Adjacent=200
Points=5
PlaceAnywhere=no
Sight=8
AIBuildThis=yes ;taken out to remove usless things from AI list - DB
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Power=-100
Powered=true
Capturable=false
ImmuneToPoison=yes
ImmuneToPsionics=yes
Crewed=yes
NotWorkingSound=PowerOff
BaseNormal=no ;psst....IsBase isn't a Rules flag
ClickRepairable=yes
LeaveRubble=no
BuildLimit=1
AIBuildCounts=1,1,1

;Yuri Time Machine Traveled
[YACATIME]
UIName=Name:CATIME02
Image=CATIME02
Name=Time Machine Traveled
BuildCat=Combat
Prerequisite=YATECH,YACNST
TechLevel=10
Strength=1000
SuperWeapon=TimeMachineSpecial4
SuperWeapon2=TimeMachineSpecial5
Nominal=yes
Adjacent=200
Points=5
PlaceAnywhere=no
Sight=8
AIBuildThis=yes ;taken out to remove usless things from AI list - DB
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Power=-100
Powered=true
Capturable=false
ImmuneToPoison=yes
ImmuneToPsionics=yes
Crewed=yes
NotWorkingSound=PowerOff
BaseNormal=no ;psst....IsBase isn't a Rules flag
ClickRepairable=yes
LeaveRubble=no
BuildLimit=1
AIBuildCounts=1,1,1

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu May 21, 2020 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

what does AICHECK say?

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu May 21, 2020 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Keep getting this error message even I have set the location of the file already.

I have separate the INI to make sure every version won't ruin my current INI that already work well or at least working at some point

Code:

set ra2dir "C:\Users\mr.hymn\Documents\INI"

set ra2rul "rulesmd.ini"
set ra2art "artmd.ini"
set ra2ai "aimd.ini"



Screen Shot 2020-05-21 at 16.12.20.png
 Description:
 Filesize:  53.33 KB
 Viewed:  1113 Time(s)

Screen Shot 2020-05-21 at 16.12.20.png



Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu May 21, 2020 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

The script is explicit about using forward slashes and like the example has to end with one too...

Code:
set ra2dir "C:/Users/mr.hymn/Documents/INI/"

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Last edited by G-E on Thu May 21, 2020 12:14 pm; edited 1 time in total

Back to top
View user's profile Send private message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu May 21, 2020 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
The script is explicit about using forward slashes and like the example has to end with one too...


I might did something wrong. I did made a blank file name it check.log and app stop the error message and open the check.log for me however it's a blank file. As I read the app supposed to be generate one for me isn't it?

Code:

set ra2dir "D:\Program Files (x86)\Origin Game\Command and Conquer Red Alert II/"

set ra2rul "rulesmd.ini"
set ra2art "artmd.ini"
set ra2ai "aimd.ini"



ScreenHunter 14.png
 Description:
 Filesize:  655.85 KB
 Viewed:  1089 Time(s)

ScreenHunter 14.png



ScreenHunter 13.png
 Description:
 Filesize:  604.55 KB
 Viewed:  1089 Time(s)

ScreenHunter 13.png



Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu May 21, 2020 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

It tells you to download the TCL runtimes in the script where you set those options. You really should read the entire header.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu May 21, 2020 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
It tells you to download the TCL runtimes in the script where you set those options. You really should read the entire header.


OK, my bad. Now it's working but I didn't see any check.log at all. I did not change any other value though. So I don't know if I did something wrong again?

Be patience with me please I'm kinda not so mart with this.



ScreenHunter 16.png
 Description:
 Filesize:  686.42 KB
 Viewed:  1057 Time(s)

ScreenHunter 16.png



Back to top
View user's profile Send private message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu May 21, 2020 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did install the TCL runtime but idk if this one that I got is correct one ActiveTcl-8.6.9.8609.2-MSWin32-x64-5ccbd9ac8.exe

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu May 21, 2020 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I'll have to add some error handling to that part of the script, but the error you're getting means your AIBasePlanningSide= has no value or an invalid value...

EDIT: here you go, try this one...



aicheck7.rar
 Description:

Download
 Filename:  aicheck7.rar
 Filesize:  15.35 KB
 Downloaded:  8 Time(s)


_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Fri May 22, 2020 6:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Here

Code:

---- RULES.INI ----

processing declarations...
[Sides] -> detected YR
[Sides] -> detected side: 4
[BuildingTypes] -> duplicate declaration found: NAPSYA
[BuildingTypes] -> duplicate declaration found: YAPOWR2
[Animations] -> duplicate declaration found: GAWEAP_1
[Animations] -> duplicate declaration found: GAWEAP_2
[Animations] -> duplicate declaration found: GAWEAP_A
[Animations] -> duplicate declaration found: TWLT100
[CACOUNTRY2] -> duplicate object found
[General] -> OKBuildingSmokeSystem PARTICLESYS specified is undeclared/undefined: SmokeStackSys
[General] -> DebrisSmokeSystem PARTICLESYS specified is undeclared/undefined: VSSmokeSys
[General] -> DamagedBuildingSmokeSystem PARTICLESYS specified is undeclared/undefined: SmallSmokeSys
[General] -> DamagedUnitSmokeSystem PARTICLESYS specified is undeclared/undefined: VSSmokeSys
[General] -> WeatherConBolts ANIMATION specified is undeclared/undefined: WCLBOLT2

checking [Animations]...
[OLD_028] -> ANIMATION missing ART data
[OLD_030] -> ANIMATION missing ART data
[OLD_029] -> ANIMATION missing ART data
[OLD_031] -> ANIMATION missing ART data
[OLD_032] -> ANIMATION missing ART data
[OLD_033] -> ANIMATION missing ART data
[OLD_034] -> ANIMATION missing ART data
[OLD_035] -> ANIMATION missing ART data
[OLD_036] -> ANIMATION missing ART data
[OLD_037] -> ANIMATION missing ART data
[OLD_038] -> ANIMATION missing ART data
[OLD_039] -> ANIMATION missing ART data
[OLD_040] -> ANIMATION missing ART data
[OLD_041] -> ANIMATION missing ART data
[OLD_042] -> ANIMATION missing ART data
[OLD_043] -> ANIMATION missing ART data
[OLD_044] -> ANIMATION missing ART data
[OLD_045] -> ANIMATION missing ART data
[OLD_046] -> ANIMATION missing ART data
[OLD_047] -> ANIMATION missing ART data
[OLD_048] -> ANIMATION missing ART data
[OLD_049] -> ANIMATION missing ART data
[OLD_050] -> ANIMATION missing ART data
[OLD_051] -> ANIMATION missing ART data
[OLD_052] -> ANIMATION missing ART data
[OLD_053] -> ANIMATION missing ART data
[OLD_054] -> ANIMATION missing ART data
[OLD_055] -> ANIMATION missing ART data
[CASLAB_A] -> ANIMATION missing ART data
[OLD_001] -> ANIMATION missing ART data
[OLD_002] -> ANIMATION missing ART data
[OLD_003] -> ANIMATION missing ART data
[OLD_004] -> ANIMATION missing ART data
[OLD_005] -> ANIMATION missing ART data
[OLD_006] -> ANIMATION missing ART data
[OLD_007] -> ANIMATION missing ART data
[OLD_008] -> ANIMATION missing ART data
[OLD_010] -> ANIMATION missing ART data
[OLD_009] -> ANIMATION missing ART data
[OLD_011] -> ANIMATION missing ART data
[OLD_012] -> ANIMATION missing ART data
[OLD_013] -> ANIMATION missing ART data
[OLD_014] -> ANIMATION missing ART data
[OLD_015] -> ANIMATION missing ART data
[OLD_016] -> ANIMATION missing ART data
[OLD_017] -> ANIMATION missing ART data
[OLD_018] -> ANIMATION missing ART data
[OLD_020] -> ANIMATION missing ART data
[OLD_019] -> ANIMATION missing ART data
[OLD_021] -> ANIMATION missing ART data
[OLD_022] -> ANIMATION missing ART data
[OLD_023] -> ANIMATION missing ART data
[OLD_024] -> ANIMATION missing ART data
[OLD_025] -> ANIMATION missing ART data
[OLD_026] -> ANIMATION missing ART data
[OLD_027] -> ANIMATION missing ART data

checking [SmudgeTypes]...
[BURN10] -> SMUDGE missing ART data
[BURN09] -> SMUDGE missing ART data
[BURN11] -> SMUDGE missing ART data
[BURN12] -> SMUDGE missing ART data
[BURN13] -> SMUDGE missing ART data
[BURN14] -> SMUDGE missing ART data
[BURN15] -> SMUDGE missing ART data
[BURN16] -> SMUDGE missing ART data
[CR1] -> SMUDGE missing ART data
[CR2] -> SMUDGE missing ART data
[CR3] -> SMUDGE missing ART data
[BURN01] -> SMUDGE missing ART data
[CR4] -> SMUDGE missing ART data
[BURN02] -> SMUDGE missing ART data
[CR5] -> SMUDGE missing ART data
[BURN03] -> SMUDGE missing ART data
[CR6] -> SMUDGE missing ART data
[BURN04] -> SMUDGE missing ART data
[BURN05] -> SMUDGE missing ART data
[BURN06] -> SMUDGE missing ART data
[BURN07] -> SMUDGE missing ART data
[BURN08] -> SMUDGE missing ART data

checking [OverlayTypes]...
[V16] -> OVERLAY not found or no data
[V17] -> OVERLAY not found or no data
[V18] -> OVERLAY not found or no data
[FENC] -> OVERLAY not found or no data
[DUMMY] -> OVERLAY not found or no data
[DUMMY2] -> OVERLAY not found or no data
[DUMMY3] -> OVERLAY not found or no data
[DUMMY4] -> OVERLAY not found or no data
[DUMMY5] -> OVERLAY not found or no data
[DUMMY6] -> OVERLAY not found or no data
[DUMMY7] -> OVERLAY not found or no data
[DUMMY8] -> OVERLAY not found or no data
[DUMMY9] -> OVERLAY not found or no data
[CRAT01] -> OVERLAY missing ART data
[CRAT02] -> OVERLAY missing ART data
[CRAT03] -> OVERLAY missing ART data
[CRAT04] -> OVERLAY missing ART data
[CRAT0A] -> OVERLAY missing ART data
[CRAT0B] -> OVERLAY missing ART data
[CRAT0C] -> OVERLAY missing ART data
[TRACKTUNNEL01] -> OVERLAY missing ART data
[TRACKTUNNEL02] -> OVERLAY missing ART data
[TRACKTUNNEL03] -> OVERLAY missing ART data
[TRACKTUNNEL04] -> OVERLAY missing ART data
[CYCL] -> OVERLAY not found or no data
[BARB] -> OVERLAY not found or no data
[RAILBRDG1] -> OVERLAY missing ART data
[RAILBRDG2] -> OVERLAY missing ART data
[USELESS] -> OVERLAY not found or no data
[DRUM01] -> OVERLAY missing ART data
[DRUM02] -> OVERLAY missing ART data
[WOOD] -> OVERLAY not found or no data
[DUMMYOLD] -> OVERLAY not found or no data
[VEINHOLEDUMMY] -> OVERLAY missing ART data
[BRIDGEB1] -> OVERLAY missing ART data
[BRIDGEB2] -> OVERLAY missing ART data
[DUMMY10] -> OVERLAY not found or no data
[BRIDGE1] -> OVERLAY missing ART data
[DUMMY11] -> OVERLAY not found or no data
[BRIDGE2] -> OVERLAY missing ART data
[DUMMY12] -> OVERLAY not found or no data
[DUMMY13] -> OVERLAY not found or no data
[DUMMY14] -> OVERLAY not found or no data
[DUMMY15] -> OVERLAY not found or no data
[PALET01] -> OVERLAY missing ART data
[PALET02] -> OVERLAY missing ART data
[PALET03] -> OVERLAY missing ART data
[PALET04] -> OVERLAY missing ART data
[GAWRONG] -> OVERLAY not found or no data

checking [TerrainTypes]...
[VEINTREE] -> TERRAIN missing ART data

checking [VoxelAnims]...
[CRYSTAL01] -> VOXELANIM missing ShareSource parent: SONIC
[SONICTURRET] -> VOXELANIM missing ShareSource parent: SONIC
[METEOR01] -> WARHEAD not found or no data: Meteorite
[METEOR02] -> WARHEAD not found or no data: Meteorite
[4TNKTURRET] -> VOXELANIM missing ShareSource parent: 4TNK

re-classifying undeclared objects...
[DPRMMISLEWH] -> WARHEAD data exists but is undeclared
[RPG] -> WARHEAD data exists but is undeclared
[SANoBuilding] -> WARHEAD data exists but is undeclared
[IronCurtainBeamWH2] -> WARHEAD data exists but is undeclared
[IronCurtainBeamWH2] -> AnimList ANIMATION specified is undeclared/undefined: IRONBLST2
[OldPsychGasCreate] -> WARHEAD data exists but is undeclared
[MagneShakeWH] -> WARHEAD data exists but is undeclared
[HollowPoint4] -> WARHEAD data exists but is undeclared
[CAIRFGL] -> BUILDING exists but is undeclared
[PyroBeamWarhead] -> WARHEAD data exists but is undeclared
[Shock] -> WARHEAD data exists but is undeclared
[EXPNAMISL] -> BUILDING exists but is undeclared
[RHINAPE] -> WARHEAD data exists but is undeclared
[DummyWarhead] -> WARHEAD data exists but is undeclared
[Shard] -> WARHEAD data exists but is undeclared
[CoronaVirusExplosion] -> WARHEAD data exists but is undeclared
[ApocAPE] -> WARHEAD data exists but is undeclared
[PrismWarhead] -> WARHEAD data exists but is undeclared
[UFO] -> BUILDING exists but is undeclared
[ActiveCurtainWH] -> WARHEAD data exists but is undeclared
[VEINHOLE] -> TERRAIN object data exists but is undeclared
[GRIZAPE] -> WARHEAD data exists but is undeclared
[Fire2] -> WARHEAD data exists but is undeclared
[LightningStrikeWarhead] -> WARHEAD data exists but is undeclared
[OPPrismExplosionWH] -> WARHEAD data exists but is undeclared
[UltraAPE] -> WARHEAD data exists but is undeclared

checking [InfantryTypes]...
[ENGINEER] -> Prerequisite BUILDING specified is undeclared/undefined: Barracks
[SSNIPE] -> Primary WEAPON specified is *NOT* a valid weapon: 50CAL
[SSNIPE] -> OccupyWeapon WEAPON specified is *NOT* a valid weapon: 50CAL
[SSNIPE] -> EliteOccupyWeapon WEAPON specified is *NOT* a valid weapon: 50CALE
[SSNIPE] -> ElitePrimary WEAPON specified is *NOT* a valid weapon: 50CALE
[DOG] -> Prerequisite BUILDING specified is undeclared/undefined: Barracks
[SENGINEER] -> Prerequisite BUILDING specified is undeclared/undefined: Barracks
[YENGINEER] -> Prerequisite BUILDING specified is undeclared/undefined: Barracks
[ADOG] -> Prerequisite BUILDING specified is undeclared/undefined: Barracks

checking [VehicleTypes]...
[SUVB] -> VEHICLE has missing/invalid Passengers value
[CONA] -> VEHICLE has missing/invalid Passengers value
[LIMO] -> VEHICLE has missing/invalid Passengers value
[COP] -> VEHICLE has missing/invalid Passengers value
[JEEP] -> VEHICLE has missing/invalid Passengers value
[CAR] -> VEHICLE has missing/invalid Passengers value
[PICK] -> VEHICLE has missing/invalid Passengers value
[FTRK] -> VEHICLE has missing/invalid Passengers value
[CBLC] -> VEHICLE has missing/invalid Passengers value
[AMBU] -> VEHICLE has missing/invalid Passengers value
[SUVW] -> VEHICLE has missing/invalid Passengers value
[WINI] -> VEHICLE has missing/invalid Passengers value
[HIND] -> VEHICLE has Passengers value but is not Transport or OpenTopped
[TAXI] -> VEHICLE has missing/invalid Passengers value
[DOLY] -> VEHICLE has missing/invalid Passengers value
[EUROC] -> VEHICLE has missing/invalid Passengers value
[YCAB] -> VEHICLE has missing/invalid Passengers value
[BCAB] -> VEHICLE has missing/invalid Passengers value
[SHAD] -> VEHICLE has Passengers value but is not Transport or OpenTopped
[PTRUCK] -> VEHICLE has missing/invalid Passengers value
[CIVP] -> VEHICLE has missing/invalid Passengers value
[STANG] -> VEHICLE has missing/invalid Passengers value
[YDUM] -> VEHICLE not found or no data

checking [AircraftTypes]...
[APACHE] -> AIRCRAFT not found or no data

checking [BuildingTypes]...
[GAWALL] -> BUILDING not found or no data
[NAPOWR2] -> Explosion ANIMATION specified is undeclared/undefined: TSTLEXP
[CALOND02] -> BUILDING not found or no data
[CAWASH15] -> DestroyAnim ANIMATION specified is undeclared/undefined: CAWA15DM
[EXPNAPSYB] -> AIBasePlanningSide specified with invalid value: 1 gs 0 for Good, 1 for Evil
[CATIME] -> BUILDING not found or no data
[NAPOWR] -> ANIMATION missing ART data: TSTLEXP
[YAPOWR2] -> Explosion ANIMATION specified is undeclared/undefined: GTPOWEXP
[GAFWLL] -> BUILDING not found or no data
[CACHIG06] -> DestroyAnim ANIMATION specified is undeclared/undefined: CACH06DM
[GAPOWR2] -> ANIMATION missing ART data: GTPOWEXP
[NAWALL] -> BUILDING not found or no data
[CAKRMW] -> BUILDING not found or no data
[GASAND] -> BUILDING not found or no data
[CAFNCB] -> BUILDING not found or no data
[YAROCK] -> ANIMATION missing ART data: GTPOWEXP
[CAFNCP] -> BUILDING not found or no data
[YAPOWR] -> ANIMATION missing ART data: GTPOWEXP
[CAFNCW] -> BUILDING not found or no data
[CASYDN01] -> BUILDING not found or no data
[GAPOWR] -> ANIMATION missing ART data: GTPOWEXP
[CALA02] -> BUILDING not found or no data

checking [Particles]...
[GasCloudM1] -> PARTICLE missing ART data: gaslrgmk
[VirusCloud1] -> PARTICLE missing ART data: TXGASG
[GasCloudM2] -> PARTICLE missing ART data: gaslrgmk
[LargeGreySmoke] -> PARTICLE missing ART data: LGRYSMK1
[PsychCloudD] -> PARTICLE missing ART data: TXGASR
[VirusCloud2] -> PARTICLE missing ART data: LGRYSMK1
[VirusCloudD1] -> PARTICLE missing ART data: TXGASG
[VirusCloudD2] -> PARTICLE missing ART data: LGRYSMK1
[PsychCloud] -> PARTICLE missing ART data: TXGASR

checking [ParticleSys]...

checking [Projectiles]...
[Lobbed] -> PROJECTILE missing ART data: DISCUS
[Lobbed2] -> PROJECTILE missing ART data: CANISTER

checking [Warheads]...
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared/undefined: -
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared/undefined: ADDED
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared/undefined: 11/30
[ApocAP] -> AnimList ANIMATION specified is undeclared/undefined: APOCEXP

checking [Weapons]...
[AGGattling] -> PROJECTILE not found or no data: Invisiblelow
[ScoutMachineGunE] -> WEAPON exists but is unused
[DredPRMLauncher] -> WARHEAD not found or no data: Special
[EXPEiffelBolt] -> WARHEAD not found or no data: KTSTLEXP
[50Cal] -> WEAPON exists but is unused
[ASWLauncher] -> WARHEAD not found or no data: Special
[ScoutMachineGun] -> WEAPON exists but is unused
[HoverMissile2] -> WEAPON exists but is unused
[Minigun] -> WEAPON exists but is unused
[90mmE] -> WEAPON exists but is unused
[120HE] -> WEAPON exists but is unused
[CruiseMissile] -> WEAPON exists but is unused
[CyCannon] -> WEAPON exists but is unused
[Yuribustshot] -> WEAPON exists but is unused
[BlimpBombE] -> WARHEAD not found or no data: KTSTLEXP
[AAGattCann] -> WEAPON exists but is unused
[AAGattCann2] -> WEAPON exists but is unused
[AAGattCann3] -> WEAPON exists but is unused
[HealingBeam] -> WARHEAD not found or no data: OrganicBeam
[BikeMissile] -> WEAPON exists but is unused
[HornetLauncher] -> WARHEAD not found or no data: Special
[CRBAZOOKA] -> WEAPON exists but is unused
[AGGattling2] -> PROJECTILE not found or no data: Invisiblelow
[AGGattling3] -> PROJECTILE not found or no data: Invisiblelow
[Bomb] -> WEAPON exists but is unused
[HarpyClaw] -> WEAPON exists but is unused
[ElectricFragment] -> WEAPON exists but is unused
[ElectricFragment] -> PROJECTILE not found or no data: Invisiblelow
[AGGattlingE] -> PROJECTILE not found or no data: Invisiblelow
[HoverMissile2e] -> WEAPON exists but is unused
[JumpCannon] -> WEAPON exists but is unused
[OutpostMachineGun] -> WEAPON exists but is unused
[CRM1Carbine] -> WEAPON exists but is unused
[ChemLauncher] -> WEAPON exists but is unused
[QuadCannon] -> WEAPON exists but is unused
[Sniper] -> WEAPON exists but is unused
[HealingBeamE] -> WARHEAD not found or no data: OrganicBeam
[FireballLauncher] -> WEAPON exists but is unused
[Hellfire] -> WEAPON exists but is unused
[LtRail] -> WEAPON exists but is unused
[Gattling] -> WEAPON exists but is unused
[Grenade] -> WEAPON exists but is unused
[SuicideBomb] -> WEAPON exists but is unused
[BAZOOKA] -> WEAPON exists but is unused
[SAMMissile1] -> WEAPON exists but is unused
[SAMMissile2] -> WEAPON exists but is unused
[SAMMissile3] -> WEAPON exists but is unused
[RPGTower] -> WEAPON exists but is unused
[CRMakeupKit] -> WEAPON exists but is unused
[Nukebomb] -> WEAPON exists but is unused
[CRAWP] -> WEAPON exists but is unused
[Proton] -> WEAPON exists but is unused
[EMPulseWeapon] -> WEAPON exists but is unused
[EMPulseWeapon] -> PROJECTILE not found or no data: PulsPr
[75mm] -> WEAPON exists but is unused
[MechRailgun] -> WEAPON exists but is unused
[AGGattling2E] -> PROJECTILE not found or no data: Invisiblelow
[V3Airburst] -> WEAPON exists but is unused
[AGGattling3E] -> PROJECTILE not found or no data: Invisiblelow
[50CalE] -> WEAPON exists but is unused
[AssaultCannon] -> WEAPON exists but is unused
[Dragon] -> WEAPON exists but is unused
[LaserFire] -> WEAPON exists but is unused
[90mm] -> WEAPON exists but is unused
[VulcanTower] -> WEAPON exists but is unused
[Vulcan3] -> WEAPON exists but is unused
[Heal] -> WEAPON exists but is unused
[LaserFire2] -> WEAPON exists but is unused
[SlimeAttack] -> WEAPON exists but is unused
[DredLauncher] -> WARHEAD not found or no data: Special
[V3Launcher] -> WARHEAD not found or no data: Special
[RaiderCannon] -> WEAPON exists but is unused
[CruiseLauncher] -> WARHEAD not found or no data: Special
[MEGACARRJETLauncher] -> WEAPON exists but is unused
[MEGACARRJETLauncher] -> WARHEAD not found or no data: Special

checking unclassified objects...
[CACOUNTRY1] -> unknown object found
[CACOUNTRY2] -> unknown object found
[CACOUNTRY4] -> unknown object found
[CACOUNTRY5] -> unknown object found
[CACOUNTRY6] -> unknown object found
[CACOUNTRY7] -> unknown object found
[CACOUNTRY8] -> unknown object found
[CACOUNTRY9] -> unknown object found
[NukeSpecial4] -> unknown object found
[CACOUNTRY] -> unknown object found
[NukeSpecial5] -> unknown object found
[EXPSAPC] -> unknown object found
[NukeSpecial99] -> unknown object found
[PulsPr] -> unknown object found
[CACOUNTRY10] -> unknown object found
[IonCannonSpecial] -> unknown object found

|-- RequiredHouses ------------------------
| Russians: TTNK
| Alliance: HOWI BEAG
| Germans: TNKD
| British: SNIPE
| Arabs: DESO
| Confederation: TERROR HIND
| YuriCountry: YDOG YADOG
| French: GTGCAN
| Americans: AMRADR
| Africans: DTRUCK
|
|-- ForbiddenHouses -----------------------
| Russians: ENGINEER YENGINEER ADOG VLAD
| Alliance: DOG SENGINEER YENGINEER ORCA
| Germans: DOG SENGINEER YENGINEER
| British: DOG SENGINEER YENGINEER
| YuriCountry: ENGINEER DOG SENGINEER ADOG
| Arabs: ENGINEER YENGINEER ADOG
| Confederation: ENGINEER YENGINEER ADOG
| French: DOG SENGINEER YENGINEER
| Americans: DOG SENGINEER YENGINEER GAAIRC
| Africans: ENGINEER YENGINEER ADOG
|
|-- RequiresStolenAlliedTech --------------
|-> CCOMAND
|
|-- RequiresStolenSovietTech --------------
|-> CIVAN

Back to top
View user's profile Send private message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Fri May 22, 2020 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

This part doesn't have NACATIME problem in this.

This one [EXPNAPSYB] I have removed placeplanningside it was set as 1 but AIbuildthis=no so I have removed that line.

What I am thinking is if I can't make it respect the rule I will set the TechLevel=-1 and make another copy version and provide to Player instead with same properties but AIBuildThis=no instead and remove BasePlanningSide

checking [BuildingTypes]...
[GAWALL] -> BUILDING not found or no data
[NAPOWR2] -> Explosion ANIMATION specified is undeclared/undefined: TSTLEXP
[CALOND02] -> BUILDING not found or no data
[CAWASH15] -> DestroyAnim ANIMATION specified is undeclared/undefined: CAWA15DM
[EXPNAPSYB] -> AIBasePlanningSide specified with invalid value: 1 gs 0 for Good, 1 for Evil
[CATIME] -> BUILDING not found or no data
[NAPOWR] -> ANIMATION missing ART data: TSTLEXP
[YAPOWR2] -> Explosion ANIMATION specified is undeclared/undefined: GTPOWEXP
[GAFWLL] -> BUILDING not found or no data
[CACHIG06] -> DestroyAnim ANIMATION specified is undeclared/undefined: CACH06DM
[GAPOWR2] -> ANIMATION missing ART data: GTPOWEXP
[NAWALL] -> BUILDING not found or no data
[CAKRMW] -> BUILDING not found or no data
[GASAND] -> BUILDING not found or no data
[CAFNCB] -> BUILDING not found or no data
[YAROCK] -> ANIMATION missing ART data: GTPOWEXP
[CAFNCP] -> BUILDING not found or no data
[YAPOWR] -> ANIMATION missing ART data: GTPOWEXP
[CAFNCW] -> BUILDING not found or no data
[CASYDN01] -> BUILDING not found or no data
[GAPOWR] -> ANIMATION missing ART data: GTPOWEXP
[CALA02] -> BUILDING not found or no data

Back to top
View user's profile Send private message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat May 23, 2020 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

GAhhhhhh! I found it. It's not the Soviet I have to make them have a differ name and cameo to figure out what's wrong it's special version of time machine that have a same appearance. It has no buildlimit bind to the structure. Fixed it solved and well... Human embarrassing error

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 26, 2020 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Cameo collision detection was added back in 2018... I had that problem too once Smile

Did you start fixing all the others?

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Tue May 26, 2020 3:54 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Cameo collision detection was added back in 2018... I had that problem too once Smile

Did you start fixing all the others?


Yes it is. Right now so far so good. However I am still can't figure out that my game will crash in Skirmish mode when changing to Soviet but if playing as Soviet in Mission at least one then quit the mission and return to Skirmish would work perfectly. I can't find anything wrong with this even aicheck doesn't say anything that belongs to soviet will cause a problem since most objects are made for Allied. A few for soviet. The crash doesn't show every time but of course launching the 255 area damage nuclear bomb to the last soviet mission will crash the game but everything is fine in Skirmish. lol

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [19 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2114s ][ Queries: 17 (0.0145s) ][ Debug on ]