Ich hab versucht den Orca in der Luftwerft (der USA) einzufügen.
Ich hab die
*Weapon.ini
*CommandSet.ini
*CommandButton.ini
*FactionUnit.ini
geändert.
Aber das Spiel startet nicht.
Laut ReleaseCrashInfo liegt es an FactionUnit.ini in der Zeile:
Object AmericaVehicleOrca
Hier ist der Inhalt:
Object AmericaVehicleOrca
; *** ART Parameters ***
SelectPortrait = SACCommanche_L
ButtonImage = SACCommanche
UpgradeCameo1 = Upgrade_ComancheRocketPods
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVOrca
HideSubObject = MissileUpgrade
Animation = AVOrca.AVOrca
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = AVOrca
Animation = AVOrca.AVOrca
AnimationMode = LOOP
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileUpgrade
Animation = AVOrca.AVOrca
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVOrca
ShowSubObject = MissileUpgrade
Animation = AVOrca.AVOrca
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
ConditionState = RUBBLE
Model = AVOrca
Animation = AVOrca.AVOrca
AnimationMode = LOOP
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVOrca.AVOrca
HideSubObject = AVComanche_Prop
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Comanche
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
ShroudClearingRange = 600
Prerequisites
Object = AmericaAirfield
End
WeaponSet
Conditions = None
; -----
Weapon = PRIMARY OrcaDubble35mm
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY OrcaMissile
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY NONE
End
WeaponSet
Conditions = PLAYER_UPGRADE
; -----
Weapon = PRIMARY OrcaDubble35mm
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY OrcaMissile
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY ComancheRocketPodWeapon
AutoChooseSources = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = ComancheArmor
DamageFX = None
End
BuildCost = 3000
BuildTime = 30 ; in seconds
ExperienceValue = 50 50 100 200 ; Experience point value at each level
ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
CommandSet = AmericaVehicleComancheCommandSet
; *** AUDIO Parameters ***
VoiceSelect = ComancheVoiceSelect
VoiceMove = ComancheVoiceMove
VoiceGuard = ComancheVoiceMove
VoiceAttack = ComancheVoiceAttack
SoundAmbient = ComancheAmbientLoop
SoundAmbientRubble = NoSound
SoundDie = ComancheVoiceFalling
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ComancheVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceGarrison = ComancheVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
VoiceFireRocketPods = ComancheVoiceAttackRocket
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD
Behavior = WeaponSetUpgrade ModuleTag_02
TriggeredBy = Upgrade_ComancheRocketPods
End
Behavior = ExperienceScalarUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Body = ActiveBody ModuleTag_04
MaxHealth = 450.0
InitialHealth = 450.0
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End
Behavior = JetAIUpdate ModuleTag_06
MinHeight = 5
NeedsRunway = No
KeepsParkingSpaceWhenAirborne = No
AutoAcquireEnemiesWhenIdle = Yes
; note that comanches do not return to base when idle
; this is a bit of a trick... normally, units cannot move-and-fire at
; the same time. we need the comanche to be able to. so we give it
; a "turret" (invisible) and put the two main weapons on it, but with
; no turn rate. voila!
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End
End
Locomotor = SET_NORMAL ComancheLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
Behavior = PhysicsBehavior ModuleTag_07
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_08
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
; Most things that eject pilots do so immediately upon death,
; via use of EjectPilotDie, but Helicopters are a special case...
; they need to do so after their blades are ejected.
OCLEjectPilot = OCL_EjectPilotViaParachute
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 1500
FinalRubbleObject = ComancheRubbleHull
End
Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
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 = 20.0
GeometryMinorRadius = 3.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
Ich hab die
*Weapon.ini
*CommandSet.ini
*CommandButton.ini
*FactionUnit.ini
geändert.
Aber das Spiel startet nicht.
Laut ReleaseCrashInfo liegt es an FactionUnit.ini in der Zeile:
Object AmericaVehicleOrca
Hier ist der Inhalt:
Object AmericaVehicleOrca
; *** ART Parameters ***
SelectPortrait = SACCommanche_L
ButtonImage = SACCommanche
UpgradeCameo1 = Upgrade_ComancheRocketPods
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVOrca
HideSubObject = MissileUpgrade
Animation = AVOrca.AVOrca
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = AVOrca
Animation = AVOrca.AVOrca
AnimationMode = LOOP
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissileUpgrade
Animation = AVOrca.AVOrca
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVOrca
ShowSubObject = MissileUpgrade
Animation = AVOrca.AVOrca
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
ConditionState = RUBBLE
Model = AVOrca
Animation = AVOrca.AVOrca
AnimationMode = LOOP
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVOrca.AVOrca
HideSubObject = AVComanche_Prop
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Comanche
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
ShroudClearingRange = 600
Prerequisites
Object = AmericaAirfield
End
WeaponSet
Conditions = None
; -----
Weapon = PRIMARY OrcaDubble35mm
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY OrcaMissile
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY NONE
End
WeaponSet
Conditions = PLAYER_UPGRADE
; -----
Weapon = PRIMARY OrcaDubble35mm
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY OrcaMissile
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY ComancheRocketPodWeapon
AutoChooseSources = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = ComancheArmor
DamageFX = None
End
BuildCost = 3000
BuildTime = 30 ; in seconds
ExperienceValue = 50 50 100 200 ; Experience point value at each level
ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
CommandSet = AmericaVehicleComancheCommandSet
; *** AUDIO Parameters ***
VoiceSelect = ComancheVoiceSelect
VoiceMove = ComancheVoiceMove
VoiceGuard = ComancheVoiceMove
VoiceAttack = ComancheVoiceAttack
SoundAmbient = ComancheAmbientLoop
SoundAmbientRubble = NoSound
SoundDie = ComancheVoiceFalling
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ComancheVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceGarrison = ComancheVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
VoiceFireRocketPods = ComancheVoiceAttackRocket
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD
Behavior = WeaponSetUpgrade ModuleTag_02
TriggeredBy = Upgrade_ComancheRocketPods
End
Behavior = ExperienceScalarUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Body = ActiveBody ModuleTag_04
MaxHealth = 450.0
InitialHealth = 450.0
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End
Behavior = JetAIUpdate ModuleTag_06
MinHeight = 5
NeedsRunway = No
KeepsParkingSpaceWhenAirborne = No
AutoAcquireEnemiesWhenIdle = Yes
; note that comanches do not return to base when idle
; this is a bit of a trick... normally, units cannot move-and-fire at
; the same time. we need the comanche to be able to. so we give it
; a "turret" (invisible) and put the two main weapons on it, but with
; no turn rate. voila!
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End
End
Locomotor = SET_NORMAL ComancheLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
Behavior = PhysicsBehavior ModuleTag_07
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_08
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
; Most things that eject pilots do so immediately upon death,
; via use of EjectPilotDie, but Helicopters are a special case...
; they need to do so after their blades are ejected.
OCLEjectPilot = OCL_EjectPilotViaParachute
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 1500
FinalRubbleObject = ComancheRubbleHull
End
Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
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 = 20.0
GeometryMinorRadius = 3.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length




ich werd bald Wahnsinng wenn das so weitergeht
aber END müsst da gewesen sein wenn nicht bastel ich mir ein Strick
(mit einem Alter von 13 Jahren kann man beim Modden leicht die Nerven verlieren
Windows unterstützt das auch noch durch Bugs und Sicherheitslücken )


Kommentar