Ankündigung

Einklappen
Keine Ankündigung bisher.

Hilfe bei der FactionUnit.ini

Einklappen
X
 
  • Filter
  • Zeit
  • Anzeigen
Alles löschen
neue Beiträge

  • Hilfe bei der FactionUnit.ini

    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
    Zuletzt geändert von Alexander Voit; 14.01.2006, 18:55.

  • #2
    hmm.... ich kann da auf die schnelle keinen fehler entdecken ...
    Object AmericaVehicleOrca
    => Die Zeile stimmt.

    Mein Tipp:
    Starte den Worldbuilder, der gibt detailliertere Fehlermeldungen. Der sagt dir auch die Zeilenzahl, bei ReleaseCrashInfo kann's vorkommen, dass der den ganzen Block meint, ab Object AmericaVehicleOrca.

    Einfach dann bei Editor die Statusleiste einschalten, dann siehst du unten die Zeilenzahl.

    EDIT: Ganz ans Ende muss einmal "END"!!! Check mal, ob du das hast
    Zuletzt geändert von DonBilbo; 13.01.2006, 22:16.
    sigpic

    Kommentar


    • #3
      Egal

      Egal ich hab noch mal neu angefangen ich werd bald Wahnsinng wenn das so weitergeht

      Danke für die Hilfe

      Kommentar


      • #4
        Zitat von Alexander Voit
        Egal ich hab noch mal neu angefangen ich werd bald Wahnsinng wenn das so weitergeht

        Danke für die Hilfe
        gern geschehen, aber hast du's ausprobiert?
        sigpic

        Kommentar


        • #5
          Zitat von HQ|DonBilbo
          gern geschehen, aber hast du's ausprobiert?
          Ne hatte die ini schon gelöscht 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


          • #6
            Zitat von Alexander Voit
            Ne hatte die ini schon gelöscht 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 )
            du kannst auch ne ini datei kopieren, den inhalt löschen und da dann das was da oben steht einfügen. ans ende pakste n "END" und die ini nennst du dann orca und fertig.
            sigpic

            Kommentar


            • #7
              überprüf auch, dass nix mehrfach vorkommt:
              du hattes je 2mal primary, secundary und tertirary weapons definiert
              ich habe nicht überprüft, ob du auch die modulnummern nur einzigartig hast ( kann zu lustigen bugs führen, wenn nich ) etc
              außerdem glaube ich eher, das du in der CommandButton.ini ein ungültiges Objekt angegeben hast ( schreibfehler )

              ich werde die tage mal n kleines tutorial zum modden online stellen, aber erst will ich mal meinen eigenen Mod fertigstellen... (scheiß EMP - wie zur hölle bekommt man des in RemoteC4Charges rein? - naja werds schon rausfinden )

              wie auch immer, schau dir an, wie die anderen Einheiten gebaut wurden und ahms dann einfach nach.

              MfG Raszul
              Freak-Mod::

              Kommentar


              • #8
                die module tags stimmen.
                und die waffen sets waren doppelt definiert, weil das eine condiotions=none war und das andere =playerupgrade
                sigpic

                Kommentar


                • #9
                  Die waren wirklich Doppelt obwohl ich mich an Comanche orentiert hab.
                  Ich würde gern dem Orca 2 Air-Air EMP Raketen spendiren.Die Raketen kommen mit einem Upgrade.


                  Kann mir da jemand helfen?
                  Zuletzt geändert von Alexander Voit; 14.01.2006, 17:32.

                  Kommentar


                  • #10
                    Hier ist die neue Orca INI:

                    Object AmericaVehicleOrcaBomber

                    ; *** ART Parameters ***
                    SelectPortrait = SACCommanche_L
                    ButtonImage = SACCommanche

                    UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
                    ;UpgradeCameo2 = NONE
                    ;UpgradeCameo3 = NONE
                    ;UpgradeCameo4 = NONE
                    ;UpgradeCameo5 = NONE

                    Draw = W3DModelDraw ModuleTag_01

                    DefaultConditionState
                    Model = AVComanche
                    HideSubObject = MissileUpgrade
                    Animation = AVComanche.AVComanche
                    AnimationMode = LOOP
                    WeaponMuzzleFlash = PRIMARY TurretFX
                    WeaponFireFXBone = PRIMARY Muzzle
                    WeaponFireFXBone = SECONDARY Muzzle
                    WeaponLaunchBone = SECONDARY Muzzle
                    End

                    ConditionState = REALLYDAMAGED
                    Model = AVComanche
                    Animation = AVComanche.AVComanche
                    AnimationMode = LOOP
                    End

                    ConditionState = RUBBLE
                    Model = AVComanche
                    Animation = AVComanche.AVComanche
                    AnimationMode = LOOP
                    End

                    ConditionState = RUBBLE SPECIAL_DAMAGED
                    Model = AVComanche
                    HideSubObject = AVComanche
                    End

                    OkToChangeModelColor = Yes
                    End

                    ; ***DESIGN parameters ***
                    DisplayName = OBJECT:OrcaBomber
                    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
                    Object = AmericaStrategyCenter
                    End

                    WeaponSet
                    Conditions = None
                    ; -----
                    Weapon = PRIMARY CommandoMachineGunOrcaBomber
                    PreferredAgainst = PRIMARY INFANTRY
                    AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
                    ; -----
                    Weapon = SECONDARY OrcaBomberAntiTankMissileWeapon
                    PreferredAgainst = SECONDARY VEHICLE STRUCTURE
                    AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
                    ; -----
                    Weapon = TERTIARY NONE
                    End

                    ArmorSet
                    Conditions = None
                    Armor = ComancheArmor
                    DamageFX = None
                    End
                    BuildCost = 5000
                    BuildTime = 45 ; 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 = AmericaVehicleOrcaBomberCommandSet

                    ; *** 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
                    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 = 250.0
                    InitialHealth = 250.0
                    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

                    End
                    Zuletzt geändert von Alexander Voit; 14.01.2006, 17:39.

                    Kommentar


                    • #11
                      Warum hast du jetzt das zweite Weaponset gelöscht, wenn du doch wieder wie beim Comanche per Upgrade ne neue Waffe hinzufügen willst?
                      Nature shot first!!!

                      Kommentar


                      • #12
                        Erklärts mir am zweiten WeaponSet Eintrag vom Comanche und ich schneide es dann auf den Orca zu.

                        Was brauche ich alles fürs neue Upgrade ändern?

                        Kommentar


                        • #13
                          1. du brauchst das upgrade selber (Upgrade.ini)
                          2. den button fürs Upgrade (CommandSet.ini, CommandButton.ini)
                          3. du musst ein Behaviour einbauen, dass das Waffenset upgraded, wenn die entsprechende Forschung abgeschlossen ist (einfahc bei ner anderen Einheit rauskopieren) (AmericaAir.ini)
                          4. du musst die alternative Waffe haben (Weapon.ini)
                          5. deine Einheit muss ein alternatives Waffenset mit "Condition = PLAYER_UPGRADE" haben (AmericaAir.ini)

                          so, ich glaube da war alles, was man beachten muss
                          Freak-Mod::

                          Kommentar


                          • #14
                            Zitat von Raszul
                            3. du musst ein Behaviour einbauen, dass das Waffenset upgraded, wenn die entsprechende Forschung abgeschlossen ist (einfahc bei ner anderen Einheit rauskopieren) (AmericaAir.ini)
                            so, ich glaube da war alles, was man beachten muss
                            Ich hab keine AmericaAir.ini.

                            Kommentar


                            • #15
                              ... ich hab geraten wie des file heißt, in dem der Orca drin ist ^^
                              die AmericaAri.ini ist in Data/INI/Object/AmericaAri.ini

                              ich hab keine ahnung, ob da der Orca drin is oder nich - aber da sollte er rein.
                              da sin nämlich alle ami-lufteinheiten drin, die man im spiel baun kann, und n par die man nur in missionen, oder per generals/etc fähigkeiten rufen kann...
                              Freak-Mod::

                              Kommentar

                              Lädt...
                              X