adding a new unit to ROTR, i ripped this one from zero hour reborn mod |
adding a new unit to ROTR, i ripped this one from zero hour reborn mod |
30 Dec 2012, 6:04
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Group: Members Posts: 29 Joined: 26 November 2012 Member No.: 9504 |
i tried to add the zero hour reborn tor m1 unit ,and it crashed. anyways, i checked the releasecrashinfo file (cant remember its name) and it said: Reason Uncaught Exception during initialization. idk what it means or how to fix it but the thing i did was i opened the rotr 1.8 files with finalbig, and i added the dds files to the 2d file,w3d files to w3d file,added the ini and command button,commandset to the rotr main ini file.
i added and changed the stuff to fit ROTR. did i miss something? if i did can you guys give me a step by step guide on this or better yet provide me a working code? sorry if i keep asking for you guys to do this for me, i have some experience with the code but i just fail so much on adding new stuff like units and buildings so if anyone can help me i would really appreciate it. i want to learn this because i want to give ROTR more units so that i wouldnt get bored, also releases and patches take like months or years and i just dont want to wait that long thats why im giving rotr new units. im not releasing my personal mod of ROTR to the public, because it would piss off the dev team. oh, and heres the code so you guys can take a good look at it and see if it has problems.pls inform me if there are any. code: ;------------------------------------------------------------------------------ ;Also called TorM Object ChinaVehicleTorM1 ; *** ART Parameters *** SelectPortrait = SRGrumble_L ButtonImage = SRGrumble ;UpgradeCameo1 = Upgrade_ChinaNeutronShells ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVTorM Animation = NVTorM.NVTorM AnimationMode = LOOP Turret = Turret01 WeaponFireFXBone = PRIMARY Rocket WeaponLaunchBone = PRIMARY Rocket WeaponFireFXBone = SECONDARY Rocket WeaponLaunchBone = SECONDARY Rocket WeaponFireFXBone = TERTIARY Rocket WeaponLaunchBone = TERTIARY Rocket End ConditionState = REALLYDAMAGED RUBBLE Model = NVTorM_D Animation = NVTorM_D.NVTorM_D AnimationMode = LOOP Turret = Turret01 WeaponFireFXBone = PRIMARY Rocket WeaponLaunchBone = PRIMARY Rocket WeaponFireFXBone = SECONDARY Rocket WeaponLaunchBone = SECONDARY Rocket WeaponFireFXBone = TERTIARY Rocket WeaponLaunchBone = TERTIARY Rocket End ;Air Animation ConditionState = PREATTACK_A Model = NVTorM1 Animation = NVTorM1.NVTorM1 AnimationMode = ONCE End ; AliasConditionState = PREATTACK_A MOVING AliasConditionState = PREATTACK_A FIRING_A AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A ConditionState = PREATTACK_A REALLYDAMAGED Model = NVTorM1_D Animation = NVTorM1_D.NVTorM1_D AnimationMode = ONCE End ; AliasConditionState = PREATTACK_A MOVING REALLYDAMAGED AliasConditionState = PREATTACK_A FIRING_A REALLYDAMAGED AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ConditionState = FIRING_A Model = NVTorM1 Animation = NVTorM1.NVTorM1 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = BETWEEN_FIRING_SHOTS_A ConditionState = FIRING_A REALLYDAMAGED Model = NVTorM1_D Animation = NVTorM1_D.NVTorM1_D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ConditionState = RELOADING_A Model = NVTorM1 Animation = NVTorM1.NVTorM1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = RELOADING_A REALLYDAMAGED Model = NVTorM1_D Animation = NVTorM1_D.NVTorM1_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ;Ground Animation ConditionState = PREATTACK_B Model = NVTorM1 Animation = NVTorM1.NVTorM1 AnimationMode = ONCE End ; AliasConditionState = PREATTACK_B MOVING ; AliasConditionState = PREATTACK_B FIRING_B ; AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B ConditionState = PREATTACK_B REALLYDAMAGED Model = NVTorM1_D Animation = NVTorM1_D.NVTorM1_D AnimationMode = ONCE End ; AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED ; AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED ; AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED ConditionState = FIRING_B Model = NVTorM1 Animation = NVTorM1.NVTorM1 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = BETWEEN_FIRING_SHOTS_B ConditionState = FIRING_B REALLYDAMAGED Model = NVTorM1_D Animation = NVTorM1_D.NVTorM1_D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED ConditionState = RELOADING_B Model = NVTorM1 Animation = NVTorM1.NVTorM1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = RELOADING_B REALLYDAMAGED Model = NVTorM1_D Animation = NVTorM1_D.NVTorM1_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 4.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:TorM Side = China EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY TORMissileWeapon ;Air Guard End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 2000 BuildTime = 20.0 ;in seconds VisionRange = 340 ShroudClearingRange = 650 Prerequisites Object = ChinaWarFactory Object = ChinaBreederReactor End ExperienceValue = 50 100 200 400 ;Experience point value at each level ExperienceRequired = 0 400 600 1000 ;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 = ChinaVehicleTORCannonCommandSet ; *** AUDIO Parameters *** VoiceSelect = NukeCannonVoiceSelect VoiceMove = NukeCannonVoiceMove VoiceGuard = NukeCannonVoiceMove VoiceAttack = NukeCannonVoiceAttack SoundMoveStart = NukeCannonMoveStart SoundMoveStartDamaged = NukeCannonMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = NukeCannonVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = NukeCannonTurretMoveLoop VoiceEnter = NukeCannonVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 400.0 InitialHealth = 400.0 ; 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 = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 100 ;60 ; turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL GattlingTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 40.0 End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_BattleMasterExplosionOneFinal OCL = INITIAL OCL_RadiationFieldSmall OCL = MIDPOINT OCL_ChinaVehicleTorMDie OCL = FINAL OCL_RadiationFieldSmall FX = FINAL FX_ChinaVehicleNukeCannonDeathExplosion End ; A crushing defeat Behavior = FXListDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_09 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED 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 Behavior = ProductionUpdate ModuleTag_12 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = StealthUpdate ModuleTag_GPSStealth01 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY FIRING_TERTIARY RIDERS_ATTACKING InnateStealth = Yes RequiredStatus = REASSIGN_PARKING ;Used exclusively by the GPS Scrambler OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = EjectPilotDie ModuleTag_HijackerEmerge01 DeathTypes = ALL -CRUSHED -SPLATTED RequiredStatus = HIJACKED VeterancyLevels = ALL GroundCreationList = OCL_HijackerEmerge AirCreationList = OCL_HijackerEmergeViaParachute End Behavior = FXListDie ModuleTag_HijackerEmerge02 RequiredStatus = HIJACKED DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_HijackerEmerge End Behavior = CommandButtonHuntUpdate ModuleTag_Huntin01 ; allows use of command button hunt script with this unit. End Geometry = BOX GeometryMajorRadius = 32.0 GeometryMinorRadius = 10.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End Geometry = BOX GeometryMajorRadius = 32.0 GeometryMinorRadius = 10.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End this unit is complete it has models and textures installed,i replaced some stuff to fit the rotr code,i replaced the weaponset and cameo too with stuff from ROTR, this unit belongs to china, it also has its own commandbutton and commandset, it also has a custom weapon file,its specifically converted from ZHreborn to ROTR. but it crashes what did i do wrong? did i forget to add/convert something? please help! |
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