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Help on the Secret Lab, I'm having some trouble getting this new new structure to work.
Alpheamus
post 13 Jul 2017, 22:17
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Hey there!

So basically, my problem is the game crashes every time it is started up, the usual when you've done something incorrectly. I have a separate, fully-functional faction and everything, all the cloned structures work properly in-game. I decided to go looking through the files and found the 'SECRETLAB' in the civilian buildings. I have the building in my 'ZyxBuildings.ini' and it has its 'CommandSet' properly defined, as well as its 'CommandButton'. Keep in mind that I am using the 'AmericaStrategyCenter'code in the 'FactionBuilding.ini' as my reference, and I am using the ASC's ButtonImage and such for a placeholder until later. smile.gif

Here is the 'ZyxBuildings.ini' code for the NEW Secret Lab structure.

CODE
;------------------------------------------------------------------------------
Object ZyxLab

; *** ART Parameters ***
SelectPortrait = SAStrategyCenter_L
ButtonImage = SAStrategyCenter
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

; day *********************************
ConditionState = NONE
Model = CBSECRTLAB
End
ConditionState = DAMAGED
Model = CBSECRTLAB_D
End
ConditionState = REALLYDAMAGED
Model = CBSECRTLAB_E
End
ConditionState = RUBBLE
Model = CBSECRTLAB_R
End

; day garrisoned *****************************
ConditionState = GARRISONED
Model = CBSECRTLAB_G
Animation = CBSECRTLAB_G.CBSECRTLAB_G
AnimationMode = LOOP
End
ConditionState = DAMAGED GARRISONED
Model = CBSECRTLAB_DG
Animation = CBSECRTLAB_DG.CBSECRTLAB_DG
AnimationMode = LOOP
End

; night *******************************
ConditionState = NIGHT
Model = CBSECRTLAB_N
End
ConditionState = DAMAGED NIGHT
Model = CBSECRTLAB_DN
End
ConditionState = REALLYDAMAGED NIGHT
Model = CBSECRTLAB_EN
End
ConditionState = RUBBLE NIGHT
Model = CBSECRTLAB_RN
End

; night garrisoned ****************************
ConditionState = NIGHT GARRISONED
Model = CBSECRTLAB_NG
Animation = CBSECRTLAB_NG.CBSECRTLAB_NG
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT GARRISONED
Model = CBSECRTLAB_DNG
Animation = CBSECRTLAB_DNG.CBSECRTLAB_DNG
AnimationMode = LOOP
End



; Snow *******************************
ConditionState = SNOW
Model = CBSECRTLAB_S
End
ConditionState = DAMAGED SNOW
Model = CBSECRTLAB_DS
End
ConditionState = REALLYDAMAGED SNOW
Model = CBSECRTLAB_ES
End
ConditionState = RUBBLE SNOW
Model = CBSECRTLAB_RS
End


; snow garrisoned ******************************
ConditionState = SNOW GARRISONED
Model = CBSECRTLAB_SG
Animation = CBSECRTLAB_SG.CBSECRTLAB_SG
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW GARRISONED
Model = CBSECRTLAB_DSG
Animation = CBSECRTLAB_DSG.CBSECRTLAB_DSG
AnimationMode = LOOP
End

; night snow ********************************
ConditionState = SNOW NIGHT
Model = CBSECRTLAB_SN
End
ConditionState = DAMAGED SNOW NIGHT
Model = CBSECRTLAB_DSN
End
ConditionState = REALLYDAMAGED SNOW NIGHT
Model = CBSECRTLAB_ESN
End
ConditionState = RUBBLE SNOW NIGHT
Model = CBSECRTLAB_RSN
End

; night snow garrisoned ******************
ConditionState = SNOW NIGHT GARRISONED
Model = CBSECRTLAB_SNG
Animation = CBSECRTLAB_SNG.CBSECRTLAB_SNG
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW NIGHT GARRISONED
Model = CBSECRTLAB_DSNG
Animation = CBSECRTLAB_DSNG.CBSECRTLAB_DSNG
AnimationMode = LOOP
End
End

;*******************************************************************************
*******************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module

ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = CBSECRTLAB
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = CBSECRTLAB_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = CBSECRETLAB_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = CBSECRTLAB_N
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = CBSECRTLAB_DN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = CBSECRTLAB_EN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = CBSECRTLAB_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = CBSECRTLAB_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = CBSECRTLAB_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = CBSECRTLAB_SN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = CBSECRTLAB_DSN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = CBSECRTLAB_ESN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;*******************************************************************************
*******************************************


End


; *** AUDIO Parameters ***
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

; ***DESIGN parameters ***
DisplayName = OBJECT:ZyxLab
Side = Zyx
EditorSorting = STRUCTURE
Prerequisites
Object = ZyxWarFactory
End
BuildCost = 2700
BuildTime = 40.0 ; in seconds
EnergyProduction = -4
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200

MaxSimultaneousOfType = 1


; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_STRATEGYCENTER

FS_ADVANCED_TECH

Body = ActiveBody ModuleTag_02
MaxHealth = 1500.0
InitialHealth = 1500.0

; 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 = 1700
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
CommandSet = ZyxLabCommandSet
ExperienceValue = 250 250 250 250 ; experience point value at each level

Behavior = GarrisonContain ModuleTag_03
ContainMax = 3
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
End

Behavior = StealthDetectorUpdate ModuleTag_16
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
InitiallyDisabled = Yes ; only will be active when search & destroy plan active.
DetectionRange = 500 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End

Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 20 ;Catch fire if I take this much fire damage...
FlameDamageExpiration = 2000 ;in a span of this long
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 25 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = TransitionDamageFX ModuleTag_06
;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
;--------------------------------------------------------------------------------------
RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
End

Behavior = CreateObjectDie ModuleTag_18
CreationList = OCL_ABPowerPlantExplode
End

Behavior = FXListDie ModuleTag_20
DeathFX = FX_StructureMediumDeath
End

Geometry = BOX
GeometryMajorRadius = 41.0
GeometryMinorRadius = 44.0
GeometryHeight = 75.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME

End



...and here is the CommandSet code and the CommandButton code.

CODE
CommandSet ZyxLabCommandSet
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
13 = Command_TunnelEvacuate
14 = Command_Sell
End


CODE
CommandButton Command_ConstructZyxLab
Command = DOZER_CONSTRUCT
Object = ZyxLab
TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter
ButtonImage = SAStrategyCenter
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter
End


Also, "OBJECT:ZyxLab" is correctly defined in 'generals.csf'.

What did I do wrong? Please help, because I honestly have no clue. It shouldn't be the lack of building animations because many other mods just have the building "creep through the earth's surface", so to speak.

Thanks!

~ Alph
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Shiro
post 14 Jul 2017, 0:53
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Your secret lab code has a few lines going over the limit, check in the actual files if that's the case and, if so, fix it.

I also suggest removing the art code block entirely and run the game, if it no longer crashes, you know it's the art code.

It also doesn't matter for the game if you define in generals.csf, the game would just throw a "missing string" in-game when doing the hover-over.
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Alpheamus
post 14 Jul 2017, 1:04
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I'm not sure what you mean by "over the limit". What limit? Length?
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Zeke
post 14 Jul 2017, 4:29
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Run worldbuilder, and see what it says.


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Alpheamus
post 14 Jul 2017, 5:46
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Currently my Worldbuilder for ZH doesn't work, so I'm having trouble understanding and or doing anything you guys say. :///


EDIT: I tried running WB anyways and it says "Error reading field 'End' block 'Object'." As well as "Error parsing block ' End' in INI file Data\INI\Objects\ZyxBuildings.ini." WB still refuses to run though, lol.

So I am assuming I have an extra "End" somewhere?

This post has been edited by Alpheamus: 14 Jul 2017, 5:55
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Zeke
post 14 Jul 2017, 6:27
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I tried pasting your code to notepad, and it seems you accidentally placed FS_ADVANCED_TECH in it's own line, try putting it back to the "KindOf = " line.


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Shiro
post 14 Jul 2017, 9:38
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Alpheamus
post 14 Jul 2017, 16:20
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Alrighty. I cut down on all the extensive asterisk and hyphen lines, and I used WB as much as possible to fix things within the code. Now the game runs, but when I start a Skirmish as the 'ZyxFaction' it crashes upon loading about 1/4 of the way. I fixed the FS_ADVANCED_TECH being on a different line, and I've also cut out the entire ART block and tried running the game. It still only makes it to the Skirmish loading screen.

Apparently I had some invalid 'tab' characters that I fixed that WB told me about, and some Module issue with the 'ZyxCommandCenter' but it's all been fixed and it still won't run the faction in-game.

I also cut out 'FS_STRATEGY_CENTER' in the code, as the other 'pre-superweapon' structures don't use it.

~ Alph
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Zeke
post 14 Jul 2017, 17:33
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What is WB saying now?


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Alpheamus
post 14 Jul 2017, 19:17
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Other than something about two default 'MultiplayerStartingMoneyChoice' settings, nothing.
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Zeke
post 15 Jul 2017, 4:05
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Maybe that's the problem? Have you tested if other factions work?


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Alpheamus
post 15 Jul 2017, 6:17
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Other factions do work. The money has never been an issue for running the game or this specific faction, it just happened to be noticed when I saw the WB errors.

~ Alph
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Alpheamus
post 20 Jul 2017, 0:36
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bump**
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Zeke
post 20 Jul 2017, 4:07
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If it's crashing before the game even starts then it might be an error with either the command center or dozer, maybe even the player template entry for that faction. Since the error is not showing up in world builder, it could be a command set or command button issue. We can't know for sure unless you post your codes, or give us more data in your errors.


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