Help on the Secret Lab, I'm having some trouble getting this new new structure to work. |
Help on the Secret Lab, I'm having some trouble getting this new new structure to work. |
13 Jul 2017, 22:17
Post
#1
|
|
Group: Members Posts: 7 Joined: 13 July 2017 From: USA Member No.: 15597 C&C ZH Modder |
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. 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 |
|
|
14 Jul 2017, 0:53
Post
#2
|
|
Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
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. |
|
|
14 Jul 2017, 1:04
Post
#3
|
|
Group: Members Posts: 7 Joined: 13 July 2017 From: USA Member No.: 15597 C&C ZH Modder |
I'm not sure what you mean by "over the limit". What limit? Length?
|
|
|
14 Jul 2017, 4:29
Post
#4
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Run worldbuilder, and see what it says.
-------------------- |
|
|
14 Jul 2017, 5:46
Post
#5
|
|
Group: Members Posts: 7 Joined: 13 July 2017 From: USA Member No.: 15597 C&C ZH Modder |
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 |
|
|
14 Jul 2017, 6:27
Post
#6
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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.
-------------------- |
|
|
14 Jul 2017, 9:38
Post
#7
|
|
Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
|
|
|
14 Jul 2017, 16:20
Post
#8
|
|
Group: Members Posts: 7 Joined: 13 July 2017 From: USA Member No.: 15597 C&C ZH Modder |
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 |
|
|
14 Jul 2017, 17:33
Post
#9
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
What is WB saying now?
-------------------- |
|
|
14 Jul 2017, 19:17
Post
#10
|
|
Group: Members Posts: 7 Joined: 13 July 2017 From: USA Member No.: 15597 C&C ZH Modder |
Other than something about two default 'MultiplayerStartingMoneyChoice' settings, nothing.
|
|
|
15 Jul 2017, 4:05
Post
#11
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Maybe that's the problem? Have you tested if other factions work?
-------------------- |
|
|
15 Jul 2017, 6:17
Post
#12
|
|
Group: Members Posts: 7 Joined: 13 July 2017 From: USA Member No.: 15597 C&C ZH Modder |
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 |
|
|
20 Jul 2017, 0:36
Post
#13
|
|
Group: Members Posts: 7 Joined: 13 July 2017 From: USA Member No.: 15597 C&C ZH Modder |
bump**
|
|
|
20 Jul 2017, 4:07
Post
#14
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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.
-------------------- |
|
|
Lo-Fi Version | Time is now: 19 April 2024 - 12:49 |