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Shockwave to ROTR
spookspook
post 12 Mar 2017, 2:07
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Sorry to be a bother again but i was just wondering how to bring the Tornado bomber from shockwave to Rise of the reds. I'm a bit confused on finding the models and animations along with the textures as highlighted in a previous post and bringing them into rotr. i also cant seem to find the specific files related to the tornado bomber as it seems to be called the "b1 lancer" Any help would be appreciated. Thank you! http://forums.swr-productions.com/index.ph...9&hl=adding

This post has been edited by spookspook: 12 Mar 2017, 2:09


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M.P
post 12 Mar 2017, 2:26
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Use Renegade "W3D Viewer" tool to see the material AKA texture files and the pieces of the model (Meshes), You're not gonna need all of em as some of em are inside ZH/Gen files. Alternatively, You can use 3dsmax + W3D importer then check the materials there but it's easier to just use the W3D Viewer.
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spookspook
post 12 Mar 2017, 3:11
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QUOTE (M.P @ 11 Mar 2017, 17:26) *
Use Renegade "W3D Viewer" tool to see the material AKA texture files and the pieces of the model (Meshes), You're not gonna need all of em as some of em are inside ZH/Gen files. Alternatively, You can use 3dsmax + W3D importer then check the materials there but it's easier to just use the W3D Viewer.

thank you! i found them, i wasnt able to find some texture files though. I assume that would mean the textures are already in zero hour as zeke suggested? also i couldnt find the specific meshes that are in the w3d model, would that mean they are already part of the model or are they in a file separate from w3d?


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Zeke
post 12 Mar 2017, 4:26
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QUOTE (spookspook @ 12 Mar 2017, 10:11) *
thank you! i found them, i wasnt able to find some texture files though. I assume that would mean the textures are already in zero hour as zeke suggested? also i couldnt find the specific meshes that are in the w3d model, would that mean they are already part of the model or are they in a file separate from w3d?


Meshes are just the objects within the model, so if you're not doing something like adding a particle fx to a part of the plane, you don't really need to touch them.

What's important is simply getting the correct w3d models and textures.


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spookspook
post 12 Mar 2017, 6:38
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QUOTE (Zeke @ 11 Mar 2017, 19:26) *
Meshes are just the objects within the model, so if you're not doing something like adding a particle fx to a part of the plane, you don't really need to touch them.

What's important is simply getting the correct w3d models and textures.

I assume I would have to bring things like sound files and if applicable weapon files too correct?


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Zeke
post 12 Mar 2017, 8:56
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QUOTE (spookspook @ 12 Mar 2017, 13:38) *
I assume I would have to bring things like sound files and if applicable weapon files too correct?


Yes


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spookspook
post 12 Mar 2017, 21:58
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QUOTE (Zeke @ 11 Mar 2017, 23:56) *
Yes

I seem to have bitten off more than i can chew and have caused a serious error. am i missing any steps? First i moved the textures and models to the correct folder, then the sounds. then i added the voice text from shockwave to rotr although i had to change the format
CODE
AudioEvent B1LancerVoiceSelect

Sounds = B1LancerSel1 B1LancerSel2 B1LancerSel3

Control= random
Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f

Decay = gradio3a gradio3b gradio3c gradio3d gradio3e

Volume = 90

Type = ui voice player

End



AudioEvent B1LancerVoiceCreate

Sounds = B1LancerRdy

Control= random

Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f

Decay = gradio3a gradio3b gradio3c gradio3d gradio3e

Volume = 110

MinVolume = 100

Priority = high

Type = world global player

End

AudioEvent B1LancerVoiceMove

Sounds = B1LancerMove1 B1LancerMove2 B1LancerMove3 B1LancerMove4

Control= random

Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f

Decay = gradio3a gradio3b gradio3c gradio3d gradio3e

Volume= 90

Type = ui voice player

End




AudioEvent B1LancerVoiceAttack

Sounds = B1LancerAtc1 B1LancerAtc2 B1LancerAtc3 B1LancerAtc4 B1LancerAtc5

Control = random

Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f

Decay = gradio3a gradio3b gradio3c gradio3d gradio3e

Volume= 90

Type = ui voice player

End



AudioEvent B1LancerVoiceFalling

Sounds = B1LancerDie1 B1LancerDie2

Control = random

Volume = 100

MinVolume = 80

Type = world shrouded everyone

End

then i moved the lancer ini file to america aircraft (with some name changes as rotr does not have an american airforce general)
CODE
Object AmericaJetB1Lancer

; *** ART Parameters ***
SelectPortrait = SAB1Lancer_L
ButtonImage = SAB1Lancer

UpgradeCameo1 = Upgrade_AmericaCountermeasures
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining

Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes

DefaultConditionState
Model = AVTornado
TransitionKey = TRANS_IdleNormal
End

ConditionState = JETEXHAUST JETAFTERBURNER ;wings unfolding
Model = AVTornado
Animation = AVTornado.AVTornado
AnimationMode = ONCE
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = JETEXHAUST
Model = AVTornado
Animation = AVTornado.AVTornado
AnimationMode = ONCE
Flags = START_FRAME_LAST
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
TransitionKey = TRANS_FlyingNormal
End

TransitionState = TRANS_FlyingNormal TRANS_IdleNormal ;wings folding back
Model = AVTornado
Animation = AVTornado.AVTornado
AnimationMode = ONCE_BACKWARDS
End

;;;Damaged conditions

ConditionState = REALLYDAMAGED
Model = AVTornado_D
TransitionKey = TRANS_Idledamaged
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER ;wings unfolding
Model = AVTornado_D
Animation = AVTornado_D.AVTornado_D
AnimationMode = ONCE
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVTornado_D
Animation = AVTornado_D.AVTornado_D
AnimationMode = ONCE
Flags = START_FRAME_LAST
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
TransitionKey = TRANS_Flyingdamaged
End

TransitionState = TRANS_Flyingdamaged TRANS_Idledamaged ;wings folding back
Model = AVTornado_D
Animation = AVTornado_D.AVTornado_D
AnimationMode = ONCE_BACKWARDS
End

;;;Rubble Conditions
ConditionState = RUBBLE
Model = AVTornado_D1
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVTornado_D1
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:B1Lancer
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
Object = AmericaAirfield
Object = AmericaStrategyCenter
End

then i added the necessary command buttons
CODE
Command_ConstructAmericaJetB1Lancer
Command = UNIT_BUILD
UnitSpecificSound = MoneyWithdraw
Object = AmericaJetB1Lancer
TextLabel = CONTROLBAR:ConstructAmericaJetB1Lancer
ButtonImage = SAB1Lancer
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildB1Lancer
End

CommandButton

Command_B1LancerBombArea
Command = FIRE_WEAPON
WeaponSlot = PRIMARY
MaxShotsToFire = 1
Options = NEED_TARGET_POS OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:MigBomberCarpetBomb
ButtonImage = SSGenericBombard
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipMigBomberCarpetBomb
CursorName = LaserGuidedMissiles
SpecialPower = B1LancerGroundAttack
RadiusCursorType = DAISYCUTTER
End

CommandButton

Then i added the command set along with make the jet buildable at the airfield
CODE
CommandSet AmericaAirfieldCommandSet
1 = Command_ConstructAmericaJetRaptor
2 = Command_ConstructAmericaJetStealthFighter
3 = Command_ConstructAmericaJetHunterKiller
4 = Command_ConstructAmericaVehicleCobra
5 = Command_ConstructAmericaVehicleLittleBird
6 = Command_ConstructAmericaVehicleBlackHawk
7 = Command_ConstructAmericaVehicleComanche
8 = Command_ConstructAmericaVehicleStarlifter
9 = Command_ConstructAmericaSpyDrone
10 = Command_ConstructAmericaJetB1Lancer
14 = Command_Sell
End

CommandSet AmericaJetB1LancerCommandSet

1 = Command_B1LancerBombArea

11 = Command_AttackMove

13 = Command_Guard

14 = Command_Stop

End


Then i added the soundeffects
CODE
B1LancerAmbientLoop
Sounds = B1LancerEngine1 B1LancerEngine2
Control = loop all random
MinRange = 75
MaxRange = 700
Volume = 60
Limit = 2
PitchShift = -3 3
Priority = low
Type = world shrouded everyone
End

AudioEvent

Then i added the weapon code
CODE
B1LancerBombWeapon
PrimaryDamage = 150.0
PrimaryDamageRadius = 20.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 50.0
AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast
AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target.
DamageType = EXPLOSION
DeathType = EXTRA_5 ;EXPLODED
WeaponSpeed = 99999
ProjectileObject = B1LancerBomb
FireFX = FX_AuroraBombLaunch
ProjectileDetonationFX = FX_StrategyCenterBarrage
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 5000 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon
ShowsAmmoPips = Yes
ProjectileCollidesWith = STRUCTURES
End

Weapon B1LancerClusterWeapon
PrimaryDamage = 150.0
PrimaryDamageRadius = 20.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 50.0
AttackRange = 230.0
ScatterRadius = 80.0
DamageType = JET_MISSILES
DeathType = EXTRA_5 ;EXPLODED
WeaponSpeed = 80
ProjectileObject = HimarsMissileCluster
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
AutoReloadsClip = Yes
ProjectileDetonationFX = FX_StrategyCenterBarrage
;ProjectileCollidesWith = STRUCTURES WALLS
End


Weapon




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Shiro
post 12 Mar 2017, 23:15
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CODE

Prerequisites
Object = AmericaAirfield
Object = AmericaStrategyCenter
End


Does it really end there? If so, there's your first issue. Also, you should put it in its own file in the USA subfolder Aircraft.

It's also possible that you forgot specific upgrades listed in the unit.

Next is the weapon code and all FX, you require all objects and ObjectCreationList entries listed everywhere (i.e. the aircraft itself, weapons etc).

If the game then still crashes, I'll check closer. Also, in My Documents -> Command and Conquer Generals Zero Hour Data, there is a file called ReleaseCrashInfo.txt, check it for at least a clue where the error may be.
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spookspook
post 13 Mar 2017, 2:32
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CODE
Object AmericaJetB1Lancer

; *** ART Parameters ***
SelectPortrait = SAB1Lancer_L
ButtonImage = SAB1Lancer

UpgradeCameo1 = Upgrade_AmericaCountermeasures
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining

Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes

DefaultConditionState
Model = AVTornado
TransitionKey = TRANS_IdleNormal
End

ConditionState = JETEXHAUST JETAFTERBURNER ;wings unfolding
Model = AVTornado
Animation = AVTornado.AVTornado
AnimationMode = ONCE
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = JETEXHAUST
Model = AVTornado
Animation = AVTornado.AVTornado
AnimationMode = ONCE
Flags = START_FRAME_LAST
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
TransitionKey = TRANS_FlyingNormal
End

TransitionState = TRANS_FlyingNormal TRANS_IdleNormal ;wings folding back
Model = AVTornado
Animation = AVTornado.AVTornado
AnimationMode = ONCE_BACKWARDS
End

;;;Damaged conditions

ConditionState = REALLYDAMAGED
Model = AVTornado_D
TransitionKey = TRANS_Idledamaged
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER ;wings unfolding
Model = AVTornado_D
Animation = AVTornado_D.AVTornado_D
AnimationMode = ONCE
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVTornado_D
Animation = AVTornado_D.AVTornado_D
AnimationMode = ONCE
Flags = START_FRAME_LAST
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
TransitionKey = TRANS_Flyingdamaged
End

TransitionState = TRANS_Flyingdamaged TRANS_Idledamaged ;wings folding back
Model = AVTornado_D
Animation = AVTornado_D.AVTornado_D
AnimationMode = ONCE_BACKWARDS
End

;;;Rubble Conditions
ConditionState = RUBBLE
Model = AVTornado_D1
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVTornado_D1
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:B1Lancer
EditorSorting = VEHICLE
Side = AmericaAirForceGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
Object = AirF_AmericaAirfield
Object = AirF_AmericaStrategyCenter
Science = SCIENCE_B1Lancer
End

WeaponSet
Conditions = None
Weapon = PRIMARY B1LancerBombWeapon
End

ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End


BuildCost = 1500
BuildTime = 20
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = AmericaJetB1LancerCommandSet

; *** AUDIO Parameters ***
VoiceSelect = B1LancerVoiceSelect
VoiceMove = B1LancerVoiceMove
VoiceAttack = B1LancerVoiceAttack
VoiceGuard = B1LancerVoiceMove
SoundAmbient = B1LancerAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
VoiceCreate = B1LancerVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 210.0
InitialHealth = 210.0
End

Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_1220
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 3 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_B1LancerDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_B1LancerDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_B1LancerDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End

Locomotor = SET_NORMAL RaptorJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

Behavior = VeterancyGainCreate ModuleVet_13
StartingLevel = VETERAN
ScienceRequired = SCIENCE_PilotEliteTraining
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 = 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


Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End

my apologies this is the full text. after that i added the weapon objects
CODE
B1LancerBomb

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = AVCluster
Animation = AVCluster.AVCluster
AnimationMode = LOOP
End

End

; ***DESIGN parameters ***
EditorSorting = SYSTEM
VisionRange = 0.0

ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End

Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = No
FuelLifetime = 99999999999
IgnitionDelay = 0
InitialVelocity = 0
DistanceToTravelBeforeTurning = 0
DistanceToTargetBeforeDiving = 0
DetonateCallsKill = Yes
KillSelfDelay = 50
End
Locomotor = SET_NORMAL AuroraBombLocomotor

Behavior = HeightDieUpdate ModuleTag_042
TargetHeight = 15.0
TargetHeightIncludesStructures = Yes
OnlyWhenMovingDown = Yes
InitialDelay = 1000
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster01
DeathWeapon = B1LancerClusterWeapon
StartsActive = Yes
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster02
DeathWeapon = B1LancerClusterWeapon
StartsActive = Yes
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster03
DeathWeapon = B1LancerClusterWeapon
StartsActive = Yes
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster04
DeathWeapon = B1LancerClusterWeapon
StartsActive = Yes
End

Behavior = DeletionUpdate ModuleTag_03
MinLifetime = 5000 ; min lifetime in msec
MaxLifetime = 5000 ; max lifetime in msec
End

Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 4.0
GeometryHeight = 4.0
GeometryIsSmall = Yes
Scale = 1.5

End

Object


then i added the object creation list
CODE
OCL_B1LancerDeathFinalBlowUp

CreateObject
ObjectNames = AmericaJetB1LancerHulk
Offset = X:0.0 Y:0.0 Z:0.0
Count = 1
Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
DispositionIntensity = 0.4
MinForcePitch = 0.0
MaxForcePitch = 10.0
RollRate = 0.0
PitchRate = 0.0
YawRate = 0.0
End

End

ObjectCreationList

My game still seems to be crashing though
CODE
Release Crash at Sun Mar 12 18:28:31 2017
; Reason Uncaught Exception during initialization.

Last error:


Current stack:

I think im punching above my weight on this, do you happen to know where i can find any tutorials or videos on stuff like this? its very confusing for me and im sure im probably missing more stuff to add.


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Zeke
post 13 Mar 2017, 4:49
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Take note that ROTR has it's own B1 Lancer that is used for the carpet bomb GP. Make sure the ShockWave Lancer objects, weapons, and such are not sharing the same names as the ROTR one.


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spookspook
post 14 Mar 2017, 7:19
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QUOTE (Zeke @ 12 Mar 2017, 19:49) *
Take note that ROTR has it's own B1 Lancer that is used for the carpet bomb GP. Make sure the ShockWave Lancer objects, weapons, and such are not sharing the same names as the ROTR one.

Understood thank you! I'll check on that and just keep tweaking around to see if I can get it to work. Is there a way to see what each Unit specifically requires? Or would you just keep looking in the code to see what each unit uses and then keep finding related files?


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Zeke
post 14 Mar 2017, 7:25
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QUOTE (spookspook @ 14 Mar 2017, 14:19) *
Understood thank you! I'll check on that and just keep tweaking around to see if I can get it to work. Is there a way to see what each Unit specifically requires? Or would you just keep looking in the code to see what each unit uses and then keep finding related files?


^Basically that, keep searching the main object codes for all the models, textures, weapons, armors, OCLs, and sounds.


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spookspook
post 15 Mar 2017, 6:59
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QUOTE (Zeke @ 13 Mar 2017, 23:25) *
^Basically that, keep searching the main object codes for all the models, textures, weapons, armors, OCLs, and sounds.

Affirmative, down the rabbit hole I go! Thank you for all the help Zeke and Soraz. I'll report back if I have any problems still or if it works. I'm just gonna plug and chug and pray it works haha. It's definitely more complicated than I thought it would be.


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spookspook
post 20 Mar 2017, 1:28
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i accidentally posted this reply in the wrong topic.
I noticed that X1Destroy's frogfoot addon combined the voice parameters into his object at the bottom, is that possible to do for all units or is that a special case for the frogfoot? can you put more than just sound parameters into the object file?
CODE
;------------------------------------------------------------------------------
Locomotor FrogfootJetLocomotor
Surfaces = AIR
Speed = 160 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
; MinSpeed = 80 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 120 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 150 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS

PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End

;-----------------------------------------------------------------------------------
Object RussiaJetFrogFoot

; *** ART Parameters ***
SelectPortrait = SRFrogfoot_L
ButtonImage = SRFrogfoot

UpgradeCameo1 = Upgrade_RussiaAdvancedMissileEngines
;UpgradeCameo2 = NONE


Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = SECONDARY

DefaultConditionState
Model = RVFrogfoot
HideSubObject = BurnerFX
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = SECONDARY WeaponB
End

ConditionState = JETEXHAUST
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ShowSubObject = BurnerFX
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = REALLYDAMAGED
Model = RVFrogfoot_D
HideSubObject = BurnerFX
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = RVFrogfoot_D
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = RVFrogfoot_D
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ShowSubObject = BurnerFX
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = RUBBLE
Model = RVFrogfoot_D
HideSubObject = BurnerFX
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Frogfoot
EditorSorting = VEHICLE
Side = Russia
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 300.0

Prerequisites
Object = RussiaAirfield
Object = RussiaIndustrialSite
End

WeaponSet
Conditions = None
Weapon = PRIMARY FrogFootMissileWeapon
Weapon = SECONDARY FrogFootBombWeapon
End

WeaponSet
Conditions = HERO
Weapon = PRIMARY HeroicFrogFootMissileWeapon
Weapon = SECONDARY FrogFootBombWeapon
End

ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End


BuildCost = 2700
BuildTime = 30
ExperienceValue = 150 200 300 400 ; Experience point value at each level
ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = RussianJetFrogfootCommandSet

; *** AUDIO Parameters ***
VoiceSelect = FrogfootVoiceSelect
VoiceMove = FrogfootVoiceMove
VoiceAttack = FrogfootVoiceAttack
VoiceGuard = FrogfootVoiceMove
SoundAmbient = FrogfootJetAmbientLoop
SoundAmbientRubble = NoSound

UnitSpecificSounds
VoiceCreate = FrogfootVoiceCreate
Afterburner = RaptorAfterburner
VoiceGarrison = FrogfootVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0

SubdualDamageCap = 900
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_FrogfootHeathFinalBlowUp
End

Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09

Turret
TurretTurnRate = 0
ControlledWeaponSlots = PRIMARY SECONDARY
End
AltTurret
TurretTurnRate = 0
ControlledWeaponSlots = TERTIARY
End
TurretsLinked = Yes

OutOfAmmoDamagePerSecond = 10%
TakeoffDistForMaxLift = 0%
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3
ReturnToBaseIdleTime = 10000
End

Locomotor = SET_NORMAL FrogfootJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

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 = WeaponBonusUpgrade ModuleTag_MissileRangeUpgrade01
TriggeredBy = Upgrade_RussiaAdvancedMissileEngines
End

Behavior = AutoHealBehavior ModuleTag_SelfRepair01
HealingAmount = 5.0
HealingDelay = 500
StartHealingDelay = 5000
StartsActive = Yes
End

Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End

;------------------------------------------------------------------------------

AudioEvent FrogfootVoiceCreate
Sounds = FrogfootCreate01
Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f
Decay = gradio3a gradio3b gradio3c gradio3d gradio3e
Control = random
Volume = 110
MinVolume = 100
Priority = high
Type = world global player
End


AudioEvent FrogfootVoiceSelect
Sounds = FrogfootSelect01 FrogfootSelect02 FrogfootSelect03 FrogfootSelect05 FrogfootSelect06 FrogfootSelect07
Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f
Decay = gradio3a gradio3b gradio3c gradio3d gradio3e
Control = random
Volume = 90
Type = ui voice player
End

AudioEvent FrogfootVoiceAttack
Sounds = FrogfootAttack01 FrogfootAttack02 FrogfootAttack03 FrogfootAttack04 FrogfootAttack05 FrogfootAttack06 FrogfootAttack07 FrogfootAttack08 FrogfootAttack09 FrogfootAttack10
Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f
Decay = gradio3a gradio3b gradio3c gradio3d gradio3e
Control = random
Volume = 90
Type = ui voice player
End

AudioEvent FrogfootVoiceMove
Sounds = FrogfootMove01 FrogfootMove02 FrogfootMove03 FrogfootMove04
Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f
Decay = gradio3a gradio3b gradio3c gradio3d gradio3e
Control = random
Volume = 90
Type = ui voice player
End


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Zeke
post 20 Mar 2017, 4:29
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Haven't tested personally, but if it works for his mod then it must be possible.

Though I hear there are times which this does not work, and it's safer to still separate the codes, but again, I have yet to test this myself.

This post has been edited by Zeke: 20 Mar 2017, 4:29


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spookspook
post 20 Mar 2017, 4:50
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QUOTE (Zeke @ 19 Mar 2017, 20:29) *
Haven't tested personally, but if it works for his mod then it must be possible.

Though I hear there are times which this does not work, and it's safer to still separate the codes, but again, I have yet to test this myself.

I see, thank you Zeke! I'll see what happens, i think my code is just all jumbled.


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spookspook
post 26 Mar 2017, 20:19
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Hiya, sorry to be bother but I've fixed a few lines of code and added some more code to the required files but now I'm getting an parsing error in the ini file for the B1lancer. I assume I must still be missing something or maybe I have to change more stuff in the ini file for the lancer itself? Also I was reading a topic in CnClabs, http://www.cnclabs.com/forums/cnc_postst15...ckwave-mod.aspx and one of the posts said you can check worldbuilder to see what a unit is missing. How would I go about doing that? Thank you again for all the help you guys have given me! It's very much appreciated!

This post has been edited by spookspook: 26 Mar 2017, 20:20


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Chappi55
post 26 Mar 2017, 23:30
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QUOTE (spookspook @ 26 Mar 2017, 21:19) *
Hiya, sorry to be bother but I've fixed a few lines of code and added some more code to the required files but now I'm getting an parsing error in the ini file for the B1lancer. I assume I must still be missing something or maybe I have to change more stuff in the ini file for the lancer itself? Also I was reading a topic in CnClabs, http://www.cnclabs.com/forums/cnc_postst15...ckwave-mod.aspx and one of the posts said you can check worldbuilder to see what a unit is missing. How would I go about doing that? Thank you again for all the help you guys have given me! It's very much appreciated!


Simply run worldbuilder. It catches most of the errors and gives you more useful info than the crash dumps.


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spookspook
post 28 Mar 2017, 4:45
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QUOTE (Chappi55 @ 26 Mar 2017, 15:30) *
Simply run worldbuilder. It catches most of the errors and gives you more useful info than the crash dumps.

Great, thank you Chappi! I'll test it out tommorow and see what's wrong! Thank you so much!


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spookspook
post 30 Mar 2017, 0:44
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I seem to be getting a ton of assertion failures from all the ini lines ive been adding. It seems every change to the ini that i have done gives me a message like this in worldbuilder for example the bomb weapon will give me this ASSERTION FAILURE: [line: 27727 - File: 'DATA/INI/Weapon.ini'] Unknown block 'B1LancerBombWeapon' What should i do?


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Zeke
post 30 Mar 2017, 2:43
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QUOTE (spookspook @ 30 Mar 2017, 7:44) *
I seem to be getting a ton of assertion failures from all the ini lines ive been adding. It seems every change to the ini that i have done gives me a message like this in worldbuilder for example the bomb weapon will give me this ASSERTION FAILURE: [line: 27727 - File: 'DATA/INI/Weapon.ini'] Unknown block 'B1LancerBombWeapon' What should i do?


It means there something wrong with that code block, usually a missing "END". Go to the line number, and check the block it's talking about.


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spookspook
post 2 Apr 2017, 8:33
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QUOTE (Zeke @ 29 Mar 2017, 18:43) *
It means there something wrong with that code block, usually a missing "END". Go to the line number, and check the block it's talking about.

Thank you zeke! I fixed it today but i ran into another problem. i am getting an "Assertion failure failure to find thing template HimarsMissileCluster" and assertion failure projectile himars cluster not found. Where would one find these things? Thank you for all the help by the way i really appreciate it!


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Zeke
post 2 Apr 2017, 17:02
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QUOTE (spookspook @ 2 Apr 2017, 15:33) *
Thank you zeke! I fixed it today but i ran into another problem. i am getting an "Assertion failure failure to find thing template HimarsMissileCluster" and assertion failure projectile himars cluster not found. Where would one find these things? Thank you for all the help by the way i really appreciate it!


Normally in WeaponObjects.ini or SystemObjects.ini

If you have notepad++, you can use its "find in files" feature to quickly search the entire ShockWave/ROTR ini folder for it.


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spookspook
post 3 Apr 2017, 1:58
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QUOTE (Zeke @ 2 Apr 2017, 9:02) *
Normally in WeaponObjects.ini or SystemObjects.ini

If you have notepad++, you can use its "find in files" feature to quickly search the entire ShockWave/ROTR ini folder for it.

Thank you so much! It works beautifully now! Thank you Zeke! And thank you Chappi, SoraZ, and M.P.! I couldn't do it without your guys' help! Thank you again!


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