Harrier Countermeasures |
Harrier Countermeasures |
3 Apr 2014, 15:57
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#1
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
So, I am trying to give the Black Widow (in Shockwave) the Harrier's (in RotR) Countermeasures, the ones that are manually activated. I copied the FXList for the Countermeasures to my map.ini, along with the CommandButton so the code currently looks like this:
CODE CommandButton Command_HarrierFireChaffCountermeasures Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerFakeCommandSet Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:EuropeHarrierFireChaff ButtonImage = SSHarrierChaff ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipEuropeHarrierFireChaff PurchasedLabel = CONTROLBAR:ToolTipEuropeHarrierFireChaff End FXList FX_ChaffCounterMeasureDetonation LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = TankStruckSparks End ParticleSystem Name = AirBurstGrenadeExplosionFlash End ParticleSystem Name = TankMuzzleWave End ParticleSystem Name = TankStruckSmallArmsSmoke End ParticleSystem Name = ChaffParticles OrientToObject = Yes End Sound Name = ChaffCounterMeasureDetonation End End Though I doubt some of the effects here exist in Shockwave such as the AirBurstGrenades one, so where do I find the remaining effects, what do I do with them and what else do I need to bring over/change to make it work fully for the map it is used on only? And something worth pointing out, since they both seem to be the FakeGLACommandSet switch upgrade, I'm guessing they work similarly, they being Raptor's Barrel Roll taunt (Shockwave) and Harrier's countermeasures. I tried giving the Command Button for the Raptor Taunt to the Mig Bomber and it launched without crashing, the only problem was that the button was greyed out and it said "Conflicting upgrade cannot be purchased." So some help on that front would be nice too. Thanks in advance. |
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3 Apr 2014, 16:26
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#2
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
First of all, where is the code of the harrier? The behaviour that creates the OCL of the countermeasures? And the commandset... You are missing so much thing.
You will find the missing particles in the particlesystem. And don't even bother to make the mig bomber do the same thing as the Raptor and King Raptor, cause they use a unique model for it, so it won't work. This post has been edited by Oliver: 3 Apr 2014, 16:27 |
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3 Apr 2014, 17:00
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#3
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
So barrel roll is an animation for the model? I see.
I have the commandset, but it was a MiG Bomber so I didn't mention it to avoid confusion. I copied the entire Harrier code, and there was a mention of an OCL. Where do I find that? And how do I edit/make the tooltips? This post has been edited by DarkyPwnz: 3 Apr 2014, 18:41 |
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3 Apr 2014, 18:37
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#4
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
So barrel roll is an animation for the model? I see. I have the commandset, but it was a MiG Bomber so I didn't mention it to avoid confusion. As for the countermeasures of harrier, you should start from the harrier's code, there is a behaviour that is triggered by a upgrade to create the countermeasures objects... Then get all the pieces from there... But i dont know if this is possible by map.ini This post has been edited by Oliver: 3 Apr 2014, 19:56 |
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3 Apr 2014, 19:02
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#5
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
As for the countermeasures of harrier, you should start from the harrier's code, there is a behaviour there that is triggered by a upgrade so it creates the countermeasures objects... Then get all the pieces from there... But i dont know if this is possible by map.ini Please refer to the edit. |
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4 Apr 2014, 18:21
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#6
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
Welp!
So I played around with it a bit and it currently looks like this: CODE CommandSet Armor_AmericaJetRaptorCommandSet 1 = Command_GenericAirGroundattack 2 = Command_RaptorTaunt 3 = Command_HarrierFireChaffCountermeasures 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandButton Command_HarrierFireChaffCountermeasures Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerFakeCommandSet Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:EuropeHarrierFireChaff ButtonImage = SSHarrierChaff ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipEuropeHarrierFireChaff PurchasedLabel = CONTROLBAR:ToolTipEuropeHarrierFireChaff End Object EuropeJetHarrier ; *** ART Parameters *** SelectPortrait = SEHarrier_L ButtonImage = SEHarrier ;UpgradeCameo1 = Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = SECONDARY ConditionState = NONE Model = EVHarrier Animation = EVHarrier.EVHarrier AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA ParticleSysBone = EXHAUST01 HarrierDownDraft ParticleSysBone = EXHAUST02 HarrierDownDraft ParticleSysBone = EXHAUST01 HarrierDownDraftHeat ParticleSysBone = EXHAUST02 HarrierDownDraftHeat End ConditionState = MOVING Model = EVHarrier Animation = EVHarrier.EVHarrier AnimationMode = ONCE_BACKWARDS WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA ParticleSysBone = EXHAUST01 HelixExhaust ParticleSysBone = EXHAUST02 HelixExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End AliasConditionState = ATTACKING AliasConditionState = ATTACKING MOVING ConditionState = REALLYDAMAGED Model = EVHarrier_D Animation = EVHarrier_D.EVHarrier_D AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA ParticleSysBone = EXHAUST01 HarrierDownDraft ParticleSysBone = EXHAUST02 HarrierDownDraft End ConditionState = REALLYDAMAGED MOVING Model = EVHarrier_D Animation = EVHarrier_D.EVHarrier_D AnimationMode = ONCE_BACKWARDS WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA ParticleSysBone = EXHAUST01 HelixExhaust ParticleSysBone = EXHAUST02 HelixExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End AliasConditionState = REALLYDAMAGED ATTACKING AliasConditionState = REALLYDAMAGED ATTACKING MOVING AliasConditionState = RUBBLE SPECIAL_DAMAGED AliasConditionState = RUBBLE SPECIAL_DAMAGED ATTACKING AliasConditionState = RUBBLE SPECIAL_DAMAGED ATTACKING MOVING End ; ***DESIGN parameters *** DisplayName = OBJECT:Harrier EditorSorting = VEHICLE Side = Europe TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300.0 WeaponSet Conditions = None Weapon = PRIMARY Harrier20mmCannonWeapon Weapon = SECONDARY HarrierAntiTankMissileWeapon End WeaponSet Conditions = HERO Weapon = PRIMARY Harrier20mmCannonHeroicWeapon Weapon = SECONDARY HarrierAntiTankMissileWeapon End ArmorSet Conditions = None Armor = ComancheArmor DamageFX = None End BuildCost = 1500 BuildTime = 30 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 200 400 600 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience CommandSet = EuropeJetHarrierCommandSet ; *** AUDIO Parameters *** VoiceSelect = HarrierVoiceSelect VoiceMove = HarrierVoiceMove VoiceGuard = HarrierVoiceMove VoiceAttack = HarrierVoiceAttack VoiceAttackAir = HarrierVoiceAttackAir SoundAmbient = HarrierAmbientLoop SoundMoveStart = HarrierMoveStart UnitSpecificSounds VoiceCreate = HarrierVoiceCreate End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD Body = ActiveBody ModuleTag_04 MaxHealth = 300.0 InitialHealth = 300.0 SubdualDamageCap = 900 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_HarrierStartDeath End Behavior = AIUpdateInterface ModuleTag_06 Turret TurretTurnRate = 0 ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = Yes NotWhileAttacking End Locomotor = SET_NORMAL HarrierJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 50.0 End Behavior = ObjectCreationUpgrade ModuleTag_Ability01 UpgradeObject = OCL_HarrierChaffFlares TriggeredBy = Upgrade_GLAWorkerFakeCommandSet End Behavior = ProductionUpdate ModuleTag_Ability02 End Behavior = HelicopterSlowDeathBehavior ModuleTag_08 DestructionDelay = 10000 ; the destruction delay SpiralOrbitTurnRate = 1.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 200.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) MinSelfSpin = 1 ; in degrees per second MaxSelfSpin = 1 ; in degrees per second SelfSpinUpdateDelay = 3000 ; in milliseconds SelfSpinUpdateAmount = 0 ; in degrees FallHowFast = 100.0% ; fraction of gravity, lower = take longer to fall AttachParticle = SootySmokeTrail AttachParticleBone = None FXHitGround = FX_JetDeathHitGround FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 100 FinalRubbleObject = HarrierRubbleHull 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 FXList FX_ChaffCounterMeasureDetonation LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = TankStruckSparks End ParticleSystem Name = AirBurstGrenadeExplosionFlash End ParticleSystem Name = TankMuzzleWave End ParticleSystem Name = TankStruckSmallArmsSmoke End ParticleSystem Name = ChaffParticles OrientToObject = Yes End Sound Name = ChaffCounterMeasureDetonation End End Object Armor_AmericaJetRaptor BuildCost = 1500 AddModule Behavior = ObjectCreationUpgrade ModuleTag_Ability01 UpgradeObject = OCL_HarrierChaffFlares TriggeredBy = Upgrade_GLAWorkerFakeCommandSet End AddModule OCL_HarrierChaffFlares equalsign="0" id="1" tagtype="CreateObject"><entry id="1" key="ObjectNames" value="HarrierAbilityTimerObject" /><entry id="2" key="Disposition" value="LIKE_EXISTING" /></node> <node equalsign="0" id="2" tagtype="CreateObject"><entry id="1" key="ObjectNames" value="HarrierChaffLauncherObject" /><entry id="2" key="Disposition" value="LIKE_EXISTING" /></node> End The last part is probably gibberish, I couldn't find the Object Creation Lists so I used TibEd 2 to find these sections and copy the two groups of code. I also have no idea how to put my own tooltips in. The crash report tells me that something is wrong with the CommandSet, and I need help figuring out what more needs to be added. Thanks in advance. |
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4 Apr 2014, 19:09
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#7
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
Why is there the EuropeJetHarrier code?
And wth is this thing? You dont need AddModule to add a OCL entry, just do it normally CODE AddModule OCL_HarrierChaffFlares equalsign="0" id="1" tagtype="CreateObject"><entry id="1" key="ObjectNames" value="HarrierAbilityTimerObject" /><entry id="2" key="Disposition" value="LIKE_EXISTING" /></node> <node equalsign="0" id="2" tagtype="CreateObject"><entry id="1" key="ObjectNames" value="HarrierChaffLauncherObject" /><entry id="2" key="Disposition" value="LIKE_EXISTING" /></node> End And plus u need the objects that the ocl creates, which is the visual of the countermeasures And to add your own tooltips and that stuff in through mapping just add a .str file in your map directory CODE CONTROLBAR:ToolTipBshipFireArea "Fires weapons at the targeted location" End just like modding zero hour, simple This post has been edited by Oliver: 4 Apr 2014, 19:17 |
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4 Apr 2014, 19:32
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#8
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
Where do I find those objects?
"First of all, where is the code of the harrier?" I added that because you said that, I now removed it and only kept the object creation module. This post has been edited by DarkyPwnz: 4 Apr 2014, 19:47 |
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4 Apr 2014, 20:21
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#9
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
Uh so, I moved
CODE CommandButton Command_HarrierFireChaffCountermeasures Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerFakeCommandSet Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:EuropeHarrierFireChaff ButtonImage = SSHarrierChaff ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipEuropeHarrierFireChaff PurchasedLabel = CONTROLBAR:ToolTipEuropeHarrierFireChaff End over CODE CommandSet Armor_AmericaJetRaptorCommandSetII 1 = Command_GenericAirGroundattack 2 = Command_RaptorTaunt 3 = Command_HarrierFireChaffCountermeasures 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End And the error file now says: CODE (Line: 'Object Armor_AmericaJetRaptor ') with that section being CODE Object Armor_AmericaJetRaptor CommandSet = Armor_AmericaJetRaptorCommandSetII End I also don't know where to find the object files you mentioned, so could you please give me more clear cut answers? |
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4 Apr 2014, 20:23
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#10
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
Where do I find those objects? "First of all, where is the code of the harrier?" I added that because you said that, I now removed it and only kept the object creation module. The ocl is this one... They are in EuropeSystemObjects CODE ObjectCreationList OCL_HarrierChaffFlares CreateObject ObjectNames = HarrierAbilityTimerObject Disposition = LIKE_EXISTING End CreateObject ObjectNames = HarrierChaffLauncherObject Disposition = LIKE_EXISTING End End And these are the objects... CODE Object HarrierAbilityTimerObject ; ***DESIGN parameters *** Side = Europe EditorSorting = SYSTEM ArmorSet Conditions = None Armor = InvulnerableAllArmor DamageFX = EmptyDamageFX End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE NO_SELECT NO_COLLIDE CAN_ATTACK Body = ActiveBody ModuleTag_03 MaxHealth = 10.0 InitialHealth = 10.0 End Behavior = AIUpdateInterface ModuleTag_04 End Locomotor = SET_NORMAL BerkutMissileDodgeJetLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes End Behavior = SlavedUpdate ModuleTag_07 GuardMaxRange = 1;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 1;How far away I'm allowed to wander from master while guarding. AttackRange = 1;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 1;How far I'm allowed to wander from target. ScoutRange = 1;How far away from master I'm allowed when master is moving. ScoutWanderRange = 1;How far I'm allowed to wander from scout point. StayOnSameLayerAsMaster = Yes End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = UpgradeDie ModuleTag_12 DeathTypes = ALL UpgradeToRemove = Upgrade_GLAWorkerFakeCommandSet ModuleTag_Ability01 End Behavior = FireWeaponUpdate ModuleTag_032233 Weapon = HarrierChaffFlareMissileLockBreakWeapon InitialDelay = 1800 End Behavior = LifetimeUpdate ModuleTag_032 MinLifetime = 35000 MaxLifetime = 35000 End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object HarrierChaffLauncherObject ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXChaff;this isn't in zero hour WeaponFireFXBone = PRIMARY WeaponB WeaponLaunchBone = PRIMARY WeaponB End End ArmorSet Conditions = None Armor = InvulnerableAllArmor DamageFX = None End WeaponSet Conditions = None Weapon = PRIMARY HarrierChaffFlareWeapon End ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS PROJECTILE CAN_ATTACK NO_COLLIDE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_023113 End Behavior = OCLUpdate ModuleTag_0523121 MinDelay = 30 MaxDelay = 30 OCL = OCL_SkyShieldShellExplosionDetonationEffect End Behavior = DeletionUpdate ModuleTag_04 MinLifetime = 1000 MaxLifetime = 1000 End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End Now you should get the rest of the things, weapons, locomotors, another ocl and the objects it creates, ect... And pay attention to the model, because you can't add models through mapping unless the zero hour or a modified version has it This post has been edited by Oliver: 4 Apr 2014, 20:38 |
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4 Apr 2014, 20:26
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#11
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
Oh wow, it gets more confusing. What else do I need to move over?
OCL_SkyShieldShellExplosionDetonationEffect and BerkutMissileDodgeJetLocomotor ? This post has been edited by DarkyPwnz: 4 Apr 2014, 20:26 |
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4 Apr 2014, 20:33
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#12
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
Oh wow, it gets more confusing. What else do I need to move over? OCL_SkyShieldShellExplosionDetonationEffect and BerkutMissileDodgeJetLocomotor ? And - InvulnerableAllArmor - HarrierChaffFlareMissileLockBreakWeapon - HarrierChaffFlareWeapon - And find another model in zero hour This will be so messy to modding in a map |
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4 Apr 2014, 20:40
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#13
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
And - InvulnerableAllArmor - HarrierChaffFlareMissileLockBreakWeapon - HarrierChaffFlareWeapon - And find another model in zero hour This will be so messy to modding in a map Does the Side = Europe part matter? Oh dear... I suppose those will be easy to fin though. And another model? What do you mean, and which section in particular is it that requires a model? |
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4 Apr 2014, 21:10
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#14
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
QUOTE Does the Side = Europe part matter? Nope QUOTE And another model? What do you mean, and which section in particular is it that requires a model? I'm not really the best person to answer this, but i think a empty model could work... But i am no sure |
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4 Apr 2014, 21:19
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#15
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
Where do you find models though? Where are they kept? I would need a name.
As for the .ini not parsing, could you find the issue? I'm lost. |
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4 Apr 2014, 21:39
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#16
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
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4 Apr 2014, 21:47
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#17
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
I mentioned it earlier in the thread, maybe you missed it?
Or do you mean that you couldn't figure it out? |
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4 Apr 2014, 23:08
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#18
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
CODE Object Armor_AmericaJetRaptor CommandSet = Armor_AmericaJetRaptorCommandSetII End Is this part of the raptor code or the full thing? If so maybe you can't change the commandset of a unit would be my guess.. Instead try to change the comandset itself, the original one. |
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4 Apr 2014, 23:26
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#19
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
The full thing. With map.ini you don't need the full code. I know this should work for a matter of fact because I did a similar thing with dozers on another map and it worked, naming them blahblahCommandSetII and then assigning the command set to them I mean.
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5 Apr 2014, 13:35
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#20
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
The full thing. With map.ini you don't need the full code. I know this should work for a matter of fact because I did a similar thing with dozers on another map and it worked, naming them blahblahCommandSetII and then assigning the command set to them I mean. This in map.ini... bah... Technically in modding there won't be any errors in that part, the only error that could generate was the raptor taunt that you have cause it doesnt work on black widow, that will be the reason to crash... I never seen a map.ini changing the commandset, so i don't know what is happening |
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5 Apr 2014, 15:49
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#21
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
But the Raptor taunt was in the original CommandSet...
And if it were the problem it would just show up gray like on MiG Bomber, no reason it should crash is there? |
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