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#1 D_bershevits

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Posted 16 April 2007 - 09:16 PM

Hello what does this error mean

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#2 Pixel

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Posted 16 April 2007 - 09:27 PM

Not sure about this error, Never had anything alike it. Maybe you should post up your ini...

Never really seen "DescriptionStrategic" in an object.ini.... Is this code edited from another units ini from bfme1? or are you trying to port a bfme2 object in to bfme1?

Edited by FlameGuard, 16 April 2007 - 09:29 PM.


#3 D_bershevits

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Posted 16 April 2007 - 09:37 PM

Well a while back i made a gamling for bfme2 and i ported it over to bfme1.


[code=auto:0];------------------------------------------------------------------------------
;
; Gamling.ini
;
;------------------------------------------------------------------------------

; Gamling
Object RohanGamling
; *** ART Parameters ***

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPGamling

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIGamling

DescriptionStrategic = CONTROLBAR:LW_ToolTip_Gamling

Draw = W3DScriptedModelDraw ModuleTag_DRAW

StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD

OkToChangeModelColor = Yes

DefaultModelConditionState
Model = RUGamling_SKN
End
; --- Idle Anims
IdleAnimationState
StateName = Idle
; Animation = IDLA
; AnimationName = GUBoromir_SKL.GUBoromir_IDLA 0 15
; AnimationMode = ONCE
; End
Animation = IDLB
AnimationName = GUBoromir_SKL.GUBoromir_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLD
AnimationName = GUBoromir_SKL.GUBoromir_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End

TransitionState = Trans_None_To_Sword
Animation = GUBoromir_STHA
AnimationName = GUBoromir_SKL.GUBoromir_STHA;
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_None
Animation = GUBoromir_STHB
AnimationName = GUBoromir_SKL.GUBoromir_STHB;
AnimationMode = ONCE
End
End

AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = GUBoromir_FLYA
AnimationName = GUBoromir_SKL.GUBoromir_FLYA
AnimationMode = LOOP
End
End


; --- Dying anims

AnimationState = DYING SPLATTED
Animation = GUBoromir_LNDA
AnimationName = GUBoromir_SKL.GUBoromir_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = GUBoromir_SKL.GUBoromir_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = GUBoromir_DTHA
AnimationName = GUBoromir_SKL.GUBoromir_DTHA
AnimationMode = ONCE
End
End

AnimationState = PARALYZED
Animation
AnimationName = GUBoromir_IDLB
AnimationMode = LOOP
End
End

; --- Stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = GUBoromir_GTPA
AnimationName = GUBoromir_SKL.GUBoromir_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.3 1.3
End
End
AnimationState = STUNNED
Animation = GUBoromir_LNDA
AnimationName = GUBoromir_SKL.GUBoromir_LNDA
AnimationMode = ONCE
End
End

AnimationState = PACKING_TYPE_2
StateName = CaptainPower
Animation = GUBoromir_CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.2 1.2
End
End

; -- Horn anims
AnimationState = UNPACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End

; -- Last Stand Animations
AnimationState = UNPACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCE
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
End

; --- Moving Anims
AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = GUBoromir_SKL.GUBoromir_WLKA
AnimationMode = LOOP
End
End
; non mo cap
; AnimationState = MOVING WEAPONSTATE_CLOSE_RANGE
; StateName = WithSword
; Flags = RANDOMSTART
; ;ParticleSysBone = None InfantryDustTrails
; Animation = GUBoromir_RUNB
; AnimationName = GUBoromir_SKL.GUBoromir_RUNB
; AnimationMode = LOOP
; End
; End
; AnimationState = MOVING DAMAGED
; Flags = RANDOMSTART
; ;ParticleSysBone = None InfantryDustTrails
; Animation = GUBoromir_IWKA
; AnimationName = GUBoromir_SKL.GUBoromir_IWKA
; AnimationMode = LOOP
; End
; End
AnimationState = MOVING WANDER
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = GUBoromir_SKL.GUBoromir_WLKA
AnimationMode = LOOP
End
End


AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUBoromir_SKL.GUBoromir_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End


AnimationState = MOVING
;ParticleSysBone = None InfantryDustTrails
Flags = RANDOMSTART
Animation = GUBoromir_RUNB
AnimationName = GUBoromir_SKL.GUBoromir_RUNA
AnimationMode = LOOP
End
End


; Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
Animation = ATKA
AnimationName = GUBoromir_SKL.GUBoromir_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

AnimationState = FIRING_OR_PREATTACK_A
Animation = GUBoromir_ATD1
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End




; --------- Idle Anims -non mocap-
; AnimationState = WEAPONSTATE_CLOSE_RANGE
; StateName = WithSword
; Animation = GUBoromir_IDLC
; AnimationName = GUBoromir_SKL.GUBoromir_IDLC
; AnimationMode = ONCE
; End
; End

; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = GUBoromir_SKL.GUBoromir_IDLA
AnimationMode = LOOP; ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE; acts like an idle animation & keeps running the animations.
End

; --------- Selected Anims and Transitions
TransitionState = TRANS_Idle_to_Selected
Animation = ATND
AnimationName = GUBoromir_SKL.GUBoromir_ATND
AnimationMode = ONCE
End
End

TransitionState = TRANS_Selected_To_Idle
Animation = ATNE
AnimationName = GUBoromir_SKL.GUBoromir_ATNE
AnimationMode = ONCE
End
End

AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = ONCE
End
End

AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = Once
End
Animation = CHRB
AnimationName = GUBoromir_SKL.GUBoromir_CHRB
AnimationMode = Once
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = GUBoromir_SKL.GUBoromir_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End

;------------emotions---------------
AnimationState = EMOTION_TAUNTING
Animation = CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = Once
End
End

AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = GUBoromir_SKL.GUBoromir_CHRB
AnimationMode = Once
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH
Animation = Taunting
AnimationName = GUBoromir_SKL.GUBoromir_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUBoromir_SKL.GUBoromir_IDLA
AnimationMode = LOOP;ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE; acts like an idle animation & keeps running the animations.
End


; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = GUBoromir_SKL.GUBoromir_HITA
AnimationMode = ONCE
End
End

End


#include "..\..\..\includes\StunDrawModuleSmall.inc"


; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = GAMLING_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = 2000
BuildTime = GAMLING_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = GAMLING_DAMAGE

HeroSortOrder = 50

TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY GamlingSword
;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = ToughHeroArmor
DamageFX = NormalDamageFX
End

VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

BountyValue = ROHAN_GAMLING_BOUNTY_VALUE
DisplayName = OBJECT:RohanGamling
RecruitText = CONTROLBAR:RohanGamlingRecruit
ReviveText = CONTROLBAR:RohanGamlingRevive
;Hotkey = CONTROLBAR:RohanGamlingHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

CommandSet = RohanGamlingCommandSet
CommandPoints = 50


; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_BoromirBody

AutoResolveArmor
Armor = AutoResolve_BoromirArmor
End

AutoResolveWeapon
Weapon = AutoResolve_BoromirWeapon
End

AutoResolveLeadership = AutoResolve_BoromirBonus


; *** AUDIO Parameters ***;

VoiceAttack = BoromirVoiceAttack
VoiceAttackCharge = BoromirVoiceAttackCharge
VoiceAttackMachine = BoromirVoiceAttack
VoiceAttackStructure = BoromirVoiceAttackBuilding
;VoiceCreated = BoromirVoiceSalute;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = BoromirVoiceSalute;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = BoromirVoiceHelpMe
VoiceMove = BoromirVoiceMove
VoiceMoveToCamp = BoromirVoiceMoveCamp
VoiceMoveWhileAttacking = BoromirVoiceDisengage
VoicePriority = 84
VoiceRetreatToCastle = BoromirVoiceRetreat
VoiceSelect = BoromirVoiceSelectMS
VoiceSelectBattle = BoromirVoiceSelectBattle
VoiceGuard = BoromirVoiceMove

SoundImpact = ImpactHorse

;BoromirVoiceJoinAnybody

UnitSpecificSounds
VoiceGarrison = BoromirVoiceGarrison
VoiceEnterUnitElvenTransportShip = BoromirVoiceMove
VoiceInitiateCaptureBuilding = BoromirVoiceMove
End

CrowdResponseKey = GoodMen

#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = BoromirDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:SwordIntoScabbard1 Animation:GUBoromir_SKL.GUBoromir_HRNA Frames:7
AnimationSound = Sound:BoromirHorn Animation:GUBoromir_SKL.GUBoromir_HRNB Frames:0
AnimationSound = Sound:SwordShingClean1 Animation:GUBoromir_SKL.GUBoromir_HRNC Frames:5
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNA Frames:10 22
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNB Frames:10 22
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_ATRA Frames:11 23 35 47
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_MFDA Frames:8 20 31 41

AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_DTHA Frames:116
AnimationSound = Sound:BodyFallSoldier Animation:GUBoromir_SKL.GUBoromir_LNDA Frames:4
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_SPCE Frames:82
End

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Infantry Hero
;UnitWeight = 2
End


; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONG

; Body = DelayedDeathBody ModuleTag_DelayedDeathBody;DelayedDeath is a variation of RespawnBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ; BALANCE
; DelayedDeathTime = 10000 ; Amount of time spent still fighting after being killed
; DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand; Need this upgrade to be able to delay my death.
; InvulnerableFX = FX_BoromirLastStand
;
; PermanentlyKilledByFilter = NONE ;Who kills me permanently?
; DodgePercent = HERO_DODGE_PERCENT
; End

; Body = ActiveBody ModuleTag_ActiveBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ; BALANCE
; DodgePercent = HERO_DODGE_PERCENT
; End

; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
; SpecialPowerTemplate = SpecialAbilityFakeLeadership
; TriggeredBy = Upgrade_BoromirLastStand
; End
;Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
; SpecialPowerTemplate = SpecialAbilityFakeLeadership
; UpdateModuleStartsAttack = No
; StartsPaused = Yes
;End

Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = BOROMIR_HEALTH;BALANCE Eomer Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_BoromirDieToRespawn;FXList to play when killed-to-respawn
DeathAnimationTime = 4966;1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_BoromirInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_BoromirRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIGamling

;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:625 Time:60000 Health:100% ;DEFAULT VALUES
End

Behavior = AutoHealBehavior ModuleTag_BoromirHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying.
WaitForWakeUp = Yes
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
/StanceTemplate = Hero
End

#include "..\..\..\includes\CaptureBuilding.inc"

/Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BoromirFunctions
End

/Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
&n
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#4 Pixel

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Posted 16 April 2007 - 09:41 PM

DescriptionStrategic = CONTROLBAR:LW_ToolTip_Gamling

Try Removing it, As far as i know this is only used in bfme2. Wich would explain it if you ported your bfme2 version to bfme1.

#5 D_bershevits

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Posted 16 April 2007 - 09:45 PM

thanks i didnt notice that.

Ok second bug.

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#6 Pixel

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Posted 16 April 2007 - 09:50 PM

Another bfme2 think i take it by the looks of it. I strongly suggest you take a bfme1s ini and edit that instead of using a bfme2 one as it will give you many problems (i.e, Side errors and such).

AnimationState = PARALYZED

I guess this was another thing added in to bfme2 as i dont think it is in bfme1.

#7 D_bershevits

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Posted 16 April 2007 - 09:51 PM

Should i edit boromir
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#8 Pixel

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Posted 16 April 2007 - 09:53 PM

Would save you some time with the animations and such. So yes, I would recommend using him as a base.

#9 D_bershevits

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Posted 16 April 2007 - 10:05 PM

Posted Image

(copied boromir(not bfme2 gamling)

Edited by D_bershevits, 16 April 2007 - 10:11 PM.

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#10 ched

ched

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Posted 16 April 2007 - 10:14 PM

#INCLUDE does not exist in BfME1.
copy the contents of the file included.


and please please please try to read what these error reports actually say.
let's decrypt that one together. The error is in the file called gamling.ini located in Data\INI\Object\goodfaction\units\rohan\.

The problem is coming from the block called #include.
You are porting a unit from BfME 2 to BfME 1 (not a good idea. Many bits cannot be ported.). Does that block exist ? Have you ever seen it in BfME 1 codes ? (do a quick research in a vanilla BfME 1 INI for the answer)

If the block does not exist, which is the case here, try to find what it does and to reproduce it using BfME 1 code.


That should help, because we ain't gonna be solving all of your problems if they are all about the same thing : you trying to port BfME 2 to BfME 1 :p
Software is like sex; it's better when it's free ~Linus Torvald

#11 Pixel

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Posted 16 April 2007 - 10:33 PM

D_bershevits, Like i said... Copy bfme1s boromir.ini ... Edit the commandets, model, object/display names etc. Much eaiser.

#12 D_bershevits

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Posted 16 April 2007 - 11:01 PM

Sorry guys. But this one is not specific as to were the problem is.

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#13 ched

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Posted 16 April 2007 - 11:06 PM

you haven't closed a behavior using and "End" before opening a new one.

make sure all of your behaviors are opened and closed.
Software is like sex; it's better when it's free ~Linus Torvald

#14 D_bershevits

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Posted 16 April 2007 - 11:12 PM

; *** ENGINEERING Parameters ***



	RadarPriority = UNIT

	KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY

	PathfindDiameter = 40.0



;	Body = DelayedDeathBody ModuleTag_DelayedDeathBody;DelayedDeath is a variation of RespawnBody

;		CheerRadius 				= EMOTION_CHEER_RADIUS

;		MaxHealth				= BOROMIR_HEALTH	; BALANCE

;		DelayedDeathTime			= 10000					; Amount of time spent still fighting after being killed

;		DelayedDeathPrerequisiteUpgrade		= Upgrade_BoromirLastStand; Need this upgrade to be able to delay my death.

;		InvulnerableFX				= FX_BoromirLastStand

;

;		PermanentlyKilledByFilter		= NONE	;Who kills me permanently?

;		  DodgePercent				  = HERO_DODGE_PERCENT				

;	End



;	Body = ActiveBody ModuleTag_ActiveBody

;		CheerRadius 				= EMOTION_CHEER_RADIUS

;		MaxHealth					= BOROMIR_HEALTH	; BALANCE

;		  DodgePercent				  = HERO_DODGE_PERCENT				

;	End

	

;	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership

;		SpecialPowerTemplate = SpecialAbilityFakeLeadership

;		TriggeredBy = Upgrade_BoromirLastStand

;	End

	Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   

		SpecialPowerTemplate	  = SpecialAbilityFakeLeadership

		UpdateModuleStartsAttack  = No

		StartsPaused = Yes

	End	

	

	Body = RespawnBody ModuleTag_RespawnBody

		CheerRadius 			= EMOTION_CHEER_RADIUS

		MaxHealth		 		= BOROMIR_HEALTH;BALANCE Eomer Health

		PermanentlyKilledByFilter	= NONE	;Who kills me permanently?

   		DodgePercent			  = HERO_DODGE_PERCENT

	End

	Behavior = RespawnUpdate ModuleTag_RespawnUpdate

;		DeathAnim				= STUNNED			;Model condition to play when killed-to-respawn

		DeathAnim				= DYING			  ;Model condition to play when killed-to-respawn

		DeathFX				= FX_BoromirDieToRespawn;FXList to play when killed-to-respawn

		DeathAnimationTime		= 4966;1133		;How long DeathAnim will take.

		InitialSpawnFX			= FX_BoromirInitialSpawn

		RespawnAnim				= LEVELED			;Animation to play when respawning.

		RespawnFX				= FX_BoromirRespawn	;FXList to play when respawning.

		RespawnAnimationTime		= 2000			;Time it takes for respawn to play.

		AutoRespawnAtObjectFilter	= NONE +CASTLE_KEEP	;Respawn at this location -- and at it's exit production point if possible.

		ButtonImage				= HIBorimir

		

	;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others

	;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any

		RespawnRules =			AutoSpawn:No	Cost:700		Time:90000		Health:100%	;DEFAULT VALUES

		RespawnEntry =	Level:2				Cost:800		Time:90000	;For other levels, only override what is different.

		RespawnEntry =	Level:3				Cost:1000		Time:90000; Cost:900	

		RespawnEntry =	Level:4				Cost:1100		Time:90000; Cost:1000		

		RespawnEntry =	Level:5				Cost:1200		Time:120000; Cost:1100		

		RespawnEntry =	Level:6				Cost:1300		Time:120000; Cost:1200		

		RespawnEntry =	Level:7				Cost:1500		Time:120000; Cost:1300		

		RespawnEntry =	Level:8				Cost:1600		Time:120000; Cost:1400		

		RespawnEntry =	Level:9				Cost:1700		Time:120000; Cost:1500		

		RespawnEntry =	Level:10			Cost:1800		Time:120000; Cost:1600		

	End



	Behavior = AutoHealBehavior ModuleTag_BoromirHealing

		StartsActive = Yes

		HealingAmount = HERO_HEAL_AMOUNT

		HealingDelay = 1000

		StartHealingDelay = HERO_HEAL_DELAY

		HealOnlyIfNotInCombat = Yes

	End

	

	Behavior = LifetimeUpdate ModuleTag_LifeTime		; Used after 'death' to continue for a certain time before really dying.

		WaitForWakeUp = Yes

	End

	

	Behavior = AIUpdateInterface ModuleTag_03

		AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS

		MoodAttackCheckRate			= 500

		AILuaEventsList				= BoromirFunctions

	End



	LocomotorSet

		Locomotor = HeroHumanLocomotor

		Condition = SET_NORMAL 

		Speed	 = NORMAL_GOOD_HERO_SPEED

	End

	

	Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear

		StartsActive	= No;If no, requires upgrade to turn on.

		BonusName		= HeroRadiateFear

		TriggeredBy		= Upgrade_HeroRadiateFear

		RefreshDelay	= 2000

		Range			= 120

		TargetEnemy		= Yes

		ObjectFilter	= ANY +ORC

	End	

	

	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior

	End		

	

	Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing

		StartsActive				= No

		TriggeredBy					= Upgrade_ElvenGift

		HealingAmount				= ELVEN_GIFT_REGEN_AMOUNT

		HealingDelay				= ELVEN_GIFT_REGEN_DELAY

		StartHealingDelay = HERO_HEAL_DELAY

		HealOnlyIfNotInCombat = Yes

	End

	

	Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus

		TriggeredBy = Upgrade_ElvenGift

		AttributeModifier = SpellBookElvenGifts

	End

	

	Behavior = DualWeaponBehavior ModuleTag_13

		SwitchWeaponOnCloseRangeDistance = 161

	End



	Behavior = PhysicsBehavior ModuleTag_04

		GravityMult = 1.0

		ShockStandingTime		= 4000;msec

	End

	

	Behavior = SlowDeathBehavior ModuleTag_05

		DeathTypes = ALL 

		SinkDelay = 3000

		SinkRate = 0.40	; in Dist/Sec

		DestructionDelay = 8000

		Sound = INITIAL BoromirVoiceDie

;		- Where does this stuff go? -

;		UnpackTime			  = 2000 

;		PreparationTime		 = 1   

;		PersistentPrepTime	  = 4000 

;		PackTime				= 2000

;		WhichSpecialWeapon = 1

	End

	

	Behavior = SquishCollide ModuleTag_06

	;nothing

	End

	

	Behavior = HitReactionBehavior HitReactionBehaviorModuleTag

		HitReactionLifeTimer1 = 7; level 1 (light  damage)  hit reaction animations in frames (5 per sec)

		HitReactionLifeTimer2 = 15; level 2 (medium damage)  hit reaction animations in frames (5 per sec)

		HitReactionLifeTimer3 = 10; level 3 (heavy  damage)  hit reaction animations in frames (5 per sec)



		HitReactionThreshold1 = 0.0  ; level 1 (light  damage) threshold trigger

		HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger

		HitReactionThreshold3 = 50.0 ; level 3 (heavy  damage) threshold trigger

	End

	

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableHorn

		SpecialPowerTemplate		= SpecialAbilityHornOfGondor

		TriggeredBy					= Upgrade_BoromirHornOfGondor

	End

	Behavior = SpecialPowerModule ModuleTag_HornStarter						

		SpecialPowerTemplate		= SpecialAbilityHornOfGondor

		UpdateModuleStartsAttack	= Yes

		AntiCategory				= LEADERSHIP

		AttributeModifier			= BoromirGondorHornAntiCategory	; Used for the anti category duration only.

		AttributeModifierRange		= 100.0

		StartsPaused				= Yes							; obtained on level 2

	End

	Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_HornUpdate   

		SpecialPowerTemplate	= SpecialAbilityHornOfGondor

;		StartAbilityRange	   = 2.0





		UnpackTime			  = 1700								; Drawing the horn

		PreparationTime		 = 1									; nothing

		PersistentPrepTime	  = 1600								; Blowing

		PackTime				= 1666								; Putting horn away



;	PackSound			   = 

;	UnpackSound			 = 

;	TriggerSound			= 

;	PrepSoundLoop		   = 

		AwardXPForTriggering	= 0

	End



;--------------------- Start Leadership bonus ---------------

	Behavior = AttributeModifierAuraUpdate ModuleTag_BoromirLeadership

		StartsActive	= No;If no, requires upgrade to turn on.

		BonusName		= BoromirPassiveLeadership

		TriggeredBy		= Upgrade_BoromirForGondorSpeech

		RefreshDelay	= 2000

		Range			= 200

		ObjectFilter	= ANY +INFANTRY +CAVALRY  -STRUCTURE -BASE_FOUNDATION -HERO

	End	



	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseLeadership

		SpecialPowerTemplate = SpecialAbilityFakeLeadership

		TriggeredBy = Upgrade_BoromirForGondorSpeech

	End

	Behavior = SpecialPowerModule ModuleTag_BoromirLeadershipUpdate   

		SpecialPowerTemplate	  = SpecialAbilityFakeLeadership

		UpdateModuleStartsAttack  = No

		StartsPaused = Yes

	End	

;--------------------- End Leadership bonus ---------------



	Geometry = CYLINDER

	GeometryMajorRadius = 8.0

	GeometryMinorRadius = 8.0

	GeometryHeight = 19.2

	GeometryIsSmall = Yes

  Shadow = SHADOW_DECAL

  ShadowSizeX = 20;

  ShadowSizeY = 20;

  ShadowTexture = ShadowI;



 End 

 

;---------MOUNT------------------------------------------------------------------------

 	Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter					  

 		SpecialPowerTemplate		= SpecialAbilityToggleMounted

 		UpdateModuleStartsAttack	= Yes

 		StartsPaused				= No

	;InitiateSound				= FellBeastVoiceMove

 	End



	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle

 		SpecialPowerTemplate	= SpecialAbilityToggleMounted

 		MountedTemplate			= GamlingMount

 		SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech

 		UnpackTime			  = 2000

 		PreparationTime		 = 0		; none, cause we hop onto our mount in no time at all :)

 		PackTime				= 0 	; none, cause we hop onto our mount in no time at all :)

 		OpacityTarget			= .0	; How see-thru to be at peak of change

 		AwardXPForTriggering	= 0

 		IgnoreFacingCheck		= Yes

	;TriggerSound			= FellBeastVoiceMove

	End

	

	END


Edited by D_bershevits, 17 April 2007 - 12:08 AM.

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#15 ched

ched

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Posted 16 April 2007 - 11:32 PM

we're missing the end of the code :rolleyes: attach the file for more convenience.

do only post the engineering parameters. Anims are fine according to the engine.

and use [ codeblock] [/ codeblock] for long blocks of code :p
Software is like sex; it's better when it's free ~Linus Torvald

#16 D_bershevits

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Posted 17 April 2007 - 12:09 AM

ok updated the code like you asked.
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#17 ched

ched

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Posted 17 April 2007 - 07:58 AM

 ShadowTexture = ShadowI;

End 

What is that End closing ?
try to figure that out yourself :p
Software is like sex; it's better when it's free ~Linus Torvald

#18 D_bershevits

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Posted 17 April 2007 - 07:25 PM

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#19 zimoo

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Posted 17 April 2007 - 07:37 PM

Dot dot dot.

What on earth are we supposed to do with that? I suggest you look into rohaninfantry.ini at anything you've added recently, and see if there's any thing that looks odd.

We can't solve all your problems for you. If we did you'd never improve your skills. Try and solve this yourself.
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Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#20 D_bershevits

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Posted 17 April 2007 - 07:45 PM

I did, i check errors before i ask for help.
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