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Game Crashing


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#1 Guest_Guest_*

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Posted 05 September 2004 - 05:11 PM

My game crashes everytime I start it up once I tried to make my new unit.
Heres my units code.

airforcegeneral.ini
Object AirF_AmericaJetStrikeRaptor

; *** ART Parameters ***
SelectPortrait = SAKingRap_L
ButtonImage = SAKingRap

UpgradeCameo1 = NONE
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = WeaponA01
DefaultConditionState
Model = AVRaptorAG
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
End

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

ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = REALLYDAMAGED
Model = AVRaptorAG_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVRaptorAG_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = AVRaptorAG_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = RUBBLE
Model = AVRaptor_D1B
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVRaptor_D1B
;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

OkToChangeModelColor = Yes

End

; ***DESIGN parameters ***
DisplayName = OBJECT:StrikeRaptor
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
End

WeaponSet
Conditions = None
Weapon = PRIMARY AuroraBombWeapon
End

ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End

BuildCost = 1100
BuildTime = 20
ExperienceValue = 75 75 125 175 ;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 = AmericaJetAuroraCommandSet

; *** AUDIO Parameters ***
VoiceSelect = KingRaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = KingRaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 240.0
InitialHealth = 240.0
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_RaptorDeathFinalBlowUp
; 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 = 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 = PointDefenseLaserUpdate ModuleTag_22
WeaponTemplate = AirF_RaptorPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 10
ScanRange = 200.0
PredictTargetVelocityFactor = 2.0
End
Behavior = StealthDetectorUpdate ModuleTag_24
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = 250 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End

Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
WeaponTemplate = AirF_PointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 0
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End

Behavior = ArmorUpgrade ModuleTag_Armor25
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_26
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 4 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; 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 = 5 ; 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 = 100 ; 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



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

CommandButton.ini
CommandButton AirF_Command_ConstructAmericaJetStrikeRaptor
Command = UNIT_BUILD
Object = AirF_AmericaJetStrikeRaptor
TextLabel = CONTROLBAR:ConstructAmericaJetStirkeRaptor
ButtonImage = SAKingRap
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildStrikeRaptor
End

CommandSet.ini
CommandSet AirF_AmericaAirfieldCommandSet
1 = AirF_Command_ConstructAmericaJetRaptor
2 = AirF_Command_ConstructAmericaVehicleComanche
3 = AirF_Command_ConstructAmericaJetAurora
4 = AirF_Command_ConstructAmericaJetStealthFighter
5 = AirF_Command-ConstructAmericaJetStrikeRaptor
7 = Command_UpgradeComancheRocketPods
8 = Command_UpgradeAmericaLaserMissiles
9 = Command_UpgradeAmericaCountermeasures
10 = Command_UpgradeAmericaBunkerBusters
11 = AirF_Command_UpgradeStealthComanche
13 = Command_SetRallyPoint
14 = Command_Sell
End

#2 AdmiralGT

AdmiralGT

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  • Location:Bristol, UK
  • Projects:Petrolution

Posted 05 September 2004 - 05:46 PM

It appears that in CommandSet.ini you've got a - instead of a _ for AirF_Command-ConstructAmericaJetStrikeRaptor. So that line should read

11 = AirF_Command_ConstructAmericaJetStrikeRaptor

Should fix it, if not open up the Worldbuilder for a more detailed error report.




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