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END error in New Faction tutorial for ME


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#1 Ar-Zontar

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Posted 14 October 2005 - 11:33 PM

Trying to create a new faction, and following the tutorial, I get an end error at line 29769 ... was this a common problem when "borrowing" the tutorial code?

I can't follow if I have too many or too few end statements. Any thoughts?

I'll keep counting in the interim .... thanks folks!

#2 Celeglin

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Posted 15 October 2005 - 10:07 AM

Are you talking about the civilianbuildings code that the tutorial offers? I'm not sure, but I think that code is outdated (not up to patch 1.02). This may be your problem...

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#3 King of Universe

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Posted 15 October 2005 - 11:35 AM

The turorial works great for me...

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Frodo: I wish the Ring had never come to me... I wish none of this had happened...
Gandalf: So do all who live to see such times, but that is not for them to decide. All you have to decide, is what to do with the time that is given to you...

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#4 ForsakenOutcast

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Posted 15 October 2005 - 11:43 AM

i had this problem just search thourgh the civilian buildings code you did and see which end is out of place

#5 Lauri

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Posted 15 October 2005 - 04:12 PM

may I suggest that you have a look at this :shiftee:

Click Here!

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#6 Ar-Zontar

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Posted 19 October 2005 - 12:52 PM

Ah yes, that was it thanks ...

Of course, I now have a DRAW error, and really have no idea what that is actually telling me. Any ideas? Do I have to create unique tags for all DRAW items?

Also, the FINALBIG doesn't show me what lines i'm actually editing - what you you guys use to know exactly what line an error is located on?

Many thanks - I will get this to work!

#7 Kelso

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Posted 19 October 2005 - 05:08 PM

Yes, all modules inside an object need to have unique names. And to go to a specific line just open the ini in notepad and press ctl+g and enter the line you wish to go to.
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#8 Ar-Zontar

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Posted 19 October 2005 - 08:14 PM

Kelso, thanks for the info!

So, do those modules need to be defined/referenced somewhere else to work, or as long as they are not identical to another module within that .ini it will work?

I'm going to try it later anyways, buit if someone can verify that's all you have to do then I'll slave away till she goes .... I'm wondering why the online tutorial wouldn't have unique module names? (... it is up to the user to understand that concect and adjust accordingly?) I hadn't seen any posts regarding this, so I thought I'd ask you guys ...

Very nice to get so much help from this community!

I can say when I'm done I will have a nice Elven MOD unique enough to offer out ... a handful of customized Elf heroes with new powers based on existing skills, with new icons and extended health levels, and customized audio files .... although I think Celeglin has place a ton of extra time on his MOD (and I am truly looking forward to trying it out!), I have tried to focus on game balance and ease of creating units based on strategy. I can't wait to show you all!

Thanks again for helping out when we get stuck!

#9 Lauri

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Posted 19 October 2005 - 08:42 PM

a modul tag can be what ever

Modultag_WhateverYouWannaWriteYouCanWriteLikeThis;)

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#10 Kelso

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Posted 20 October 2005 - 12:22 AM

And you misunderstood me. The modules do not need to be unique throughout the entire ini file, just within the object you are coding.
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