Creating a faction part 3
#1 Guest_Guest_*
Posted 25 June 2006 - 02:19 PM
I was following the tutorial on the site and i know this error is a result of something i have done in part 3 as the game would load beforehand. I am not sure if it is linked to when i downloaded the .rar file of civilianbuildings and extracted from it 2 files, the elven farm and civilianbuilding. I didnt add the elven farm as the tutuorial didn't mention anything about it.
Can someone help please.
#2
Posted 25 June 2006 - 09:31 PM
#3 Guest_Guest_*
Posted 25 June 2006 - 09:41 PM
you'll need to do it manually if modding patch 1.03
you mean adding elves to civilian buildings
#4
Posted 25 June 2006 - 09:45 PM
#5 Guest_Guest_*
Posted 26 June 2006 - 01:39 PM
yep.
okay then btw what do i do with the elven farm ini file i have
;Elven FarmObject ElvesFarm ; *** ART Parameters ***; SelectPortrait = SNReactor_L; ButtonImage = SNReactor ;day Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = GBFarm_SKN End IdleAnimationState Animation = IDLE AnimationName = GBFarm_SKL.GBFarm_IDLA AnimationMode = ONCE AnimationBlendTime = 0 End End ;-- building being constructed ModelConditionState = AWAITING_CONSTRUCTION Model = GBFarm_A; ParticleSysBone = NONE BuildingDoughnutCloud End; AnimationState = AWAITING_CONSTRUCTION Animation = GBFarm_A AnimationName = GBFarm_A.GBFarm_A AnimationMode = MANUAL End Flags = START_FRAME_FIRST End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = GBFarm_A ParticleSysBone = DUSTBONE BuildingContructDust End; AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Animation = GBFarm_A AnimationName = GBFarm_A.GBFarm_A AnimationMode = MANUAL End Flags = START_FRAME_FIRST BeginScript CurDrawablePlaySound("GondorBarracksBeginConstruction") EndScript End ;--damaged building ModelConditionState = DESTROYED_FRONT Model = GBFarm_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBFarm_01") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBFarm_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBFarm_02") EndScript End ModelConditionState = DESTROYED_BACK Model = GBFarm_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBFarm_03") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBFarm_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBFarm_04") EndScript End ModelConditionState = DAMAGED Model = GBFarm_D1 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = GBFarm_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = REALLYDAMAGED EnteringStateFX = FX_BuildingReallyDamaged End ModelConditionState = RUBBLE Model = GBFarm_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE BeginScript CurDrawableHideSubObject("GBFarm_01") CurDrawableHideSubObject("GBFarm_02") CurDrawableHideSubObject("GBFarm_03") CurDrawableHideSubObject("GBFarm_04") EndScript End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble EndEnd PlacementViewAngle = 0 ; ***DESIGN parameters *** DisplayName = OBJECT:ElvenFarm Side = Elves; temporary... probably needs it's own faction EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = 300 BuildTime = 15.0 ; in seconds VisionRange = 160.0 ; Shroud clearing distance ShroudClearingRange = 160; ArmorSet; Conditions = None; Armor = StructureArmor; DamageFX = StructureDamageFXNoShake; End; CommandSet = ElvenFarmCommandSet CommandSet = SellableCommandSet ; *** AUDIO Parameters *** SoundOnDamaged = BuildingLightDamageWood SoundOnReallyDamaged = BuildingHeavyDamageWood VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingConstructionLoop; Repaired from completely destroyed (not used???) End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE;NEED_BASE_FOUNDATION ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = GondorWorkerNoSelect End Behavior = CastleMemberBehavior ModuleTag_CMB End Body = StructureBody ModuleTag_05 MaxHealth = 1500.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_GBFarm_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_GBFarm_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_GBFarm_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_GBFarm_Chunk4 CATAPULT_ROCK LEFT_DESTROYED End Behavior = AutoDepositUpdate AutoDepositModuleTag DepositTiming = 2000 ; in milliseconds DepositAmount = 20 ; cash amount to deposit every DepositTiming InitialCaptureBonus = 0 ; no initial bonus End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = DestroyDie ModuleTag_IWantRubble End Behavior = StructureCollapseUpdate ModuleTag_07 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse End ;Behavior = DestroyDie ModuleTag_08a ;nothing ;End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = WINDOW_N01 FireWindowName = WINDOW_F01 GlowWindowName = WINDOW_G01; FireName = FIRE01 End; Behavior = CreateObjectDie ModuleTag_08; CreationList = OCL_SmallStructureDebris; End ; Behavior = ProductionUpdate ModuleTag_10; ; nothing, but is required if we have any Object-level Upgrades!; End ; Behavior = FlammableUpdate ModuleTag_14; AflameDuration = 5000 ; If I catch fire, I'll burn for this long...; AflameDamageAmount = 5 ; taking this much damage...; AflameDamageDelay = 500 ; this often.; End ; Behavior = TransitionDamageFX ModuleTag_15; ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------; DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke; ;---------------------------------------------------------------------------------------; ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke; ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion; ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave; End ; Behavior = FXListDie ModuleTag_16; DeathFX = FX_BuildingDie; End Geometry = BOX GeometryMajorRadius = 43.2 GeometryMinorRadius = 32.8 GeometryHeight = 18.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYEREnd
#6
Posted 26 June 2006 - 03:21 PM
#7 Guest_Guest_*
Posted 27 June 2006 - 07:44 AM
the code there should still be valid, no worries
sorry i ment where do i put it, or is it needed?
#8
Posted 27 June 2006 - 09:58 AM
that's part 1, and it mentions all that you need to know on that piece of code.
#9 Guest_Guest_*
Posted 27 June 2006 - 11:30 AM
#10 Guest_Guest_*
Posted 27 June 2006 - 01:47 PM
i created an account so it would be easier to ask for help ill post the code again and can someone show me if anything is wrong in the civilianbuildings ini file, otherwise it will be something else casuing the game to crashoooopppsss someone delete both this posts and ill repost the code otherwise it is going to get confusing =)
chEDIT : just register/login, and attach your code in a txt file
#11
Posted 27 June 2006 - 02:31 PM
Edit: i decided to try edit the name of the expansion_elves.bse to outpost_elves.bse as in the civilianbuildings.ini they expansion have been renamed to outpost, however whilst this didn't stop the game.dat error crash :( it managed to reduce the number of lines of errors to two ;
initialise context
memory pool allocate
Edit 2: i found king of the univere's 1.03 change to civilianbuildings so i will try that
Edit: for anyone who cares i found i hadn't put the elves in the lotr.csf though i remember doing that but now the game loads but i only get a black screen
Edited by punisher60k, 27 June 2006 - 04:55 PM.
#12
Posted 27 June 2006 - 06:32 PM
#13
Posted 27 June 2006 - 08:52 PM
#14 Guest_Guest_*
Posted 28 June 2006 - 04:55 AM
I was just wondering since you are a veteran with the Sage engine.
And maybe with all the unknown things in the inis explained in those documents the RA alliance mod will be greatly improved.
I know im expectating a lot and its kinda exciting for all the possibilities.
#15
Posted 28 June 2006 - 07:49 AM
hey Ched arent you excited about this SDK thing about to be released, Apoc said it will be compatible with BFME1 , maybe your knowledge about ini coding will grow exponentially, you know with all the documentation being there.
And maybe with all the unknown things in the inis explained in those documents the RA alliance mod will be greatly improved.
I know im expectating a lot and its kinda exciting for all the possibilities.
I'm not much of a veteran with the Sage Engine, BfME is the first game I've been modding for.
And while I am of course expecting a lot from this upcoming SDK, I don't think a BfME I INI documentation will come up, no is it, IMO, really required.
We've, thanks to all the users who came by and shared their discoveries, figured out A LOT in the past year and a half BfME wise. And I'm sure we can figure out pretty much anything that way INI wise.
However, some help with the files no one has figured out yet, say, APT files, would be more than appreciated, but I'm sure that what EA will throw at us will rock
#16
Posted 28 June 2006 - 09:02 AM
i wont put the address and module of the crash but the symbol to save typing
WCsnpy+0x49a
AllocateHeap+0xaeo
AllocateHeap+0xcb9
Rtllnitalize Critical section+0x13e
MemoryPool::-Allocate+0xba
This means absolutely nothing to me however maybe someone could give me a link to a mod in 1.03 which has a new faction in it.
Btw i still don't know where the add attachment function is, as when i post i cannot see it anywhere on the screen
#17
Posted 28 June 2006 - 09:51 AM
as for the error, fix your prntscreen, cause what you copied doesn't really help
#18
Posted 28 June 2006 - 02:31 PM
the attachment function is just above the post icons, but is perhaps limited to a certain amount of posts.
as for the error, fix your prntscreen, cause what you copied doesn't really help
thought it was meaningless , but ill try with the printscrn problem, though tbh i may have to e-mail the .bse files and INI to my other comp as i can't think of any other way to get it to work.
BTW is there anywhere i can spam posts to get my count up?
Edit: while i am trying to get my prnt scrn to work in the guide it says to name the outposts as expansion however i named the .bse files as Outpost_elves as that is what they are named in civilianbuildings, is this wrong?
Edited by punisher60k, 28 June 2006 - 03:16 PM.
#19
Posted 28 June 2006 - 03:24 PM
#20
Posted 28 June 2006 - 10:03 PM
okay so what do ou mean by exporting,you need to ensure that your bases are exported from WB with the correct, you can't just rename that like that (apart from the small hexediting that you'll do)
btw i should get the screenshot by tomorrow
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