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[normal Generals] A Whole New Faction ...


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#1 Guest_DeathAngel_*

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Posted 16 June 2004 - 10:02 PM

alright:
1 completely new faction (adressed in the GameData.INI)
fully selectable and playable, everything works just dandy.
now:
Copied all scripts from the America Faction, saved them to the correct folder, renamed every relevant USA to my new faction name, Made a complete AI for it.
I did change the building names because they have different build options. In the FactionBuilding I copied some buildings and gave them new commandsets.
Now, the AI wont even move, so I remembered te AIData.ini
I edited it before to have the GLA build an airfield and planes, that worked fine also.
But now when I try to set uo a new faction with a new buildlist in there it crashes the game :(

can anybody help me out here ?

#2 Guest_DeathAngel_*

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Posted 16 June 2004 - 10:06 PM

DOH, forget I asked this ...
I re-read the tutorial and now I get it ....
:)
kinda mis-read it the first time.
well, back to worldbuilder ....

#3 Guest_DeathAngel_*

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Posted 16 June 2004 - 10:21 PM

ok, and back to the forum:
made a buildlist with 4 of the first buildings to be constructed, put it in the default/AIdata.ini (yes, the last END tag was good)
game crashed right before I got the loading screen.
went back to WB, made a buildlist with only the command cetner and the barracks, re-exported and everything: crash.
tried putting the AIData.INI in the regular ini dir, also had no effect ....
any help on that part ?

#4 Mithril

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Posted 17 June 2004 - 08:39 PM

Have you looked at the releasecrashinfo.txt in your My Documents\Command and Conquer Generals Zero Hour Data\ folder ?
Command & Conquer: Red Alert - ReGeneration

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#5 Guest_Guest_*

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Posted 18 June 2004 - 05:49 AM

mind you, this is for NORMAL generals not ZH
and this is all I got from the crashlog:
Reason Uncaught Exception during initialization.
:(

#6 Guest_DeathAngel_*

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Posted 18 June 2004 - 05:50 AM

oh, sorry that was me posting

#7 Mithril

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Posted 18 June 2004 - 08:54 PM

Post the build list part of your AIData.ini here since it appears to be the root of the problem.
Command & Conquer: Red Alert - ReGeneration

"Not the faintest clue =\"

-ComradeJ

#8 Guest_DeathAngel_*

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Posted 19 June 2004 - 06:33 AM

;Skirmish AI Build List
SkirmishBuildList NovaCat
Structure NovaCommandCenter
Location = X:795.75 Y:815.13
Rebuilds = 0
Angle = -126.48
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure NovaCommandCenter
Structure NovaBarracks
Location = X:914.72 Y:741.94
Rebuilds = 0
Angle = -126.64
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure NovaBarracks
END ;SkirmishBuildList FactionNovaCat

#9 Mithril

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Posted 19 June 2004 - 12:16 PM

Hmm and it works if you take the AIData.ini off? Very strange indeed....
Command & Conquer: Red Alert - ReGeneration

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-ComradeJ

#10 Guest_DeathAngel_*

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Posted 19 June 2004 - 03:54 PM

no it works when I delete this specific part
btw I'm still talking about the AIData.ini in the Default folder ... dont know if that makes any difference ?

#11 Mithril

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Posted 20 June 2004 - 08:55 AM

No the AIData.ini in the default folder doesn't make a difference. It only means that you can override present files again in the actual INI folder.

Hmm wait a minute, is there a last END after the two END's of your build list ? The AIData.ini needs a last END..
Command & Conquer: Red Alert - ReGeneration

"Not the faintest clue =\"

-ComradeJ

#12 Guest_DeathAngel_*

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Posted 20 June 2004 - 09:25 AM

arg, so stupid of me !
anyway, it doesnt crash now, but the first try I gave it, it didnt build it yet though ....
going to try it with a complete buildlist and see if it will work then.

Existing multiplayer maps dont need a makeover to suit the new factions right ?
they all work on the skirmishscripts and multiplayerscripts.scb ? (that last one for victory conditions)

#13 Guest_DeathAngel_*

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Posted 20 June 2004 - 10:00 AM

no luck :(
far as I can tell everything is ok, but the construction units just stand there and do nothing :(
build list is complete, scripts are all there .... edited multiplayerscripts with the victory conditions (at least that works) but I cant see why its not building :(

#14 Mithril

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Posted 22 June 2004 - 07:45 PM

Ahar! In that case you have more options.

First of all, yes, if you have added new factions to the playertemplate.ini you must edit every map's player list (Edit>Player List) to include the new faction(s).

If that didn't work for some reason start it with the script debugger and see which scripts are being executed.

If that fails delete the _tmpChunk.dat in your My Documents\Command and Conquer Generals (Zero Hour?) Data\ folder, look at the stickied topic here in the forum for further details.
Command & Conquer: Red Alert - ReGeneration

"Not the faintest clue =\"

-ComradeJ

#15 Guest_DeathAngel_*

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Posted 24 June 2004 - 05:59 AM

yeah, I got it to work :lol:
The Day before yesterday I got an idea so yesterday morning I opened up an existing map to see. Then I added the 3 new factions manually and now they work :)

2 small pointer for your tutorial might be:

adding the buildings to the AIData.ini everything should be put ABOVE the LAST END tag. so its actually "in" the AI module.

2nd (also my bad reading, but nevertheless) when ADDING a faction (not replacing one) you have to edit all the maps to make it work :)

thanks for the help guys ^_^

#16 Mithril

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Posted 24 June 2004 - 08:10 AM

Thanks for the suggestions ^_^

The last one though is present there in the second last paragraph..

I've changed that sentence a bit now. I've also colored that new faction part in orange.
Command & Conquer: Red Alert - ReGeneration

"Not the faintest clue =\"

-ComradeJ




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