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Error: Parsing ini fiel


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#1 Fighting Phantom

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Posted 24 July 2006 - 07:37 AM

Anyone know what a parsing ini file is? i'm adding the zero hour countermeasure upgrade to my generals mod and am getting these parsing errors for things. Any ideas on how to fix it?

Release Crash at Sun Jul 23 23:25:32 2006
; Reason Error parsing INI file 'Data\INI\ObjectCreationList.ini' (Line: 'Object CountermeasureFlare ')

here's the code.

;------------------------------------------------------------------------------
Object CountermeasureFlare
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = None
ParticleSysBone = None CountermeasureFlareParticleSys
ParticleSysBone = None CounterMeasureSmoke
End
End
KindOf = PROJECTILE
Behavior = PhysicsBehavior ModuleTag_03
Mass = 5
End
Behavior = AIUpdateInterface ModuleTag_04
; nothing
End
Locomotor = SET_NORMAL CountermeasureFlareLocomotor

Behavior = LifetimeUpdate ModuleTag_05
MinLifetime = 3000 ; min lifetime in msec
MaxLifetime = 3000 ; max lifetime in msec
End


Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 4.0
End




;------------------------------------------------------------------------------



#2 Athena

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Posted 24 July 2006 - 08:22 AM

I think this would be better suited in the Generals editing forum :p. Moved.

#3 Fighting Phantom

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Posted 25 July 2006 - 04:12 AM

Behavior = CountermeasuresBehavior ModuleTag_51
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 3 ; 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 = 1.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; 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 = 0 ; 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


ok, i've determined its this part of the code that causing the parsing error, but i don't know why.

#4 stack111

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Posted 14 August 2006 - 05:51 PM

i dont think the orginal general's has a countermeasure module tag
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#5 Fighting Phantom

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Posted 15 August 2006 - 08:38 AM

ok, it turns out original generals won't support counter measures

#6 stack111

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Posted 15 August 2006 - 04:27 PM

yea thought so
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#7 beng

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Posted 24 June 2008 - 04:01 AM

Yes, Generals cannot do countermeasures, but you can implement the airforce general's raptor anti misile lasers as that works fine in generals since it is already used by Generals paladin tank.




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