Notices

Go Back   FileFront Forums > The Games! > Command and Conquer Series > CnC Modding, Mapping and Editing

Remember Me?

CnC Modding, Mapping and Editing
Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

Reply
 
LinkBack Thread Tools Display Modes
Old December 14th, 2005   #1
Quetron's alt account
Colonel
 
Joe Bonham's Avatar
 
Join Date: December 9th, 2005
Location: Camp Lejeune, North Carolina
Status: Available
5,647 posts, 28 likes.
Rep Power: 28
Joe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admiration
Angry Dumb Question of the Day

Here's my stupid question for the day -

I'm trying to make the GLA saboteur unit available to the America faction, trainable at the America Command Center.

The game crashes whenever I try to open it. What did I do wrong?

I edited the following notepad files: CommandSet, AmericaInfantry

I copied the saboteur file from the GLA infantry folder into the AmericaInfantry folder. I made a few changes, which are in bold.

Quote:
;------------------------------------------------------------------------------
Object AmericaInfantrySaboteur

; *** ART Parameters ***
SelectPortrait = SUSaboteur_L
ButtonImage = SUSaboteur
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

; this says "we don't use these condition states at all, so completely
; ignore them for purposes of matchmaking"... this is useful to help
; reduce the number of AliasConditionState clauses you must add in
; order to avoid ambiguity in some cases.
IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A
; ---- standing
DefaultConditionState
Model = UISabotr_SKN
IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9
IdleAnimation = UIWRKR_SKL.UIWRKR_IDA
AnimationMode = ONCE
TransitionKey = TRANS_Stand
End
ConditionState = MOVING
Animation = UIWRKR_SKL.UIWRKR_RNA 16
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Moving
ParticleSysBone = None InfantryDustTrails
End
ConditionState = DYING
Animation = UIWRKR_SKL.UIWRKR_DTA
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIWRKR_SKL.UIWRKR_ADTE1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = UIWRKR_SKL.UIWRKR_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = UIWRKR_SKL.UIWRKR_ADTE3
AnimationMode = ONCE
TransitionKey = None
End
ConditionState = SPECIAL_CHEERING
Animation = UIWRKR_SKL.UIWRKR_CHA
AnimationMode = ONCE
End

End
; ***DESIGN parameters ***
DisplayName = OBJECT:Saboteur
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = AmericaCommandCenter
End
BuildCost = 800
BuildTime = 20.0 ;in seconds
ExperienceValue = 15 15 30 40 ;Experience point value at each level
IsTrainable = No ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaInfantrySaboteurCommandSet
; *** AUDIO Parameters ***
VoiceSelect = SaboteurVoiceSelect
VoiceMove = SaboteurVoiceMove
VoiceGuard = SaboteurVoiceMove
VoiceAttack = SaboteurVoiceAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = SaboteurVoiceFear
VoiceTaskComplete = NoSound
UnitSpecificSounds
VoiceCreate = SaboteurVoiceCreate
VoiceSubdue = SaboteurVoiceMove
VoiceGarrison = SaboteurVoiceMove
VoiceEnter = SaboteurVoiceMove
VoiceEnterHostile = SaboteurVoiceAttack
VoiceGetHealed = SaboteurVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit.
End
Locomotor = SET_NORMAL SaboteurGroundLocomotor SaboteurCliffLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = StealthUpdate ModuleTag_07
StealthDelay = 2500 ; msec
StealthForbiddenConditions = None
InnateStealth = Yes ;Requires upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = SquishCollide ModuleTag_11
;nothing
End
Behavior = SabotagePowerPlantCrateCollide SabotageTag_01
BuildingPickup = Yes
SabotagePowerDuration = 30000
End
;Behavior = SabotageSupplyDropzoneCrateCollide SabotageTag_02
; BuildingPickup = Yes
; StealCashAmount = 800
;End
Behavior = SabotageSuperweaponCrateCollide SabotageTag_03
BuildingPickup = Yes
End
Behavior = SabotageCommandCenterCrateCollide SabotageTag_04
BuildingPickup = Yes
End
Behavior = SabotageSupplyCenterCrateCollide SabotageTag_05
BuildingPickup = Yes
StealCashAmount = 1000
End
Behavior = SabotageMilitaryFactoryCrateCollide SabotageTag_06
BuildingPickup = Yes
SabotageDuration = 30000
End
Behavior = SabotageFakeBuildingCrateCollide SabotageTag_07
BuildingPickup = Yes
End
Behavior = SabotageInternetCenterCrateCollide SabotageTag_08
BuildingPickup = Yes
SabotageDuration = 15000
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_SaboteurDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_SaboteurDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireGLA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_16
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
; Behavior = SpecialAbility ModuleTag_17
; SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding
; UpdateModuleStartsAttack = Yes
; StartsPaused = Yes
; InitiateSound = RebelVoiceCapture
; End
; Behavior = SpecialAbilityUpdate ModuleTag_18
; SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding
; StartAbilityRange = 5.0
; UnpackTime = 3000 ; (changing this will scale anim speed)
; PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
; PackTime = 2000 ; (changing this will scale anim speed)
; DoCaptureFX = Yes
; AwardXPForTriggering = 12
; ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
; End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
I then added the saboteur to the America Command Center's Comand Set.

Quote:
CommandSet AmericaCommandCenterCommandSet
1 = Command_ConstructAmericaDozer
2 = Command_SpectreGunship
4 = Command_LeafletDrop
5 = Command_A10ThunderboltMissileStrike
6 = Command_Paradrop
7 = Command_SpyDrone
8 = Command_EmergencyRepair
9 = Command_DaisyCutter ;NOTE THIS GETS UPGRADED BELOW
10 = Command_SpySatelliteScan
11 = Command_ConstructAmericaInfantrySaboteur
13 = Command_SetRallyPoint
14 = Command_Sell
End

And finally, I added a new command set for the American Saboteur himself in the same file.

Quote:
CommandSet AmericaInfantrySaboteurCommandSet
1 = Command_SabotageBuilding
14 = Command_Stop
End
I assume I must be forgetting a step somewhere, but I just can't figure it out. A little help please!

"You can kill my body, but you can't kill my soul. My soul will live forever!"

Last words of Huey P. Newton
Joe Bonham is offline   Reply With Quote
Old December 15th, 2005   #2
I'm too cool to Post
 
Alexei's Avatar
 
Join Date: December 15th, 2005
13 posts, 0 likes.
Rep Power: 0
Alexei has disabled reputation
Default Re: Dumb Question of the Day

Yes... and where is this -> Command_ConstructAmericaInfantrySaboteur written? You have to define the Button for Command_ConstructAmericaInfantrySaboteur in CommandButton.ini...
Alexei is offline   Reply With Quote
Old December 15th, 2005   #3
The Unsung Hero Of CnC
 
Domination!'s Avatar
 
Join Date: July 9th, 2005
Location: Macclesfield
Status: Available
1,122 posts, 0 likes.
Rep Power: 23
Domination! is a n00b
Default Re: Dumb Question of the Day

yeah you need to make a new commanbutton, copy the default commandbutton for the saboteur and rename it, Command_ConstructAmericaInfantrySaboteur, change the object = too AmericaInfantrySaboteur, that should work as long as you do it right


Ini Coder Extraorinaire
Particle Systems God!
Particle FX for Shockwave, Covert Ops, Massive Destruction First Encounter And Domination Mod
Domination! is offline   Reply With Quote
Old December 15th, 2005   #4
Quetron's alt account
Colonel
 
Joe Bonham's Avatar
 
Join Date: December 9th, 2005
Location: Camp Lejeune, North Carolina
Status: Available
5,647 posts, 28 likes.
Rep Power: 28
Joe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admiration
Default Re: Dumb Question of the Day

I did what you said, and got a half victory. The saboteur build button is at the command center, but it is greyed out and unusable.

The button says "Requires: Command Center", even though I start the game with a command center!

What am I doing wrong now?

"You can kill my body, but you can't kill my soul. My soul will live forever!"

Last words of Huey P. Newton
Joe Bonham is offline   Reply With Quote
Old December 15th, 2005   #5
The Unsung Hero Of CnC
 
Domination!'s Avatar
 
Join Date: July 9th, 2005
Location: Macclesfield
Status: Available
1,122 posts, 0 likes.
Rep Power: 23
Domination! is a n00b
Default Re: Dumb Question of the Day

delete these lines,

Prerequisites
Object = AmericaCommandCenter
End

the problem is the commandcenter of the faction your using isnt called AmericaCommandCenter


Ini Coder Extraorinaire
Particle Systems God!
Particle FX for Shockwave, Covert Ops, Massive Destruction First Encounter And Domination Mod
Domination! is offline   Reply With Quote
Old December 15th, 2005   #6
Quetron's alt account
Colonel
 
Joe Bonham's Avatar
 
Join Date: December 9th, 2005
Location: Camp Lejeune, North Carolina
Status: Available
5,647 posts, 28 likes.
Rep Power: 28
Joe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admirationJoe Bonham is worthy of your admiration
Default Re: Dumb Question of the Day

Great! Thanks!

Next question:

In the CivilianUnit file, I found an interesting unit called UNSoldier. I tried making it trainable by the America faction. Changes I made are in bold.

Quote:
;------------------------------------------------------------------------------
Object AmericaInfantryBlackwaterElite
; *** ART Parameters ***
SelectPortrait = SABarracks
ButtonImage = SABarracks
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaChemicalSuits
UpgradeCameo3 = NONE
UpgradeCameo4 = NONE
UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = CIUNSL_SKN
IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21
IdleAnimation = CIUNSL_SKL.CIUNSL_ID1
IdleAnimation = CIUNSL_SKL.CIUNSL_ID2
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
TransitionKey = TRANS_Stand
End
ConditionState = FIRING_A
Animation = CIUNSL_SKL.CIUNSL_ATA1_LP
AnimationMode = LOOP
TransitionKey = TRANS_FiringA
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
TransitionState = TRANS_Stand TRANS_FiringA
Animation = CIUNSL_SKL.CIUNSL_ATA1_ST
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
TransitionState = TRANS_FiringA TRANS_Stand
Animation = CIUNSL_SKL.CIUNSL_ATA1_ED
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
; these aliases handle the attack-move case.
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
ConditionState = FREEFALL
Animation = CIUNSL_SKL.CIUNSL_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
ConditionState = PARACHUTING
Animation = CIUNSL_SKL.CIUNSL_PHG
AnimationMode = LOOP
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING
ConditionState = MOVING
Animation = CIUNSL_SKL.CIUNSL_RNA
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
End
ConditionState = DYING
Animation = CIUNSL_SKL.CIUNSL_DTA
Animation = CIUNSL_SKL.CIUNSL_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = CIUNSL_SKL.CIUNSL_ADTA1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = CIUNSL_SKL.CIUNSL_ADTA2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = CIUNSL_SKL.CIUNSL_ADTA3
AnimationMode = ONCE
TransitionKey = None
End
AliasConditionState = DYING SPLATTED
TransitionState = TRANS_Falling TRANS_Chute
Animation = CIUNSL_SKL.CIUNSL_POP
AnimationMode = ONCE
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = CIUNSL_SKL.CIUNSL_PTD
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1
DisplayName = OBJECT:BlackwaterElite
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY RangerAdvancedCombatRifle
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ChemSuitHumanArmor
DamageFX = None
End

VisionRange = 100
ShroudClearingRange = 300
Prerequisites
Object = AmericaBarracks
End
BuildCost = 225
BuildTime = 5.0 ;in seconds
ExperienceValue = 20 20 40 60 ;Experience point value at each level
ExperienceRequired = 0 20 40 60 120 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaInfantryBlackwaterEliteCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RangerVoiceSelect
VoiceMove = RangerVoiceMove
VoiceAttack = RangerVoiceAttack
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY
Body = ActiveBody ModuleTag_02
MaxHealth = 125.0
InitialHealth = 125.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
Behavior = ProductionUpdate ModuleTag_05
; nothing
End
Behavior = SquishCollide ModuleTag_07
;nothing
End

; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RangerDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RangerDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireUSA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryBeta
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryGamma
End

; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_12
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End

Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 13.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
Then I added my new unit's command set to the Commandset file.

Quote:
CommandSet AmericaInfantryBlackwaterEliteCommandSet
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
Then I added the build commandset to the AmericaBarracks commandset.

Quote:
CommandSet AmericaBarracksCommandSet
1 = Command_ConstructAmericaInfantryRanger
2 = Command_ConstructAmericaInfantryMissileDefender
3 = Command_ConstructAmericaInfantryColonelBurton
4 = Command_ConstructAmericaInfantryPathfinder
6 = Command_ConstructAmericaInfantryBiohazardTech
7 = Command_UpgradeAmericaRangerFlashBangGrenade
8 = Command_UpgradeAmericaRangerCaptureBuilding
9 = Command_ConstructAmericaInfantrySaboteur
10 = Command_ConstructAmericaInfantryBlackwaterElite
13 = Command_SetRallyPoint
14 = Command_Sell
End
And finally, I added a new commandbutton to the CommandButton file.

Quote:
CommandButton Command_ConstructAmericaInfantryBlackwaterElite
Command = UNIT_BUILD
Object = AmericaInfantryBlackwaterElite
TextLabel = CONTROLBAR:ConstructAmericaInfantryBlackwaterElite
ButtonImage = SABarracks
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger
End
But my unit doesn't work. The game just crashes. Any ideas on what I'm doing wrong this time?

"You can kill my body, but you can't kill my soul. My soul will live forever!"

Last words of Huey P. Newton
Joe Bonham is offline   Reply With Quote
Old December 16th, 2005   #7
The Unsung Hero Of CnC
 
Domination!'s Avatar
 
Join Date: July 9th, 2005
Location: Macclesfield
Status: Available
1,122 posts, 0 likes.
Rep Power: 23
Domination! is a n00b
Default Re: Dumb Question of the Day

well the onlt thing ive noticed is that you have two editorsorting = Infantry lines, other than that run worldbuilder that should tell you what the error is


Ini Coder Extraorinaire
Particle Systems God!
Particle FX for Shockwave, Covert Ops, Massive Destruction First Encounter And Domination Mod
Domination! is offline   Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Maybe a dumb question, but... gravy666 Tech Discussion 3 February 25th, 2010 07:59 PM
Last dumb question (for now)... LazM General Gaming 5 February 2nd, 2001 11:39 AM


All times are GMT -7.







   
 





This site is part of the Defy Media Gaming network

The best serving of video game culture, since 2001. Whether you're looking for news, reviews, walkthroughs, or the biggest collection of PC gaming files on the planet, Game Front has you covered. We also make no illusions about gaming: it's supposed to be fun. Browse gaming galleries, humor lists, and honest, short-form reporting. Game on!

FileFront Forums - Terms of Service - Top
Theme Selection
Copyright © 2002-2016 Game Front. All rights reserved. Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
Forum Theme by Danny King (FileTrekker), Sheepeep & Graeme(rs)
RSS Feed Widget by FeedWind