Cressey August 3rd, 2011 12:55 PM
Trouble creating new space unit
Hey All,
I decided to have a go at creating a new space unit, the Saboath Destroyer for a Mod i'm working on. Unfortunatley, the game has other ideas.
I can construct and move it in GC, but if I try and take it into a battle, when the space battle loading screen finishes loading and gives you the "begin" button, I get the following error
Quote:
An exception has occured. See _logfile.txt and _except.txt for details. Press CANCEL to exit or RETRY to debug
I can't find a trace of the two files mentioned.
The game doesn't crash out, but it minimizes and gives me the error. If I go back into the game and begin, the battle begins, but the ship is not present. I have tried this with the Saboath being the only ship I bring to the battle, so this results in me having no ships and no fog of war reveal.
I've checked, double checked, triple checked my code, cross-referenced it to other code, and I can't figure out what is wrong with it, and i'd really appreciate it if somebody could take the time out to check over atleast part of my code to see where I have gone wrong.
Saboath Destroyer
Spoiler :
<SpaceUnit Name="Saboath_Destroyer">
<Text_ID>TEXT_UNIT_NEBULON_FRIGATE</Text_ID>
<Encyclopedia_Good_Against> Tartan_Patrol_Cruiser IPV1_System_Patrol_Craft Acclamator_Assault_Ship </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Bomber Victory_Destroyer Star_Destroyer </Encyclopedia_Vulnerable_To>
<GUI_Row> 1 </GUI_Row>
<Space_Model_Name>CIS_Saboath.alo</Space_Model_Name>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
<Mass>0.999</Mass>
<Scale_Factor>0.70</Scale_Factor>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Damage>1440</Damage>
<Autoresolve_Health>6500</Autoresolve_Health>
<Shield_Points>3600</Shield_Points>
<Tactical_Health>3500</Tactical_Health>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<Ranking_In_Category>6</Ranking_In_Category>
<Max_Speed>3.0</Max_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<MovementClass> Space </MovementClass>
<Space_Layer> Frigate </Space_Layer>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<OverrideAcceleration> .04 </OverrideAcceleration>
<OverrideDeceleration> .04 </OverrideDeceleration>
<Armor_Type> Armor_Nebulon_B </Armor_Type>
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Max_Thrust>1.5</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Select_Box_Scale>300</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust>
<Hyperspace_Speed>3.0</Hyperspace_Speed>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Affiliation>Rebel</Affiliation>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures />
<Required_Planets />
<Ship_Class>frigate</Ship_Class>
<Formation_Priority>3</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Political_Control>0</Political_Control>
<Squadron_Capacity>10</Squadron_Capacity>
<Transport_Capacity>0</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Build_Cost_Credits>2500</Build_Cost_Credits>
<AI_Combat_Power>1</AI_Combat_Power>
<Build_Time_Seconds>1</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>8</Size_Value>
<Behavior> DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED </Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Death_Leave_Hulk_Behind> No </Death_Leave_Hulk_Behind>
<Death_Clone>Damage_Normal, Saboath_Death_Clone</Death_Clone>
<Asteroid_Damage_Hit_Particles>Large_Damage_Spac e</Asteroid_Damage_Hit_Particles>
<HardPoints>
HP_Saboath_Weapon_FL, HP_Saboath_Weapon_FR, HP_Saboath_Weapon_BL, HP_Saboath_Weapon_BR, HP_Saboath_Weapon_Proton, HP_Saboath_Shields, HP_Saboath_Fighter_Bay, HP_Saboath_Engines
</HardPoints>
<Target_Bones />
<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_1>X_Wing_Squadron, 3</Starting_Spawned_Units_Tech_1>
<Starting_Spawned_Units_Tech_1>Y_Wing_Squadron, 1</Starting_Spawned_Units_Tech_1>
<Spawned_Squadron_Delay_Seconds>3</Spawned_Squadron_Delay_Seconds>
<!--Currently no reserves -->
<Reserve_Spawned_Units_Tech_1>X_Wing_Squadron, 0</Reserve_Spawned_Units_Tech_1>
<Reserve_Spawned_Units_Tech_1>Y_Wing_Squadron, 0</Reserve_Spawned_Units_Tech_1>
<CategoryMask> Frigate | AntiCorvette</CategoryMask>
<Icon_Name>i_button_escort_frigate.tga</Icon_Name>
<GUI_Model_Name>CIS_Saboath.alo</GUI_Model_Name>
<GUI_Distance>1000</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<Victory_Relevant>yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Nebulon</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_ Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_Nebulon</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Nebulon</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Nebulon</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Nebulon</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Nebulon</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Nebulon</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Nebulon</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Nebulon </SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_Nebulon </SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Nebulon </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Nebulon </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Nebulon </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop> Unit_Nebulon_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_Nebulon_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Nebulon_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX </Death_SFXEvent_Start_Die>
<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>DEFEND</Type>
<Recharge_Seconds>60</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 1.1f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.2f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER , 0.5f</Mod_Multiplier> <!-- make it faster to recharge -->
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER , 0.5f</Mod_Multiplier> <!-- make it faster to recharge -->
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 2.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<Expiration_Seconds>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_N ebulon</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Encyclopedia_Text> TEXT_TOOLTIP_NEBULON_B</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FRIGATE </Encyclopedia_Unit_Class>
<Score_Cost_Credits> 2250</Score_Cost_Credits>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<Population_Value>2</Population_Value>
</SpaceUnit>
Death Clone
Relevant Models placed in the Data/Art/Models folder.
CIS_Saboath.ALO - Saboath Model
CIS_Saboath_D.ALO - Death Clone
CIS_Saboath_D_DIE_00.ala - Death Animation
Thanks a lot in advance!
~C