Darth_Extas Posted February 22, 2006 Share Posted February 22, 2006 I have been experimenting in finding a way to add a new "Hero" Unit. I have not found a way. The Exeption error comes up making me unable to enter the menu screen. I was trying to make the hero with an Imperial Royal Gaurd model. Making a hero does as well involve the herocompanies.xml and the namedherounits.xml files Here is my text if you want to see what needs improvement in order to "make" a new hero of mine. <HeroCompany Name="Extas_Team"> <Text_ID>TEXT_INDIG_ELITE_GUARD</Text_ID> <Icon_Name>i_button_imperial_guard.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Damage>9999.0</Damage> <Affiliation>Empire</Affiliation> <Build_Time_Seconds>0</Build_Time_Seconds> <Combat_Power_Value>0</Combat_Power_Value> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures></Required_Special_Structures> <Required_Planets>Byss</Required_Planets> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit> <Company_Units>Darth_Extas</Company_Units> <Is_Named_Hero>Yes</Is_Named_Hero> <Is_Force_Sensitive>Yes</Is_Force_Sensitive> <Available_In_Skirmish>yes</Available_In_Skirmish> <Can_Be_Only_One>true</Can_Be_Only_One> <Score_Cost_Credits> 2000 </Score_Cost_Credits> <SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Respawn_Emperor</SFXEvent_Build_Complete> <SFXEvent_Hero_Respawned>Unit_Respawn_Emperor</SFXEvent_Hero_Respawned> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Emperor</SFXEvent_Fleet_Move> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>FORCE_LIGHTNING</Type> <Recharge_Seconds>10.0</Recharge_Seconds> <GUI_Activated_Ability_Name> Emperor_Force_Lightning </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> </Unit_Ability> <!-- Secondary ability --> <Unit_Ability> <Type>AREA_EFFECT_CONVERT</Type> <Recharge_Seconds>10.0</Recharge_Seconds> <GUI_Activated_Ability_Name> </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Spawned_Object_Type> Proj_Special_Emperor_Instant_Dark_Side_Corrupt_Blast </Spawned_Object_Type> </Unit_Ability> </Unit_Abilities_Data> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites>EC_Level_Two_Tech_Upgrade</Tactical_Build_Prerequisites> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player> <Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD </Encyclopedia_Unit_Class> <CategoryMask>LandHero</CategoryMask> <Ranking_In_Category> 1 </Ranking_In_Category> <Population_Value>1</Population_Value> </HeroCompany> ^ Is for The Hero Companies file, I still cannot find the problem. As well sorry if the code is mest up, just the way the computer made it when I pasted it in. </HeroUnit> <HeroUnit Name="Darth_Extas"> <Is_Named_Hero>Yes</Is_Named_Hero> <Is_Force_Sensitive>Yes</Is_Force_Sensitive> <Text_ID>TEXT_INDIG_ELITE_GUARD</Text_ID> <Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD </Encyclopedia_Unit_Class> <Land_Model_Name>EI_RoyalGaurd.alo</Land_Model_Name> <Icon_Name>i_button_imperial_guard.tga</Icon_Name> <GalacticBehavior> SELECTABLE </GalacticBehavior> <LandBehavior> SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON </LandBehavior> <Lua_Script>Palpatine</Lua_Script> <!-- Lightsaber holstering data --> <SFXEvent_Draw_Weapon> Unit_Light_Saber_On </SFXEvent_Draw_Weapon> <SFXEvent_Holster_Weapon> Unit_Light_Saber_Off </SFXEvent_Holster_Weapon> <Holster_Weapon_Bone_Name> b_saber </Holster_Weapon_Bone_Name> <Holster_Drawn_Bone_Translation> 0.0, 0.0, 0.0 </Holster_Drawn_Bone_Translation> <Holster_Holstered_Bone_Translation> 0.0, -5.835, 0.0 </Holster_Holstered_Bone_Translation> <Holster_Transition_Time_In_Secs> 0.17 </Holster_Transition_Time_In_Secs> <Holster_Minimum_Drawn_Time_In_Secs> 15.0 </Holster_Minimum_Drawn_Time_In_Secs> <Holster_Disable_Engine_Loops> Yes </Holster_Disable_Engine_Loops> <SFXEvent_Engine_Idle_Loop> Unit_Vader_Lightsaber_Idle_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Vader_Lightsaber_Moving_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Vader_Lightsaber_Cinematic_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <SurfaceFX_Name>Generic_Footprint, Good_Ground</SurfaceFX_Name> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <CanCellStack>yes</CanCellStack> <Movement_Animation_Speed> 0.8 </Movement_Animation_Speed> <Max_Speed>3</Max_Speed> <Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn> <Custom_Soft_Footprint_Radius> 6.5 </Custom_Soft_Footprint_Radius> <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <!-- Temp scale change for scale test - change back once models resized --> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <Min_Speed> .4 </Min_Speed> <OverrideAcceleration> .2 </OverrideAcceleration> <OverrideDeceleration> .25 </OverrideDeceleration> <Mouse_Collide_Override_Sphere_Radius> 20.0 </Mouse_Collide_Override_Sphere_Radius> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <Select_Box_Scale>27</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name> <Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name> <Mass>1.1</Mass> <Scale_Factor>1.75</Scale_Factor> <!-- Temp scale change for scale test - change back once models resized --> <!--<Is_Sprite>No</Is_Sprite>--> <Type>Walk</Type> <Affiliation>Empire</Affiliation> <!-- If you want heroes to contribute to political control, use Political_Control_Bonus_Ability --> <Political_Faction>Empire</Political_Faction> <IsBuildable>No</IsBuildable> <Spawn_Planet>Byss</Spawn_Planet> <Size_Value>78</Size_Value> <Armor_Type> Armor_Hero </Armor_Type> <Damage>9999.0</Damage> <Autoresolve_Health>1000</Autoresolve_Health> <Tactical_Health>800</Tactical_Health> <Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking> <Projectile_Types>Proj_Lightsaber</Projectile_Types> <Land_FOW_Reveal_Range>600.0</Land_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <Projectile_Appearance_Delay_Frames> 8 </Projectile_Appearance_Delay_Frames> <Projectile_Fire_Recharge_Seconds>0.7</Projectile_Fire_Recharge_Seconds> <SFXEvent_Select>Unit_Select_Imp_Guard</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Imp_Guard</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Emperor</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Imp_Guard</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Imp_Guard</SFXEvent_Guard> <SFXEvent_Group_Move>Unit_Group_Move_Emperor</SFXEvent_Group_Move> <SFXEvent_Group_Attack>Unit_Group_Attack_Emperor</SFXEvent_Group_Attack> <SFXEvent_Health_Low_Warning> Unit_Health_Low_Emperor </SFXEvent_Health_Low_Warning> <SFXEvent_Health_Critical_Warning> Unit_Health_Critical_Emperor </SFXEvent_Health_Critical_Warning> <Death_SFXEvent_Start_Die> Unit_Defeat_Emperor </Death_SFXEvent_Start_Die> <Stealth_Capable>yes/Stealth_Capable> <Victory_Relevant>yes</Victory_Relevant> <CategoryMask> LandHero </CategoryMask> <Ranking_In_Category> 1 </Ranking_In_Category> <MovementClass>Infantry</MovementClass> <OccupationStyle>1x1</OccupationStyle> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle> <Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle> <Has_Land_Evaluator>True</Has_Land_Evaluator> <AI_Combat_Power>600</AI_Combat_Power> <Idle_Chase_Range>100.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_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>AntiInfantry</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <Neutralization_Cost>5000.0</Neutralization_Cost> <Can_Be_Neutralized_By_Major_Heroes>No</Can_Be_Neutralized_By_Major_Heroes> <Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes> <Score_Cost_Credits> 2000 </Score_Cost_Credits> <Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting> <Death_Fade_Time>0.55</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <!-- Controls the range within which Palpatine has an effect on other units' animations --> <Presence_Range>200.0</Presence_Range> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>FORCE_LIGHTNING</Type> <Recharge_Seconds>10.0</Recharge_Seconds> <GUI_Activated_Ability_Name> Emperor_Force_Lightning </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <SFXEvent_Target_Ability> Unit_Lightning_Emperor </SFXEvent_Target_Ability> </Unit_Ability> <Unit_Ability> <Type>AREA_EFFECT_CONVERT</Type> <Recharge_Seconds>10.0</Recharge_Seconds> <GUI_Activated_Ability_Name> </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Spawned_Object_Type> Proj_Special_Emperor_Instant_Dark_Side_Corrupt_Blast </Spawned_Object_Type> <SFXEvent_Target_Ability> Unit_Convert_Emperor </SFXEvent_Target_Ability> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <!-- Redirect Blaster must appear in the special ability list before Absorb Blaster --> <Redirect_Blaster_Ability Name="Emperor_Redirect_Blaster"> <Activation_Style>Take_Damage</Activation_Style> <!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. --> <Redirect_Chance>0.80</Redirect_Chance> <Block_Chance>0.80</Block_Chance> <Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees> <Max_Projectile_Redirection_Angle_In_Degrees> 135.0 </Max_Projectile_Redirection_Angle_In_Degrees> <Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots> <!-- We can block/redirect shots from the following units types: --> <Applicable_Unit_Categories>Infantry, LandHero</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate> </Redirect_Blaster_Ability> <Absorb_Blaster_Ability Name="Emperor_Absorb_Blaster"> <Activation_Style>Take_Damage</Activation_Style> <Absorb_Chance>0.61</Absorb_Chance> <!-- Absorb Percentage and Amount work together in the following way: --> <!-- Actual Amount healed = (Projectile Damage * Absorb Percentage) + Absorb Amount --> <!-- Either value can be zero, but at least one should be non-zero. --> <Damage_Absorb_Percentage>0.1</Damage_Absorb_Percentage> <Damage_Absorb_Amount>1</Damage_Absorb_Amount> <!-- We can absorb shots from the following units types (but no missiles or grenades): --> <Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate>Unit_Force_Absorb</SFXEvent_Activate> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>2.0, 0.4, 0.4</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count /> </Absorb_Blaster_Ability> <!-- Force Lightning must come after Force Whirlwind, otherwise Force Whirlwind would never activate. --> <Force_Lightning_Ability Name="Emperor_Force_Lightning"> <!-- <Activation_Style>Special_Attack</Activation_Style> --> <Activation_Style> User_Input </Activation_Style> <Activation_Min_Range>0.0</Activation_Min_Range> <Activation_Max_Range>175.0</Activation_Max_Range> <Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories> <Applicable_Unit_Types /> <Damage_Amount>9999.0</Damage_Amount> <Damage_Application_Time_In_Secs>1.3893</Damage_Application_Time_In_Secs> <Start_Lightning_Frame_Number> 9 </Start_Lightning_Frame_Number> <Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name> <!-- See LightningEffectTypes.xml --> <Lightning_Source_Bone_Name>B_HAND_L</Lightning_Source_Bone_Name> <Lightning_Target_Bone_Name>B_PELVIS</Lightning_Target_Bone_Name> <Lightning_Max_Targets> 25 </Lightning_Max_Targets> <!-- How many victims will the lightning seek out, including original target --> <Lightning_Targets_Radius> 200.0 </Lightning_Targets_Radius> <!-- How far from the original target will the lightning seek for other victims --> <SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate> <SFXEvent_Target_Affected /> <Target_Particle_Effect>Force_Lightning_Smoke</Target_Particle_Effect> <Target_Particle_Bone_Name>B_PELVIS</Target_Particle_Bone_Name> <!-- B_FOOT_R B_FOOT_L --> <Target_Light_Effect_Type>Linear_Pulse</Target_Light_Effect_Type> <Target_Light_Effect_Color>0.3, 0.3, 0.8</Target_Light_Effect_Color> <Target_Light_Effect_Color2 /> <Target_Light_Effect_Duration>2.3893</Target_Light_Effect_Duration> <Target_Light_Effect_Pulse_Count>25</Target_Light_Effect_Pulse_Count> </Force_Lightning_Ability> <Earthquake_Attack_Ability Name="Emperor_Attack_Structures"> <Activation_Style>Special_Attack</Activation_Style> <Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command> <Activation_Min_Range>0.0</Activation_Min_Range> <Activation_Max_Range>350.0</Activation_Max_Range> <Activation_Chance>1.0</Activation_Chance> <Damage_Amount>0.0</Damage_Amount> <Damage_Percentage>0.16</Damage_Percentage> <Damage_Interval_In_Secs>0.3</Damage_Interval_In_Secs> <!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the --> <!-- target object must also have the EARTHQUAKE_TARGET behavior attached. --> <Applicable_Unit_Categories>Structure</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate /> <Target_Particle_Effect>Earthquake_Dust_Particles</Target_Particle_Effect> <Target_Particle_Bone_Name /> </Earthquake_Attack_Ability> <Combat_Bonus_Ability Name="Emperor_Land_Combat_Bonus"> <Activation_Style>Ground_Automatic</Activation_Style> <Unit_Strength_Category>Vehicle | Infantry | Air</Unit_Strength_Category> <Applicable_Unit_Categories>Vehicle | Infantry | Air</Applicable_Unit_Categories> <Applicable_Unit_Types /> <Health_Bonus_Percentage>0.25</Health_Bonus_Percentage> <Damage_Bonus_Percentage>0.25</Damage_Bonus_Percentage> <Energy_Pool_Bonus_Percentage>0.25</Energy_Pool_Bonus_Percentage> <Shield_Bonus_Percentage>0.25</Shield_Bonus_Percentage> <Defense_Bonus_Percentage>0.25</Defense_Bonus_Percentage> <Movement_Speed_Bonus_Percentage>0.25</Movement_Speed_Bonus_Percentage> <Stacking_Category>0</Stacking_Category> </Combat_Bonus_Ability> <!-- Area Effect Force Corruption: Infantry Pain/Damage --> <Force_Healing_Ability Name="Emperor_AE_Force_Corruption"> <Activation_Style>Ground_Automatic</Activation_Style> <Heal_Range>90.0</Heal_Range> <Heal_Amount>0.0</Heal_Amount> <!-- Negative damage means inflict pain on others --> <Heal_Interval_In_Secs>3.0</Heal_Interval_In_Secs> <Applicable_Unit_Categories> Infantry </Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Target_Affected>Unit_Force_Corruption</SFXEvent_Target_Affected> <!-- STUB for Frank --> <Target_Particle_Effect>Corrupt_Enemy</Target_Particle_Effect> <Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name> <Target_Light_Effect_Type>Smooth_Pulse</Target_Light_Effect_Type> <Target_Light_Effect_Color>0.1, 0.1, 0.1</Target_Light_Effect_Color> <Target_Light_Effect_Color2 /> <Target_Light_Effect_Duration>1.0</Target_Light_Effect_Duration> <Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> </HeroUnit> again sorry if the pasting is a bit mest up. Find any problems in it, I know there is somewhere. Thanks in advance! Link to comment Share on other sites More sharing options...
Yesh Posted February 22, 2006 Share Posted February 22, 2006 try changing company units to: Imperial_Elite_Guard If that doesn't work, also change <HeroCompany Name="Extas_Team"> to Imperial_Guard_Company That might fix it. Link to comment Share on other sites More sharing options...
dookie23 Posted February 22, 2006 Share Posted February 22, 2006 How do you add units to the build menu? Cause when I make a duplicate of a ship or unit, only 1 build option of same one shows up. Link to comment Share on other sites More sharing options...
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