Darth_Extas Posted February 22, 2006 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!
Yesh Posted February 22, 2006 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.
dookie23 Posted February 22, 2006 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.
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