rEdaSbLood 1 Posted December 8, 2005 i recently tried to put a custom rules file in my RA1 folder and the game crashed. I downloaded the file from RA Archive or w/e it doesn't matter...any ideas why it crashed? Share this post Link to post
Wildshield 0 Posted December 8, 2005 Something in that file is incomplete ... because of that the system gave the option to your computer, the computer didn't like that option so it challenged it by throwing a red flag. After the Ref looked over the option it by-passed the operator and created a critical stop of the program. Shutting down the game and bringing you back to the main desktop. My suggestion is to find what's causing the error. A weapon missing a warhead or an incomplete general rule. What is this file changing anyways? Share this post Link to post
rEdaSbLood 1 Posted December 8, 2005 its a rules.ini file that i downloaded just to change cost/strength and for one unit self heal(medic) when i launched the game it went well until i started the skirmish.... i got a messege saying "An integer divided by zero was encountered at 0057431f"......? HELP! Share this post Link to post
rEdaSbLood 1 Posted December 10, 2005 does anyone know the solution to the posted SOS prior to this post Share this post Link to post
Doctor Destiny 40 Posted December 10, 2005 What were all of your changes? IIRC, the game uses a modifier to determine cost. If you set a cost to $0, the game will crash. Share this post Link to post
rEdaSbLood 1 Posted December 10, 2005 no costs were zero....nothing was set to zero...power/strength/cost were all lowered...most building i changed power to -1. also i think i put self heal for the medic and tanya...and i changed waiting time for super weapons..thats mostly what i edited....PS-the ini file has the comments in it to help edit it...should i delete those? Share this post Link to post
Wildshield 0 Posted December 11, 2005 Please post your changes then. I can't determined what's wrong. Though some stats such as strength and cost cannot go below 10 or you get that crashing error. As long as those helpful edit comments start with ";" all is well. Such as Speed=4 ; rate of movement for unit Share this post Link to post
rEdaSbLood 1 Posted December 11, 2005 all costs were lowered to no less than 100 about....all strength was no lower than 100 accept mines..they were strength=1 as default...if you want me to post changes then i will...but thats alot Share this post Link to post
Wildshield 0 Posted December 13, 2005 It would help since I can only guess on what the problem may be. It may seem like alot but there have been threads before that have done the same thing. Share this post Link to post
rEdaSbLood 1 Posted December 13, 2005 ; ******* Special weapon charge times ******* ; The time (minutes) for recharge of these special weapons. [Recharge] Chrono=2 ; chronosphere GPS=6 ; satellite radar IronCurtain=6 ; invulnerability device Nuke=10 ; nuclear missile ParaBomb=5 ; parachute bombs Paratrooper=3 ; paratroopers Saboteur=14 ; para-saboteur Sonar=10 ; sonar pulse SpyPlane=3 ; recon mission ; ******* Object Heap Maximums ******* ; These are the absolute maximum number of these object types ; allowed in the game (at any one time). [Maximums] Players=8 ; ipx layer limits this to 8 maximum Aircraft=100 Anim=100 Building=500 Bullet=50 Factory=32 ; 32 is minimum for 8 player game Infantry=500 Overlay=1 ; special case -- only needs one Projectile=20 ; projectile types, not actual projectiles Smudge=1 ; special case -- only needs one Team=60 TeamType=60 Template=1 ; special case -- only needs one Terrain=500 ; trees and rocks TrigType=80 ; trigger types Trigger=200 ; triggers themselves Unit=500 Vessel=100 Warhead=10 ; warhead types, not actual warheads Weapon=55 ; weapon types, not actual weapons ; ******* AI Controls ******* ; Computer Skirmish-Mode behavior controls. The ratio values are based on the ; number of buildings in the computer base that should be of the type specified. ; The ratio total should exceed 100% so that the base will always try to grow as ; it vainly attempts to achieve the specified percentage composition. ; Take note: The computer AI in Red Alert is merely a warmed over version ; of the AI experiment I wrote during the unallocated time in the month ; following C&C's release. It was more than adequate at that time (even ; difficult to beat), but since Red Alert is a very different game, the skirmish ; mode AI is somewhat under-effective. In order to improve the AI ; over this initial experiment, the following controls are provided. It might ; be possible to manipulate these values to achieve a greater challenge when ; playing the computer opponent. [AI] AttackInterval=3 ; average delay between computer attacks AttackDelay=5 ; average delay time before computer begins first attack PatrolScan=.016 ; minute interval between scanning for enemys while patrolling. CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount. PathDelay=.01 ; Delay (minutes) between retrying when path is blocked. OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest AutocreateTime=5 ; average minutes between creating an 'autocreate' team InfantryReserve=3000 ; always build infantry if cash reserve is greater than this InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity PowerSurplus=50 ; build power plants until power surplus is at least this amount BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity RefineryRatio=.16 ; ratio of base that should be composed of refineries RefineryLimit=4 ; never build more than this many refineries BarracksRatio=.16 ; ratio of base that should be composed of barracks BarracksLimit=2 ; never build more than this many barracks WarRatio=.1 ; ratio of base that should be composed of war factories WarLimit=2 ; never build more than this many war factories DefenseRatio=.4 ; ratio of base that should be defensive structures DefenseLimit=40 ; maximum number of defensive buildings to build AARatio=.14 ; ratio of base that should be anti-aircraft defense AALimit=10 ; maximum number of anti-aircraft buildings to build TeslaRatio=.16 ; ratio of base that should be telsa coils TeslaLimit=10 ; maximum number of tesla coils to build HelipadRatio=.12 ; ratio of base that should be composed of helipads HelipadLimit=5 ; maximum number of helipads to build AirstripRatio=.12 ; ratio of base that should be composed of airstrips AirstripLimit=5 ; maximum number of airstrips to build CompEasyBonus=yes ; When more than one human in game, computer player goes to "easy" mode? Paranoid=yes ; Will computer players ally with each other if the situation looks bleak? PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage ; ******* IQ setting for computer activity ******* ; Each player (computer controlled or otherwise) is given an IQ rating that is used ; to control what the computer is allowed to automatically control. This is ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous ; and intelligent the side will behave. Each ability is given a rating that ; indicates the IQ level (or above) that the ability will be granted. Because such ; abilities are automatically performed by the computer, giving a human controlled ; country a high IQ is not recommended. Otherwise the player's units will start to ; automatically "do their own thing"! A human controlled country is presumed to have ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher. ; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to ; the maximum. [iQ] MaxIQLevels=5 ; the maximum number of discrete IQ levels SuperWeapons=4 ; super weapons are automatically fired by computer Production=5 ; building/unit production is automatically controlled by computer GuardArea=4 ; newly produced units start in guard area mode RepairSell=1 ; allowed to choose repair or sell of damaged buildings AutoCrush=2 ; automatically try to crush antogonists if possible Scatter=3 ; will scatter from incoming threats [grenades and such] ContentScan=4 ; will consider contents of transport when picking good target Aircraft=4 ; automatically replace aircraft or helicopters Harvester=2 ; automatically replace lost harvesters SellBack=2 ; allowed to sell buildings ; ******* Country Statistics ******* ; Certain countries have special adjustments to their unit and building ; values. These are global values that affect ALL units and buildings owned ; by that country. This applies only to multiplayer games and skirmish mode. In ; normal game play, all values are "1.0". ; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0) ; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0) ; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0) ; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0) ; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0) ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0) ; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0) [England] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.1 ROF=1.0 Cost=1.0 BuildTime=1.0 [Germany] Firepower=1.1 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [France] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.1 Cost=1.0 BuildTime=1.0 [ukraine] Firepower=1.0 Groundspeed=1.1 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [uSSR] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=0.9 BuildTime=1.0 [Greece] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [Turkey] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [spain] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 ; ******* Difficulty Settings ******* ; Game difficulty is controlled by these factors. Some of these factors will ; only affect a computer player. The computer and the player are handicapped by ; individual settings. Thus the computer may be playing at 'difficult' level while the ; player may be playing at 'easy' level. ; Airspeed = multiplier to speed for all air units (def=1.0) ; Armor = multiplier to armor strength for all units and buildings (def=1.0) ; Cost = multiplier to cost for all units and buildings (def=1.0) ; Firepower = multiplier to firepower for all weapons (def=1.0) ; Groundspeed = multiplier to speed for all ground units (def=1.0) ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0) ; BuildSlowdown = Should the computer build slower than the player (def=no)? ; <<< affects the computer player, not the human player >>> ; ContentScan = Should the contents of a transport be considered when picking best target (def=no)? ; RepairDelay = average delay (minutes) between initiating building repair ; BuildDelay = average delay (minutes) between initiating construction ; DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)? [Easy] Firepower=1.2 Groundspeed=1.2 Airspeed=1.2 BuildTime=.8 Armor=1.2 ROF=.8 Cost=.8 RepairDelay=.001 BuildDelay=.001 DestroyWalls=yes ContentScan=yes [Normal] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 BuildTime=1 Armor=1.0 ROF=1.0 Cost=1.0 RepairDelay=.02 BuildDelay=.03 BuildSlowdown=no DestroyWalls=yes ContentScan=yes [Difficult] Firepower=.8 Groundspeed=.8 Airspeed=.8 BuildTime=1.0 Armor=.8 ROF=1.2 Cost=1.0 RepairDelay=.05 BuildDelay=.1 BuildSlowdown=yes DestroyWalls=no ; ******* Unit Statistics ******* ; Specifies the characteristics of the various game objects. ; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1) ; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none) ; Cloakable = Is it equipped with a cloaking device (def=no)? ; Cost = cost to build object (in credits) ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)? ; GuardRange = distance to scan for enemies to attack (def=use weapon range) ; Image = name of graphic data to use for this object (def=same as object identifier) ; Invisible = Is completely and always invisible to enemy (def=no)? ; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all) ; Points = point value for scoring purposes (def=0) ; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement) ; Primary = primary weapon equipped with (def=none) ; Secondary = secondary weapon equipped with (def=none) ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0) ; Reload = time delay between reloads (def=0) ; SelfHealing = Does the object heal automatically up to half strength (def=no)? ; Sight = sight range, in cells (def=1) ; Strength = strength (hit points) of this object ; TechLevel = tech level required to build this [-1 means can't build] (def=-1) ; Sensors = Has sensors to detect nearby cloaked objects (def=no)? ; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)? ; <<< applies only to infantry types >>> ; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)? ; Fraidycat = Is it inherently afraid and will panic easily (def=no)? ; Infiltrate = Can it enter a building like a spy or thief (def=no)? ; IsCanine = Should special case dog logic be applied to this? ; <<< applies only to moving units (not buildings) >>> ; Passengers = number of passengers it may carry (def=0) ; Speed = speed of this object [n/a for buildings] (def=0) ; <<< applies only to terrestrial driving vehicle types >>> ; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)? ; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)? ; NoMovingFire = The vehicle must stop before it can fire (def=no)? ; <<< applies only to building types >>> ; BaseNormal = Considered for building adjacency checks (def=yes)? ; Adjacent = distance allowed to place from other buildings (def=1) ; Bib = Should the building have an attached bib (def=no)? ; Capturable = Can this building be infiltrated by a spy/engineer (def=no)? ; Crewed = Does it contain a crew that can escape (def=no)? ; Power = power output [positive for output, negative for drain] (def=0) ; Powered = Does it require power to function (def=no)? ; Repairable = Can it be repaired (def=yes)? ; Storage = the number of credits this building can store (def=0) ; Unsellable = Cannot sell this building (even if it can be built)? ; WaterBound = Is this building placed on water only (def=no)? ; ******* terrestrial driving vehicle types ******* ; Heavy SCUD launcher [V2RL] Name=Heavy V-2 Rocket Prerequisite=weap,dome Primary=SCUD Strength=350 Armor=heavy TechLevel=4 Sight=6 Speed=7 Owner=soviet Cost=600 Points=40 ROT=5 Tracked=yes Ammo=1 Crewed=yes NoMovingFire=yes ; light tank [1TNK] Prerequisite=weap Primary=75mm Strength=300 Armor=heavy TechLevel=4 Sight=4 Speed=9 Owner=allies Cost=600 Points=30 ROT=5 Tracked=yes Crewed=yes ; heavy tank [3TNK] Prerequisite=weap Primary=105mm Secondary=105mm Strength=400 Armor=heavy TechLevel=4 Sight=5 Speed=7 Owner=soviet Cost=700 Points=50 ROT=5 Tracked=yes Crewed=yes ; medium tank [2TNK] Prerequisite=weap Primary=105mm Strength=500 Armor=heavy TechLevel=6 Sight=5 Speed=8 Owner=allies Cost=700 Points=40 ROT=5 Tracked=yes Crewed=yes ; Mammoth tank [4TNK] Prerequisite=weap,stek Primary=120mm Secondary=MammothTusk Strength=700 Armor=heavy TechLevel=10 Sight=6 Speed=4 Owner=allies,soviet Cost=1300 Points=60 ROT=5 Tracked=yes SelfHealing=yes Crewed=yes ; mobile radar jammer [MRJ] Prerequisite=weap,dome Strength=210 Armor=light TechLevel=12 Sight=15 Speed=9 Owner=allies Cost=400 Points=30 ROT=5 Tracked=yes Crewed=yes ; mobile gap generator [MGG] Prerequisite=weap,atek Strength=210 Armor=light TechLevel=11 Sight=6 Speed=9 Owner=allies Cost=500 Points=40 ROT=5 SelfHealing=yes Crewed=yes ; mobile artillery [ARTY] Prerequisite=weap Primary=155mm Strength=100 Armor=light TechLevel=8 Sight=5 Speed=6 Owner=allies Cost=500 Points=35 ROT=2 Tracked=yes Crewed=yes NoMovingFire=yes ; harvester [HARV] Prerequisite=weap,proc Strength=700 Armor=heavy TechLevel=1 Sight=4 Speed=7 Owner=allies,soviet Cost=900 Points=55 ROT=5 Tracked=yes Crewed=yes SelfHealing=yes ; Mobile Construction Vehicle [MCV] Prerequisite=weap,fix Strength=800 Armor=light TechLevel=11 Sight=4 Speed=6 Owner=allies,soviet Cost=2000 Points=60 ROT=5 SelfHealing=yes Crewed=yes ; Ranger (as in "Ford", not "W.W. II Commando") [JEEP] Prerequisite=weap Primary=M60mg Strength=190 Armor=light TechLevel=3 Sight=6 Speed=10 Owner=allies Cost=500 Points=20 ROT=10 Crewed=yes ; Armored Personnel Carrier [APC] Prerequisite=weap,tent Primary=M60mg Strength=250 Armor=heavy TechLevel=5 Sight=5 Speed=10 Owner=allies Cost=700 Points=25 ROT=5 Tracked=yes Passengers=5 ; mine layer [MNLY] Prerequisite=weap,fix Strength=200 Armor=heavy TechLevel=3 Sight=5 Speed=9 Owner=allies,soviet Cost=700 Points=50 ROT=5 Tracked=yes Ammo=5 ; number of mines carried Crewed=yes ; convoy truck [TRUK] Strength=110 Armor=light Owner=soviet,allies TechLevel=-1 Sight=3 Speed=10 Cost=500 Points=5 ROT=5 Passengers=1 ; ******* ship types ******* ; submarine [sS] Prerequisite=spen Primary=TorpTube Strength=220 Armor=light TechLevel=5 Sight=6 Speed=6 Owner=soviet Cost=700 Points=45 ROT=7 Cloakable=yes ; destroyer [DD] Prerequisite=syrd Primary=Stinger Secondary=DepthCharge Strength=450 Armor=heavy TechLevel=7 Sight=6 Speed=6 Owner=allies Cost=900 Points=50 ROT=7 Sensors=Yes ; cruiser [CA] Prerequisite=syrd,atek Primary=8Inch Secondary=8Inch Strength=700 Armor=heavy TechLevel=10 Sight=7 Speed=4 Owner=allies Cost=2000 Points=60 ROT=5 Sensors=Yes ; transport [LST] Strength=450 Armor=heavy TechLevel=3 Sight=6 Speed=14 Owner=allies,soviet Cost=600 Points=25 ROT=10 Passengers=5 ; gun boat [PT] Prerequisite=syrd Primary=2Inch Secondary=DepthCharge Strength=300 Armor=heavy TechLevel=5 Sight=7 Speed=9 Owner=allies Cost=450 Points=30 ROT=7 Sensors=Yes ; ******* infantry types ******* ; attack dog [DOG] Prerequisite=kenn Primary=DogJaw Strength=30 ;Strength=5 Armor=none TechLevel=3 Sight=5 Speed=5 Owner=soviet Cost=100 Points=5 IsCanine=yes GuardRange=7 ; rifle soldier [E1] Primary=M1Carbine Strength=50 Armor=none TechLevel=1 Sight=4 Speed=4 Owner=allies,soviet Cost=100 Points=5 ; grenadier [E2] Primary=Grenade Strength=55 Armor=none TechLevel=1 Sight=4 Speed=5 Owner=allies,soviet Cost=160 Points=10 Explodes=yes ; rocket soldier [E3] Primary=RedEye Secondary=Dragon Strength=45 Armor=none TechLevel=2 Sight=4 Speed=3 Owner=allies,soviet Cost=250 Points=10 DoubleOwned=yes ; Flamethrower [E4] Prerequisite=stek Primary=Flamer Strength=45 Armor=none TechLevel=6 Sight=4 Speed=3 Owner=soviet Cost=250 Points=15 Explodes=yes ; engineer [E6] Strength=30 Armor=none TechLevel=5 Sight=4 Speed=4 Owner=soviet,allies Cost=400 Points=20 Infiltrate=yes ; spy [sPY] Prerequisite=dome Strength=35 Armor=none TechLevel=6 Sight=7 Speed=5 Owner=allies Cost=500 Points=15 Infiltrate=yes ; thief [THF] Prerequisite=atek Strength=30 Armor=none TechLevel=11 Sight=5 Speed=5 Owner=allies Cost=500 Points=10 Infiltrate=yes ; Tanya [E7] Prerequisite=atek Primary=Colt45 Secondary=Colt45 Strength=110 Armor=none TechLevel=11 Sight=7 Speed=5 Owner=allies,soviet Cost=1100 Points=25 Infiltrate=yes C4=yes DoubleOwned=yes SelfHealing=yes ; field medic [MEDI] Primary=Heal Strength=80 Armor=none TechLevel=2 Sight=3 Speed=4 Owner=allies Cost=800 Points=15 SelfHealing=yes ; field marshal [GNRL] Primary=Pistol Strength=80 Armor=none TechLevel=-1 Sight=3 Speed=5 Owner=allies,soviet Cost=0 Points=15 Infiltrate=yes ; civilians [C1] Image=C1 Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Ammo=10 Fraidycat=yes [C2] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C3] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C4] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C5] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C6] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C7] Image=C1 Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Ammo=10 Fraidycat=yes [C8] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C9] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C10] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes ; professor Einstein [EINSTEIN] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies Cost=10 Points=1 Fraidycat=yes ; special agent [DELPHI] Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Ammo=10 ; special agent [CHAN] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 ; ******* aircraft types ******* ; Badger bomber [bADR] Prerequisite=afld Primary=ParaBomb Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=16 Owner=soviet Cost=10 Points=20 ROT=5 Ammo=5 Passengers=5 ; spy photo-recon plane [u2] Prerequisite=afld Primary=Camera Strength=2000 Armor=heavy TechLevel=-1 Sight=0 Speed=40 Owner=soviet Cost=10 Points=5 ROT=7 Ammo=1 ; snapshot film ; jet attack plane [MIG] Prerequisite=afld Primary=Maverick Secondary=Maverick Strength=50 Armor=light TechLevel=10 Sight=0 Speed=20 Owner=soviet Cost=1200 Points=50 ROT=5 Ammo=3 GuardRange=30 ; prop attack plane [YAK] Prerequisite=afld Primary=ChainGun Secondary=ChainGun Strength=60 Armor=light TechLevel=5 Sight=0 Speed=16 Owner=soviet Cost=800 Points=25 ROT=5 Ammo=15 Crewed=yes GuardRange=30 ; transport helicopter [TRAN] Prerequisite=hpad Strength=200 Armor=light TechLevel=11 Sight=1 Speed=12 Owner=allies,soviet Cost=1000 Points=35 ROT=5 Passengers=5 ; Longbow attack helicopter [HELI] Prerequisite=hpad Primary=Hellfire Secondary=Hellfire Strength=225 Armor=heavy TechLevel=9 Sight=0 Speed=16 Owner=allies Cost=1200 Points=50 ROT=4 Ammo=6 Crewed=yes GuardRange=30 ; Hind attack helicopter [HIND] Prerequisite=hpad Primary=ChainGun Strength=225 Armor=heavy TechLevel=9 Sight=0 Speed=12 Owner=soviet Cost=1200 Points=40 ROT=4 Ammo=12 Crewed=yes GuardRange=30 ; ******* building types ******* ; Iron Curtain [iRON] Prerequisite=stek Strength=400 Armor=wood TechLevel=12 Sight=10 Owner=soviet Cost=2500 Points=100 Power=-80 Powered=true Capturable=true Crewed=yes ; forward command center [FCOM] Strength=400 Armor=wood TechLevel=-1 Sight=10 Owner=soviet Cost=0 Points=40 Power=-40 Capturable=true Crewed=yes ; advanced tech center [ATEK] Prerequisite=weap,dome Strength=400 Armor=wood TechLevel=10 Sight=10 Owner=allies Cost=1200 Points=85 Power=-80 Capturable=true Crewed=yes ; paradox device [PDOX] Prerequisite=atek Strength=400 Armor=wood TechLevel=12 Sight=10 Owner=allies Cost=2500 Points=100 Power=-80 Powered=true Capturable=true Crewed=yes ; weapons factory [WEAP] Prerequisite=proc Strength=1000 Armor=light TechLevel=3 Sight=4 Owner=soviet,allies Cost=1600 Points=80 Power=-1 Bib=yes Capturable=true Crewed=yes ; ship yard [sYRD] Prerequisite=powr Strength=1000 Armor=light TechLevel=3 Sight=4 Owner=allies Cost=650 Points=80 Power=-1 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no ; sub pen [sPEN] Prerequisite=powr Strength=1000 Armor=light TechLevel=3 Sight=4 Owner=soviet Cost=650 Points=80 Power=-1 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no ; pill box [PBOX] Prerequisite=tent Primary=Vulcan Strength=400 Armor=wood TechLevel=2 Sight=5 Owner=allies Cost=300 Points=50 Power=-1 Sensors=yes Crewed=yes ; Advanced camouflaged pill box [HBOX] Name=Mammoth Camo. pillbox Prerequisite=tent Primary=MammothTusk Strength=600 Armor=heavy TechLevel=3 Sight=5 Owner=allies Cost=400 Points=60 Power=-1 Sensors=yes Crewed=yes ; Tesla coil [TSLA] Prerequisite=weap Primary=TeslaZap Strength=400 Armor=heavy TechLevel=7 Sight=8 Owner=soviet Cost=1400 Points=80 Power=-60 Ammo=3 Powered=true Sensors=yes Crewed=yes ; gun turret [GUN] Prerequisite=tent Primary=TurretGun Strength=450 Armor=heavy TechLevel=4 Sight=6 Owner=allies Cost=500 Points=50 Power=-5 Sensors=yes Crewed=yes ROT=12 ; anti-aircraft artillery [AGUN] Prerequisite=dome Primary=ZSU-23 Secondary=ZSU-23 Strength=400 Armor=heavy TechLevel=5 Sight=7 Owner=allies Cost=400 Points=50 Power=-5 Crewed=yes ROT=15 Powered=true ; flame turret [FTUR] Prerequisite=barr Primary=FireballLauncher Strength=400 Armor=heavy TechLevel=2 Sight=7 Owner=soviet Cost=400 Points=65 Power=-2 Sensors=yes Explodes=no Crewed=yes ; construction yard [FACT] Strength=1100 Armor=heavy TechLevel=-1 Sight=7 Owner=allies,soviet Cost=2500 Points=80 Power=20 Bib=no Capturable=true Crewed=yes ; refinery [PROC] Prerequisite=powr Strength=950 Armor=wood TechLevel=1 Sight=6 Owner=allies,soviet Cost=1500 Points=80 Power=-10 Storage=4000 Bib=yes Capturable=true Crewed=yes ; storage silo [sILO] Prerequisite=proc Strength=300 Armor=wood TechLevel=1 Sight=4 Owner=allies,soviet Cost=50 Points=25 Power=-5 Storage=2000 Capturable=true ; helipad [HPAD] Prerequisite=dome Strength=800 Armor=wood TechLevel=9 Sight=5 Owner=allies,soviet Cost=900 Points=70 Power=-10 Bib=no Capturable=true Crewed=yes ; radar building [DOME] Prerequisite=proc Strength=1000 Armor=wood TechLevel=3 Sight=13 Owner=allies,soviet Cost=1000 Points=60 Power=-40 Bib=yes Powered=true Capturable=true Sensors=yes Crewed=yes ; gap generator [GAP] Prerequisite=atek Strength=1000 Armor=wood TechLevel=10 Sight=10 Owner=allies Cost=500 Points=35 Power=-30 Powered=true Capturable=true Crewed=yes ; Surface to Air Missile launcher [sAM] Prerequisite=dome Primary=Nike Strength=400 Armor=heavy TechLevel=9 Sight=6 Owner=soviet Cost=600 Points=50 Power=-20 Crewed=yes ROT=30 ; big missile silo [MSLO] Prerequisite=stek Primary=none Strength=400 Armor=heavy TechLevel=10 Sight=5 Owner=soviet,allies Cost=2500 Points=90 Power=-80 Crewed=yes ; airstrip [AFLD] Prerequisite=dome Strength=1000 Armor=heavy TechLevel=5 Sight=7 Owner=soviet Cost=500 Points=70 Power=-10 Capturable=true Crewed=yes ; normal power plant [POWR] Prerequisite=fact Strength=500 Armor=wood TechLevel=1 Sight=4 Owner=allies,soviet Cost=300 Points=40 Power=200 Bib=yes Capturable=true Crewed=yes ; advanced power plant [APWR] Prerequisite=powr Strength=700 Armor=wood TechLevel=8 Sight=4 Owner=allies,soviet Cost=500 Points=50 Power=300 Bib=yes Capturable=true Crewed=yes ; Soviet tech center [sTEK] Prerequisite=weap,dome Strength=600 Armor=wood TechLevel=6 Sight=4 Owner=soviet Cost=1200 Points=85 Power=-50 Bib=no Capturable=true Crewed=yes ; hospital (obsolete?) [HOSP] Strength=400 Armor=wood TechLevel=-1 Sight=4 Owner= Cost= Points=20 Power=-20 Bib=yes Capturable=true Crewed=yes ; bio-research laboratory (obsolete?) [bIO] Strength=600 Armor=wood TechLevel=-1 Sight=4 Owner= Cost= Points=30 Power=-40 Bib=yes Crewed=yes ; Soviet barracks [bARR] Prerequisite=powr Strength=800 Armor=wood TechLevel=1 Sight=5 Owner=soviet Cost=300 Points=30 Power=-1 Bib=yes Crewed=yes Capturable=true ; Allied training tent [TENT] Prerequisite=powr Strength=800 Armor=wood TechLevel=1 Sight=5 Owner=allies Cost=300 Points=30 Power=-1 Bib=yes Crewed=yes Capturable=true ; attack dog training facility [KENN] Prerequisite=barr Strength=400 Armor=wood TechLevel=3 Sight=4 Owner=soviet Cost=200 Points=25 Power=-1 ; service depot [FIX] Prerequisite=weap Strength=800 Armor=wood TechLevel=3 Sight=5 Owner=allies,soviet Cost=1000 Points=80 Power=-20 Capturable=true Crewed=yes ; sandbag wall [sBAG] Strength=1 Armor=none TechLevel=2 Sight=0 Owner=allies Cost=25 Points=1 Repairable=false Adjacent=1 ; concrete wall [bRIK] Strength=1 Armor=none TechLevel=8 Sight=0 Owner=allies,soviet Cost=50 Points=5 Repairable=false Adjacent=1 ; wire fence [FENC] Strength=1 Armor=none TechLevel=2 Sight=0 Owner=soviet Cost=25 Points=1 Repairable=false Adjacent=1 ; auxiliary decorative building [MISS] Strength=400 Points=5 Armor=wood Bib=yes Capturable=true ; chain link fence [CYCL] Strength=1 Points=1 Armor=none Cost=75 Repariable=false Adjacent=1 Sight=0 ; barb wire fence [bARB] Strength=1 Points=1 Armor=wood Cost=25 Repariable=false Adjacent=1 Sight=0 ; wood fence [WOOD] Strength=1 Points=1 Repariable=false Adjacent=1 Sight=0 ; barrels [bARL] Strength=10 Repairable=false Adjacent=0 BaseNormal=no [bRL3] Strength=10 Repairable=false Adjacent=0 BaseNormal=no ; anti-vehicle mine [MINV] Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no ; anti-personnel mine [MINP] Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no ; fakes [FACF] Image=FACT Owner=allies TechLevel=1 Strength=30 Cost=50 Sight=4 Power=-1 Points=15 Bib=yes Capturable=true BaseNormal=no [WEAF] Prerequisite=proc Image=WEAP Owner=allies TechLevel=3 Cost=50 Strength=30 Sight=4 Points=15 Power=-1 Bib=yes Capturable=true BaseNormal=no [sYRF] Prerequisite=powr Image=SYRD Strength=30 TechLevel=3 Sight=4 Cost=50 Owner=allies Power=-1 Points=15 WaterBound=yes Capturable=true BaseNormal=no Adjacent=8 [sPEF] Image=SPEN Strength=30 TechLevel=-1 Sight=4 Cost=50 Owner=soviet Power=-1 Points=15 WaterBound=yes Capturable=true BaseNormal=no Adjacent=8 [DOMF] Prerequisite=proc Image=DOME Strength=30 Sight=4 TechLevel=3 Cost=50 Owner=allies Power=-1 Points=15 Bib=yes Capturable=true BaseNormal=no ; civilian structures [V01] Strength=400 Points=5 Armor=wood Repariable=false Capturable=true [V02] Strength=400 Points=5 Armor=wood Repariable=false [V03] Strength=400 Points=5 Armor=wood Repariable=false [V04] Strength=400 Points=5 Armor=wood Repariable=false [V05] Strength=400 Points=5 Armor=wood Repariable=false [V06] Strength=400 Points=5 Armor=wood Repariable=false [V07] Strength=400 Points=5 Armor=wood Repariable=false [V08] Strength=400 Points=5 Armor=wood Repariable=false [V09] Strength=400 Points=5 Armor=wood Repariable=false [V10] Strength=400 Points=5 Armor=wood Repariable=false [V11] Strength=400 Points=5 Armor=wood Repariable=false [V12] Strength=400 Points=5 Armor=wood Repariable=false [V13] Strength=400 Points=5 Armor=wood Repariable=false [V14] Strength=400 Points=5 Armor=wood Repariable=false [V15] Strength=400 Points=5 Armor=wood Repariable=false [V16] Strength=400 Points=5 Armor=wood Repariable=false [V17] Strength=400 Points=5 Armor=wood Repariable=false [V18] Strength=400 Points=5 Armor=wood Repariable=false [V19] Strength=400 Points=5 Armor=wood Repariable=false [V20] Strength=400 Points=5 Armor=wood Repariable=false [V21] Strength=400 Points=5 Armor=wood Repariable=false [V22] Strength=400 Points=5 Armor=wood Repariable=false [V23] Strength=400 Points=5 Armor=wood Repariable=false [V24] Strength=400 Points=5 Armor=wood Repariable=false [V25] Strength=400 Points=5 Armor=wood Repariable=false [V26] Strength=400 Points=5 Armor=wood Repariable=false [V27] Strength=400 Points=5 Armor=wood Repariable=false [V28] Strength=400 Points=5 Armor=wood Repariable=false [V29] Strength=400 Points=5 Armor=wood Repariable=false [V30] Strength=400 Points=5 Armor=wood Repariable=false [V31] Strength=400 Points=5 Armor=wood Repariable=false [V32] Strength=400 Points=5 Armor=wood Repariable=false [V33] Strength=400 Points=5 Armor=wood Repariable=false [V34] Strength=400 Points=5 Armor=wood Repariable=false [V35] Strength=400 Points=5 Armor=wood Repariable=false [V36] Strength=400 Points=5 Armor=wood Repariable=false [V37] Strength=400 Points=5 Armor=wood Repariable=false Share this post Link to post
Wildshield 0 Posted December 14, 2005 You could have just posted what you changed [HBOX] Name=Mammoth Camo. pillbox I don't have this tag. Don't know if it is causing the crash. But, If this is everything. Your missing a lot of stuff: General Rules, ThemeControl, MultiplayerDefaults, RequiredAddOns, Weapons, Warheads to name a few. The File must include everything. Even stuff you don't edit. But this is just me skimming though everything. I tried to compare all that you have posted and really I don't see anything else that would cause a crash. Share this post Link to post