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Ai command to build


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#1 Hideyasu

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Posted 26 January 2016 - 11:42 AM

Ai command to build, which is that your AI will not build a extracor or Reactors ?

where I wear the one



#2 Madin

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Posted 26 January 2016 - 02:54 PM

Comment out (disable) the 'SkirmishAIInformation' module



#3 Hideyasu

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Posted 26 January 2016 - 03:45 PM

exactly where can I find it? :)

 

        <SkirmishAIInformation
            BaseBuildingLocation="SPREAD"/>

 

on GameObject ?

 

 

I actually just renamed Alien Tower Tiberium to Alien Extractor and since no longer builds the ai it

	<GameObject
		id="AlienExtractor"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_AlienExtractor"
		ButtonImage="Portrait_AlienExtractor"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		TransportSlotCount="0"
		BuildCost="1200"
		BuildTime="12"
		EnergyProduction="-12"
		CommandSet="AlienExtractorCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE COVER SUPPLY_GATHERING_CENTER FS_MONEY_STORAGE TIBERIUM_BASED NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="315d"
		BuildCompletion="PLACED_BY_PLAYER"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="AlienExtractor"
		TypeDescription="TYPE:AlienExtractor"
		Description="DESC:AlienExtractor">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:AlienExtractor</DisplayName>
		<ArmorSet
			Armor="AlienExtractorArmor"
			DamageFX="FactionStructureDamageFX"/>
		<SkirmishAIInformation
			BaseBuildingLocation="TIBERIUM"/>

Edited by Hideyasu, 26 January 2016 - 10:26 PM.


#4 Hideyasu

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Posted 28 January 2016 - 08:32 PM

can you tell me what command the ai auto retur tu refinery?



#5 Madin

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Posted 28 January 2016 - 11:16 PM

Don't know what you mean, you will have to do a better job explaining.



#6 Hideyasu

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Posted 28 January 2016 - 11:20 PM

my problem is that the AI will not build new buildings designated and not reverse the collector automatich the refinery back :/



#7 Madin

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Posted 29 January 2016 - 07:35 AM

Follow a tutorial for adding a new building (including adding new LogicCommands, and then adding an entry to the construction yard, and crane LogicCommandSets).

 

I'm sorry, you will either have to find someone who can write your language, or start taking screen shots and uploading the images (or videos), to explain what you mean.



#8 Hideyasu

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Posted 29 January 2016 - 04:57 PM

sorry my english is not so good :/  Thank you for being helpful

what can you tell me about this command <SupplyCenterCreate />

 

with command is collected Tiberium automatically, without a gamecrash by AI



#9 Madin

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Posted 29 January 2016 - 05:39 PM

What do you want your new structure to do? show all the code.



#10 Hideyasu

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Posted 29 January 2016 - 06:12 PM

without gamecrash - not auto harvest docking

<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
	<Includes>
		<Include type="all" source="ART:GBRefinery.w3x"/>
		<Include type="all" source="ART:GBRefinery_ASN.w3x"/>
		<Include type="all" source="ART:GBRefinery_AAN.w3x"/>
		<Include type="all" source="ART:GBRefinery_TIB.w3x"/>
		<Include type="all" source="ART:GBRefinery_D2.w3x"/>
		<Include type="all" source="ART:GBRefinery_D2A.w3x"/>
		<Include type="all" source="ART:GBRefinery_D3.w3x"/>
		<Include type="all" source="ART:GBRefinery_D3A.w3x"/>
		<Include type="all" source="ART:GBRefineryX_SKN.w3x"/>
		<Include type="all" source="ART:GBRefineryX_LOA.w3x"/>
		<Include type="all" source="ART:GBRefineryX_IDL.w3x"/>
		<Include type="all" source="ART:GBRefineryXD2.w3x"/>
		<Include type="all" source="ART:GBRefineryXD3.w3x"/>
		<Include type="instance" source="DATA:BaseObjects/BaseStructure.xml"/>
	</Includes>
	<GameObject
		id="GDIRefinery"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDIRefinery"
		ButtonImage="Portrait_GDIRefinery"
		Side="GDI"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="1200"
		BuildTime="12"
		EnergyProduction="-12"
		CommandSet="GDIRefineryCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE COVER SUPPLY_GATHERING_CENTER FS_MONEY_STORAGE TIBERIUM_BASED CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="315d"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="GDIRefinery"
		TypeDescription="TYPE:GDIRefinery"
		Description="DESC:GDIRefinery">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:GDIRefinery</DisplayName>
		<ArmorSet
			Armor="GDIRefineryArmor"
			DamageFX="FactionStructureDamageFX"/>
		<SkirmishAIInformation
			BaseBuildingLocation="TIBERIUM"/>
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefinery"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRefinery_ASN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRefinery_D2"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRefinery_D2"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedSteam"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedDist2"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBRefinery_D3"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="GBRefinery"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackB"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackB"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored">
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="GBRefinery_AAN"
						AnimationMode="ONCE"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_Buildup">
					<Animation
						AnimationName="GBRefinery_AAN"
						AnimationMode="ONCE"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="MANUAL"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="ONCE"/>
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Damaged" then
						CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged")
						end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					StateName="STATE_Dying">
					<Animation
						AnimationName="GBRefinery_D3A"
						AnimationMode="ONCE"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Large"
						FollowBone="false"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="ONCE"/>
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Draw_TIB"
				OkToChangeModelColor="false">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefinery_TIB"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_1">
					<Script>
						CurDrawableShowSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableShowSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
			        </Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_2">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableShowSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableShowSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_3">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableShowSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableShowSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_4">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableShowSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableShowSubObject("FXGlows_100")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Draw_Arm"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefineryX_SKN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRefineryXD3"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRefineryXD2"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRefineryXD2"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBRefineryXD3"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="GBRefineryX_IDL"
						AnimationMode="LOOP"/>
					<Script>
						CurDrawableHideSubObject("Bar_01")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOCKING_ACTIVE">
					<Animation
						AnimationName="GBRefineryX_LOA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="1.45"
						AnimationSpeedFactorMax="1.45"/>
					<Script>
						CurDrawableShowSubObject("Bar_01")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound
					Type="INITIAL"
					List="HumanFaction_MediumBuilding_DieMS"/>
				<DieMuxData
					DeathTypes="ALL"/>
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL"/>
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large"/>
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large"/>
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large"/>
			</FXListBehavior>
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="FactionStructureTiberiumFieldOCL">
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="SUICIDED"/>
			</CreateObjectDie>
			<QueueProductionExitUpdate
				id="ModuleTag_Exit">
				<UnitCreatePoint
					x="37.5"
					y="-18.9"
					z="0.0"/>
				<NaturalRallyPoint
					x="104.0"
					y="-18.9"
					z="0.0"/>
			</QueueProductionExitUpdate>
			<SpawnBehavior
				id="ModuleTag_Spawn"
				SpawnNumberData="1"
				SpawnReplaceDelayData="9999s"
				IsOneShotData="true"
				FadeInTime="1.0s"
				InitialDelay="2.0s"
				CanReclaimOrphans="false">
				<SpawnTemplate>GDIHarvester</SpawnTemplate>
			</SpawnBehavior>
			<DistributedMoney
				id="ModuleTag_DistributedMoney"
				Capacity="2000"
				OnDieSpawnPercentage="25"/>
			<SupplyCenterDockUpdate
				id="SupplyCenterDock"
				NumberApproachPositions="-1"
				AllowsPassthrough="true"
				GoToRallyPointAfterDock="true"
				ShouldDockInReverse="true"
				MinDockTime="9s"
				ObjectsInLineWeight="9s"
				DistributedDeposit="true">
				<ForVoiceRetreatThisIsASafeHarborToObjectFilter
					Include="HARVESTER"/>
			</SupplyCenterDockUpdate>
			<ModelConditionUpgrade
				id="ModuleTag_GDIFaction"
				AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<StructureUnpackUpdate
				id="ModuleTag_StructureUnpack"
				UnpackTime="1.8s"/>
			<xi:include href="DATA:Includes/GenericBuildingRepair.xml"/>
			<xi:include href="DATA:Includes/GenericEngineerContain.xml"/>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"
				AILuaEventsList="BuildingPowerFunctions">
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="12000"/>
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				Name="Geom_Orig"
				MajorRadius="72.0"
				MinorRadius="50.0"
				Height="24.0">
				<Offset
					x="0.0"
					y="0.0"
					z="0.0"/>
			</Shape>
			<Shape
				Type="CYLINDER"
				Name="Geom_Tower"
				MajorRadius="18.0"
				MinorRadius="18.0"
				Height="90.0">
				<Offset
					x="-44.0"
					y="16.0"
					z="0.0"/>
			</Shape>
			<ContactPoint>
				<Pos
					x="-49.0"
					y="45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="-45.0"
					z="10"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-34.0"
					y="-45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-34.0"
					y="-45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-49.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="AudioEvent:GDI_RefinerySelect"
				AudioType="voiceSelect"/>
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="HumanFaction_MediumBuilding_LightDamageMS"
				AudioType="soundOnDamaged"/>
			<AudioEntry
				Sound="HumanFaction_MediumBuilding_HeavyDamageMS"
				AudioType="soundOnReallyDamaged"/>
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME"/>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"/>
		<ProjectedBuildabilityInfo
			Radius="150"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE"/>
	</GameObject>
</AssetDeclaration>

with gamecrash - with auto harvest docking

<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
	<Includes>
		<Include type="all" source="ART:GBRefinery.w3x"/>
		<Include type="all" source="ART:GBRefinery_ASN.w3x"/>
		<Include type="all" source="ART:GBRefinery_AAN.w3x"/>
		<Include type="all" source="ART:GBRefinery_TIB.w3x"/>
		<Include type="all" source="ART:GBRefinery_D2.w3x"/>
		<Include type="all" source="ART:GBRefinery_D2A.w3x"/>
		<Include type="all" source="ART:GBRefinery_D3.w3x"/>
		<Include type="all" source="ART:GBRefinery_D3A.w3x"/>
		<Include type="all" source="ART:GBRefineryX_SKN.w3x"/>
		<Include type="all" source="ART:GBRefineryX_LOA.w3x"/>
		<Include type="all" source="ART:GBRefineryX_IDL.w3x"/>
		<Include type="all" source="ART:GBRefineryXD2.w3x"/>
		<Include type="all" source="ART:GBRefineryXD3.w3x"/>
		<Include type="instance" source="DATA:BaseObjects/BaseStructure.xml"/>
	</Includes>
	<GameObject
		id="GDIRefinery"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDIRefinery"
		ButtonImage="Portrait_GDIRefinery"
		Side="GDI"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="1200"
		BuildTime="12"
		EnergyProduction="-12"
		CommandSet="GDIRefineryCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE COVER SUPPLY_GATHERING_CENTER FS_MONEY_STORAGE TIBERIUM_BASED CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="315d"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="GDIRefinery"
		TypeDescription="TYPE:GDIRefinery"
		Description="DESC:GDIRefinery">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:GDIRefinery</DisplayName>
		<ArmorSet
			Armor="GDIRefineryArmor"
			DamageFX="FactionStructureDamageFX"/>
		<SkirmishAIInformation
			BaseBuildingLocation="TIBERIUM"/>
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefinery"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRefinery_ASN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRefinery_D2"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRefinery_D2"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedSteam"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedDist2"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBRefinery_D3"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="GBRefinery"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackB"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackB"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored">
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="GBRefinery_AAN"
						AnimationMode="ONCE"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_Buildup">
					<Animation
						AnimationName="GBRefinery_AAN"
						AnimationMode="ONCE"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="MANUAL"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="ONCE"/>
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Damaged" then
						CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged")
						end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					StateName="STATE_Dying">
					<Animation
						AnimationName="GBRefinery_D3A"
						AnimationMode="ONCE"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Large"
						FollowBone="false"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="ONCE"/>
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Draw_TIB"
				OkToChangeModelColor="false">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefinery_TIB"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_1">
					<Script>
						CurDrawableShowSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableShowSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
			        </Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_2">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableShowSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableShowSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_3">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableShowSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableShowSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_4">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableShowSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableShowSubObject("FXGlows_100")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Draw_Arm"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefineryX_SKN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRefineryXD3"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRefineryXD2"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRefineryXD2"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBRefineryXD3"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="GBRefineryX_IDL"
						AnimationMode="LOOP"/>
					<Script>
						CurDrawableHideSubObject("Bar_01")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOCKING_ACTIVE">
					<Animation
						AnimationName="GBRefineryX_LOA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="1.45"
						AnimationSpeedFactorMax="1.45"/>
					<Script>
						CurDrawableShowSubObject("Bar_01")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound
					Type="INITIAL"
					List="HumanFaction_MediumBuilding_DieMS"/>
				<DieMuxData
					DeathTypes="ALL"/>
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL"/>
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large"/>
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large"/>
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large"/>
			</FXListBehavior>
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="FactionStructureTiberiumFieldOCL">
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="SUICIDED"/>
			</CreateObjectDie>
			<QueueProductionExitUpdate
				id="ModuleTag_Exit">
				<UnitCreatePoint
					x="37.5"
					y="-18.9"
					z="0.0"/>
				<NaturalRallyPoint
					x="104.0"
					y="-18.9"
					z="0.0"/>
			</QueueProductionExitUpdate>
			<SpawnBehavior
				id="ModuleTag_Spawn"
				SpawnNumberData="1"
				SpawnReplaceDelayData="9999s"
				IsOneShotData="true"
				FadeInTime="1.0s"
				InitialDelay="2.0s"
				CanReclaimOrphans="false">
				<SpawnTemplate>GDIHarvester</SpawnTemplate>
			</SpawnBehavior>
			<DistributedMoney
				id="ModuleTag_DistributedMoney"
				Capacity="2000"
				OnDieSpawnPercentage="25"/>

<<with command make a gamecrash>>	<SupplyCenterCreate />

			<SupplyCenterDockUpdate
				id="SupplyCenterDock"
				NumberApproachPositions="-1"
				AllowsPassthrough="true"
				GoToRallyPointAfterDock="true"
				ShouldDockInReverse="true"
				MinDockTime="9s"
				ObjectsInLineWeight="9s"
				DistributedDeposit="true">
				<ForVoiceRetreatThisIsASafeHarborToObjectFilter
					Include="HARVESTER"/>
			</SupplyCenterDockUpdate>
			<ModelConditionUpgrade
				id="ModuleTag_GDIFaction"
				AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<StructureUnpackUpdate
				id="ModuleTag_StructureUnpack"
				UnpackTime="1.8s"/>
			<xi:include href="DATA:Includes/GenericBuildingRepair.xml"/>
			<xi:include href="DATA:Includes/GenericEngineerContain.xml"/>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"
				AILuaEventsList="BuildingPowerFunctions">
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="12000"/>
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				Name="Geom_Orig"
				MajorRadius="72.0"
				MinorRadius="50.0"
				Height="24.0">
				<Offset
					x="0.0"
					y="0.0"
					z="0.0"/>
			</Shape>
			<Shape
				Type="CYLINDER"
				Name="Geom_Tower"
				MajorRadius="18.0"
				MinorRadius="18.0"
				Height="90.0">
				<Offset
					x="-44.0"
					y="16.0"
					z="0.0"/>
			</Shape>
			<ContactPoint>
				<Pos
					x="-49.0"
					y="45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="-45.0"
					z="10"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-34.0"
					y="-45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-34.0"
					y="-45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-49.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="AudioEvent:GDI_RefinerySelect"
				AudioType="voiceSelect"/>
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="HumanFaction_MediumBuilding_LightDamageMS"
				AudioType="soundOnDamaged"/>
			<AudioEntry
				Sound="HumanFaction_MediumBuilding_HeavyDamageMS"
				AudioType="soundOnReallyDamaged"/>
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME"/>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"/>
		<ProjectedBuildabilityInfo
			Radius="150"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE"/>
	</GameObject>
</AssetDeclaration>

it is not a new structure , but it does not work properly


Edited by Hideyasu, 29 January 2016 - 06:14 PM.


#11 Madin

Madin

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Posted 30 January 2016 - 07:23 AM

What were you trying to do?

 

Why is there different 'KindOF' for your structure? (compared to standard GDI Refinery)

 

If you cannot explain what you want to do, then I cannot help you, there is no reason for the Refinery to crash the game. You never even bothered to state the changes you made.



#12 Hideyasu

Hideyasu
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Posted 30 January 2016 - 10:30 AM

I'm sorry my friend

 

my GDI Harvester was buggy ,  Now everything works :)

 

thank you for your patience.


Edited by Hideyasu, 30 January 2016 - 11:02 AM.


#13 Madin

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Posted 30 January 2016 - 01:37 PM

Good that it is fixed!






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