Ai command to build, which is that your AI will not build a extracor or Reactors ?
where I wear the one
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
Posted 26 January 2016 - 02:54 PM
Comment out (disable) the 'SkirmishAIInformation' module
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.
Posted 28 January 2016 - 08:32 PM
can you tell me what command the ai auto retur tu refinery?
Posted 28 January 2016 - 11:16 PM
Don't know what you mean, you will have to do a better job explaining.
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 :/
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.
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
Posted 29 January 2016 - 05:39 PM
What do you want your new structure to do? show all the code.
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.
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.
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.
Posted 30 January 2016 - 01:37 PM
Good that it is fixed!
0 members, 1 guests, 0 anonymous users