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Alien UnPack/Pack Problem


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#1 Hideyasu

Hideyasu
  • Members
  • 26 posts

Posted 08 February 2016 - 03:20 PM

Hi,

 

My Problem is the Alien UnPack and Pack not really working, Pack from AlienDronePlatform to AlienMCV work, but AlienMCV to AlienDronePlatform stationed on air not ground.

 

AlienDronePlatform:

<?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:ABDronePlat.w3x"/>
		<Include type="all" source="ART:ABDronePlatD2SN.w3x"/>
		<Include type="all" source="ART:ABDronePlatD2AN.w3x"/>
		<Include type="all" source="ART:ABDronePlatD3SN.w3x"/>
		<Include type="all" source="ART:ABDronePlatD3AN.w3x"/>
		<Include type="instance" source="DATA:BaseObjects/BaseStructure.xml"/>
	</Includes>
	<GameObject
		id="AlienDronePlatform"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_AlienDronePlatform"
		ButtonImage="Portrait_AlienDronePlatform"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="3500"
		BuildTime="35"
		EnergyProduction="35"
		CommandSet="AlienDronePlatformCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE COVER CONSTRUCTION_YARD FS_FACTORY AUTO_RALLYPOINT PROJECT_BUILDABILITY_FOR_ALLIES CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="315d"
		BuildCompletion="PLACED_BY_PLAYER"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="AlienDronePlatform"
		TypeDescription="TYPE:AlienDronePlatform"
		Description="DESC:AlienDronePlatform">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:AlienDronePlatform</DisplayName>
		<ArmorSet
			Armor="AlienDronePlatformArmor"
			DamageFX="FactionStructureDamageFX"/>
		<SkirmishAIInformation
			BaseBuildingLocation="CENTER"/>
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABDronePlat"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABDronePlatD3SN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABDronePlatD2SN"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABDronePlat"/>
					<Texture
						Original="AUDronShip"
						New="AUDronShip_D"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABDronePlatD3AN"
						AnimationMode="MANUAL"/>
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED JUST_BUILT"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABDronePlatD2AN"
						AnimationMode="MANUAL"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABDronePlatD2AN"
						AnimationMode="MANUAL"/>
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="ABDronePlatD2AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABDronePlatD3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound
					Type="INITIAL"
					List="ALI_Building_Die"/>
				<DieMuxData
					DeathTypes="ALL"/>
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL"/>
				<Event
					Index="onTransitionToDamaged"
					FX="FX_AlienBuildingDamagedL"/>
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_AlienBuildingDamagedL"/>
				<Event
					Index="onTransitionToRubble"
					FX="FX_AlienBuildingRubbleL"/>
			</FXListBehavior>
			<RadarBehavior
				id="ModuleTag_RadarBehavior"/>
			<BuildingBehavior
				id="ModuleTag_BuildingBehavior"
				NightWindowObject="LIGHT_01"/>
			<BuildingBehavior
				id="ModuleTag_BuildingBehavior02"
				NightWindowObject="LIGHT_02"/>
			<BuildingBehavior
				id="ModuleTag_BuildingBehavior03"
				NightWindowObject="LIGHT_03"/>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				Type="MAIN_STRUCTURE"
				MaxQueueEntries="1"/>
			<ProductionUpdate
				id="ModuleTag_OtherProductionUpdate"
				Type="OTHER_STRUCTURE"
				MaxQueueEntries="1"/>
			<QueueProductionExitUpdate
				id="ModuleTag_QueueProduction"
				ExitDelay="1">
				<UnitCreatePoint
					x="0.0"
					y="17.0"
					z="0.0"/>
				<NaturalRallyPoint
					x="90.0"
					y="17.0"
					z="0.0"/>
			</QueueProductionExitUpdate>
			<ReplaceSelfUpgrade
				id="ModuleTag_ReplaceSelf"
				NewObjectUnpackTime="3.5s">
				<TriggeredBy>Upgrade_Pack</TriggeredBy>
				<ReplacementTemplate>AlienMCV</ReplacementTemplate>
			</ReplaceSelfUpgrade>
			<StructureUnpackUpdate
				id="ModuleTag_StructureUnpack"
				UnpackTime="1.8s"/>
			<xi:include href="DATA:Includes/GenericPackPower.xml"/>
			<xi:include href="DATA:Includes/GenericPackUpdate.xml"/>
			<xi:include href="DATA:Includes/GenericBuildingRepair.xml"/>
			<xi:include href="DATA:Includes/GenericEngineerContain.xml"/>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AIUpdate"
				AutoAcquireEnemiesWhenIdle="YES">
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="35000"/>
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="24.0"
				MinorRadius="24.0"
				Height="80.0">
				<Offset
					x="0.0"
					y="-9.53674e-007"
					z="0.0"/>
			</Shape>
			<ContactPoint>
				<Pos
					x="-16.0215"
					y="-16.0929"
					z="0.0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="16.2452"
					y="-16.0929"
					z="73.9139"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="16.2452"
					y="16.1738"
					z="0.0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-16.0215"
					y="16.1738"
					z="73.9139"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-16.0215"
					y="-16.0929"
					z="73.9139"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="16.2452"
					y="-16.0929"
					z="0.0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="16.2452"
					y="16.1738"
					z="73.9139"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-16.0215"
					y="16.1738"
					z="0.0"/>
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_DronePlatform_Select"
				AudioType="voiceSelect"/>
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="ALI_Building_LightDamage"
				AudioType="soundOnDamaged"/>
			<AudioEntry
				Sound="ALI_Building_HeavyDamage"
				AudioType="soundOnReallyDamaged"/>
			<AudioEntry
				Sound="ALI_DroneShip_DeployMS"
				AudioType="soundUnderConstruction"/>
			<AudioEntry
				Sound="ALI_Building_Placed"
				AudioType="soundUnderConstruction"/>
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME"/>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"/>
		<ProjectedBuildabilityInfo
			Radius="350"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE"/>
	</GameObject>
</AssetDeclaration>

AlienMCV:

<?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:AUDronShip_SKN.w3x"/>
		<Include type="all" source="ART:AUDronShipR_SKN.w3x"/>
		<Include type="all" source="ART:AUDronShip_FP.w3x"/>
		<Include type="all" source="ART:AUDronShip_IDLA.w3x"/>
		<Include type="all" source="ART:AUDronShipDecalIdle.xml"/>
		<Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml"/>
	</Includes>
	<GameObject
		id="AlienMCV"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_AlienMCV"
		ButtonImage="Portrait_AlienMCV"
		Side="ALIEN"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="3500"
		BuildTime="35"
		CommandPoints="100"
		CommandSet="AlienMCVCommandSet"
		KindOf="PRELOAD SELECTABLE VEHICLE MCV SCORE CAN_CAST_REFLECTIONS PRODUCED_AT_HELIPAD EXPANSION_UNIT"
		RadarPriority="UNIT"
		VoicePriority="176"
		UnitCategory="VEHICLE"
		ProductionQueueType="AIRCRAFT"
		EditorName="AlienMCV"
		TypeDescription="TYPE:AlienMCV"
		Description="DESC:AlienMCV">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:AlienMCV</DisplayName>
		<ArmorSet
			Armor="AlienMCVArmor"
			DamageFX="VehicleDamageFX"/>
		<LocomotorSet
			Locomotor="AlienMCVLocomotor"
			Condition="NORMAL"
			Speed="40"/>
		<Draws>
			<TruckDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AUDronShip_SKN"/>
					<ShadowInfo
						Type="ADDITIVE_DECAL"
						SizeX="60"
						SizeY="50"
						OverrideLODVisibility="true"
						MaxHeight="200"
						UseHouseColor="true"
						Texture="AUDronShipDecalIdle"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="AUDronShipR_SKN"/>
					<ShadowInfo
						Type="ADDITIVE_DECAL"
						SizeX="60"
						SizeY="50"
						OverrideLODVisibility="true"
						MaxHeight="200"
						UseHouseColor="true"
						Texture="AUDronShipDecalIdle"/>
					<Texture
						Original="AUDronShip"
						New="AUDronShip_D"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="AUDronShip_SKN"/>
					<ShadowInfo
						Type="ADDITIVE_DECAL"
						SizeX="60"
						SizeY="50"
						OverrideLODVisibility="true"
						MaxHeight="200"
						UseHouseColor="true"
						Texture="AUDronShipDecalIdle"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="AUDronShip_FP"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AUDronShip_IDLA"
						AnimationMode="LOOP"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="AUDronShip_DPLY"
						AnimationMode="ONCE_BACKWARDS"
						AnimationBlendTime="0"/>
				</AnimationState>
			</TruckDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="0s"
				SinkRate="0.5"
				DestructionDelay="0.01s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_ALIENDroneShipInitialDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED"/>
				<Sound
					Type="INITIAL"
					List="ALI_DroneShip_SoundDie"/>
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL"/>
				<Event
					Index="onTransitionToDamaged"
					FX="FX_AlienBuildingDamagedL"/>
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_AlienBuildingDamagedL"/>
				<Event
					Index="onTransitionToRubble"
					FX="FX_AlienBuildingRubbleL"/>
				<Event
					Index="onDeath"
					FX="FX_ALIENVehicleExplode"/>
			</FXListBehavior>
			<Physics
				id="ModuleTag_Physics"/>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"/>
			<ProductionUpdateInfo
				id="ModuleTag_ProductionUpdateInfo"/>
			<ReplaceSelfUpgrade
				id="ModuleTag_ReplaceSelf"
				DisabledDuringUnpack="false"
				NewObjectUnpackTime="3.5s"
				CheckBuildAssistant="true">
				<TriggeredBy>Upgrade_UnPack</TriggeredBy>
				<ReplacementTemplate>AlienMCVUnpacking</ReplacementTemplate>
			</ReplaceSelfUpgrade>
			<xi:include href="DATA:Includes/GenericUnpackPower.xml"/>
			<xi:include href="DATA:Includes/GenericUnpackUpdate.xml"/>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AIUpdate"/>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="5000"/>
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior
				id="ModuleTag_ALI_DroneShip_IdleLoop">
				<ModelConditionSound
					Sound="ALI_DroneShip_IdleLoop"
					ExcludedFlags="MOVING DYING"/>
			</ModelConditionAudioLoopClientBehavior>
			<ModelConditionAudioLoopClientBehavior
				id="ModuleTag_ALI_DroneShip_SoundPackup">
				<ModelConditionSound
					Sound="ALI_DroneShip_SoundPackup"
					RequiredFlags="CLIMBING"/>
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="25.0"
				Height="75.0"
				ContactPointGeneration="INFANTRY"/>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_DroneShip_SoundPackedUp"
				AudioType="voiceCreated"/>
			<AudioEntry
				Sound="ALI_DroneShip_SoundSelect"
				AudioType="voiceSelect"/>
			<AudioEntry
				Sound="ALI_DroneShip_MoveStart"
				AudioType="voiceMove"/>
			<AudioEntry
				Sound="ALI_DroneShip_MoveStart"
				AudioType="voiceGuard"/>
			<ObjectSpecificEntry
				Sound="ALI_DroneShip_SoundCreate"
				AudioType="voiceCreatedFrom"
				TargetObject="AlienWarpBeacon"/>
			<ObjectSpecificEntry
				Sound="ALI_DroneShip_SoundCreate"
				AudioType="voiceCreatedFrom"
				TargetObject="ReinforcementBay"/>
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="ALI_DroneShip_MoveLoop"
				AudioType="soundMoveLoop"/>
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME"/>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"/>
	</GameObject>
</AssetDeclaration>

AlienMCVUnpacking:

<?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:AUDronShip_SKN.w3x"/>
		<Include type="all" source="ART:AUDronShipR_SKN.w3x"/>
		<Include type="all" source="ART:AUDronShip_SKL.w3x"/>
		<Include type="all" source="ART:AUDronShip_DPLY.w3x"/>
		<Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml"/>
	</Includes>
	<GameObject
		id="AlienMCVUnpacking"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_AlienMCV"
		ButtonImage="Portrait_AlienMCV"
		Side="ALIEN"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="3000"
		BuildTime="30"
		CommandSet="AlienMCVCommandSet"
		KindOf="PRELOAD SELECTABLE VEHICLE MCV SCORE CAN_CAST_REFLECTIONS AUTO_ACQUIRABLE_BY_AI NOT_AUTOACQUIRABLE"
		ProductionQueueType="AIRCRAFT"
		RadarPriority="UNIT"
		EditorName="AlienMCVUnpacking">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:AlienMCV</DisplayName>
		<ArmorSet
			Armor="AlienMCVArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="AlienMCVUnpackingLocomotor"
			Condition="NORMAL"
			Speed="0"/>
		<Draws>
			<TruckDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AUDronShip_SKN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="AUDronShipR_SKN"/>
					<Texture
						Original="AUDronShip"
						New="AUDronShip_D"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="AUDronShip_SKN"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="AUDronShip_DPLY"
						AnimationMode="ONCE"/>
				</AnimationState>
			</TruckDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_SlowDeath"
				SinkDelay="0s"
				SinkRate="0.5"
				DestructionDelay="0.01s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_ALIENDroneShipInitialDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="FADED"/>
			</SlowDeath>
			<DestroyDie
				id="ModuleTag_Death">
				<DieMuxData
					DeathTypes="FADED"/>
			</DestroyDie>
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="OCL_AlienMCVUnpackingToConyard">
				<DieMuxData
					DeathTypes="FADED"/>
			</CreateObjectDie>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"/>
			<ProductionUpdateInfo
				id="ModuleTag_ProductionUpdateInfo"/>
			<LifetimeUpdate
				id="ModuleTag_LifetimeUpdate"
				MinLifetime="3.5s"
				MaxLifetime="3.5s"
				IgnoreProjectileState="true"
				DeathType="FADED"/>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AIUpdate"
				AILuaEventsList="AlienMCVUnpackingEventsList"/>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="5000"/>
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior
				id="ModuleTag_ALI_DroneShip_SoundUnpack">
				<ModelConditionSound
					Sound="ALI_DroneShip_SoundUnpack"
					RequiredFlags="RAPPELLING"/>
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="25.0"
				Height="100.0"/>
		</Geometry>
		<ShadowInfo
			Type="VOLUME"/>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"/>
	</GameObject>
</AssetDeclaration>

Vid:-  



#2 Madin

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Posted 08 February 2016 - 04:38 PM

I am not going to bother helping you soon.

 

Once again you have not bothered to mention what changes you attempted to make. So I am expected too go through all that code to find an error (while referencing the original code), when what I have is something which seems to be the Scrins Drone platform (ie, it should work, unless you have changed something).



#3 Hideyasu

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Posted 08 February 2016 - 05:44 PM

its all original, I only have the xml construction changed,

I just do not know why the Scrin drone platform is stationed in the air :/ see good in video  , the platform does not fall to the ground


Edited by Hideyasu, 08 February 2016 - 05:46 PM.


#4 Madin

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Posted 08 February 2016 - 05:52 PM

 I only have the xml construction changed,

What does that mean?



#5 Hideyasu

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Posted 08 February 2016 - 06:13 PM

lettering removed , Ai function and VisionInfo changed more not ^^

I'm just trying to find the error why it is so.  I control the changes to the original xml but the error remains. in play it remains as on the video watch.

one of the 3 Scrin xml is a code error.

I am surprised that the Alien Platform go to Alien MCV and the Alien MCV to AlienMC Unpacking goes.

 

 
 
According to the original code, everything is correct, but in the game, the impact is different


#6 Madin

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Posted 08 February 2016 - 08:03 PM

I cannot help you because I have no idea what you are writing.



#7 Madin

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Posted 08 February 2016 - 08:04 PM

Try posting your problem here: http://forums.cncnz....h-maps-modding/






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