Hi, I have the following Object
;------------------------------------------------------------------------------------------
Object EBCastleDoor
SelectPortrait = BPRohanCastleGate
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = EBCastGate
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = EBCastGate
ParticleSysBone = DUSTBONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
StateName = STATE_None
Animation = RBCASTDOOR_A
AnimationName = RBCASTDOOR_A.RBCASTDOOR_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
ModelConditionState = RUBBLE DOOR_1_OPENING
Model = None
End
AnimationState = RUBBLE DOOR_1_OPENING
End
AnimationState = DOOR_1_OPENING
StateName = STATE_Open
Animation = Open
AnimationName = EBCastGate.EBCastGate
AnimationMode = ONCE
AnimationBlendTime = 0
End
Flags = START_FRAME_LAST
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Closed" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
EndScript
End
TransitionState = TRANS_Closed_To_Open
Animation = Open
AnimationName = EBCastGate.EBCastGate
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_CLOSING
StateName = STATE_Closed
Animation = Close
AnimationName = EBCastGate.EBCastGate
AnimationMode = ONCE_BACKWARDS
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
EndScript
End
TransitionState = TRANS_Open_To_Closed
Animation = Open
AnimationName = EBCastGate.EBCastGate
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
End
; *** AUDIO Parameters ***
VoiceSelect = GateSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:RohanCastleDoor
Side = Elves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildTime = 180.0 ; in seconds
BuildCost = 1000
VisionRange = 400.0 ; Shroud clearing distance
ArmorSet
Conditions = None
Armor = CastleGateArmor
DamageFX = GateDamageFX
End
CommandSet = CastleGateCommandSet
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE SELECTABLE BLOCKING_GATE MADE_OF_STONE
RadarPriority = NOT_ON_RADAR
KeepSelectableWhenDead = Yes
Body = ActiveBody ModuleTag_02
MaxHealth = 3000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: MinisTirithGateDie Animation:GBMgatedoorSKL.GBMgatedoorA3 Frames: 1
End
Behavior = GettingBuiltBehavior ModuleTag_GettingBuilt
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
SpawnTimer = -1.0 ; Negative means no 'autoheal'
RebuildTimeSeconds = 120 ;30
End
Behavior = TransitionDamageFX ModleTag_hideBustedDoors
PristineShowSubObject RBCASTDRR RBCASTDRL
PristineHideSubObject RBCASTDRR_D1 RBCASTDRR_D2 RBCASTDRL_D1 RBCASTDRL_D2
DamagedShowSubObject RBCASTDRR_D1 RBCASTDRL_D1
DamagedHideSubObject RBCASTDRR_D2 RBCASTDRL_D2 RBCASTDRR RBCASTDRL
ReallyDamagedShowSubObject RBCASTDRR_D2 RBCASTDRL_D2
ReallyDamagedHideSubObject RBCASTDRR_D1 RBCASTDRL_D1 RBCASTDRR RBCASTDRL
DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BasicSevereScreenShake
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BasicSevereScreenShake
RubbleFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HelmsDeepGateRubble
End
Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
ResetTimeInMilliseconds = 10500 ;important! this must be longer than the gates animation, ir it will twitch
OpenByDefault = Yes
PercentOpenForPathing = 50
SoundOpeningGateLoop = GateOpenStart
SoundClosingGateLoop = GateCloseStart
SoundFinishedOpeningGate = GateOpenEnd
SoundFinishedClosingGate = GateCloseEnd
TimeBeforePlayingOpenSound = 9500
TimeBeforePlayingClosedSound = 9500
End
Behavior = CastleMemberBehavior ModuleTag_CMB
CountsForEvaCastleBreached = Yes
End
Geometry = BOX
GeometryMajorRadius = 58.4
GeometryMinorRadius = 7.2
GeometryHeight = 61.0
GeometryOffset = X:0 Y:-27 Z:0
GeometryName = Closed
GeometryIsSmall = No
AdditionalGeometry = BOX
GeometryMajorRadius = 3.0
GeometryMinorRadius = 25.0
GeometryHeight = 61.0
GeometryOffset = X:56 Y:-42 Z:0
GeometryName = OpenLeft
AdditionalGeometry = BOX
GeometryMajorRadius = 3.0
GeometryMinorRadius = 25.0
GeometryHeight = 61.0
GeometryOffset = X:-56 Y:-42 Z:0
GeometryName = OpenRight
GeometryContactPoint = X:27 Y:-56 Z:0 Ram
GeometryContactPoint = X:14 Y:-56 Z:60
GeometryContactPoint = X:0 Y:-56 Z:0
GeometryContactPoint = X:0 Y:-25 Z:60
GeometryContactPoint = X:3 Y: 0 Z:1 Ram
GeometryContactPoint = X:0 Y: 25 Z:60
GeometryContactPoint = X:0 Y: 56 Z:0
GeometryContactPoint = X:14 Y: 56 Z:60
GeometryContactPoint = X:27 Y: 56 Z:0 Ram
Shadow = SHADOW_VOLUME
End
For some reason if I add this to my base, as soon as the skirmish finish loading the game crash with EXCEPTION ACCESS VIOLATION
anyone knows why?