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Spartan unpack ability issue


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#1 PurpleGaga27

PurpleGaga27

    Retired C&C Modder

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Posted 27 August 2011 - 05:57 PM

I am having trouble getting the Spartan working with its unpack ability into a turret. The compilation of the mod is a success but once I built the unit ingame, the game crashes. I do not know which part of the coding is either missing or wrong. The main problem for me is trying to get another "model condition state" working by having the Spartan to get a second weapon (with a different bone) after unpacking into a turret but that led to an asset error when loading the mod stating that either one "model condition state" or "animation state" must be defined as one default state.

Although I did copy the MCV and Rig codings for the unpack ability, something else may be missing.


Spartan.xml
<?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">
    <Tags></Tags>
    <Includes>
        <Include type="all" source="ART:Spartan/GUVEHICLEY_SKN.w3x" />
        <Include type="all" source="ART:Spartan/GUVEHICLEY_DPLY.w3x" />
        <!--<Include type="all" source="ART:Spartan/GUVEHICLEY_DPLY_AN.w3x" />-->
        <Include type="all" source="ART:NUBeam.xml" />
        <Include type="all" source="ART:FXWhiteSquare.xml" />
        <Include type="all" source="ART:FXRailGunCoreMask.xml" />
        <Include type="all" source="ART:FXRailGunCoreDistortion.xml" />
        <Include type="instance" source="ART:EXTnkTrack.xml" />
        <Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" />
    </Includes>
    <GameObject
        id="GDISpartan"
        inheritFrom="BaseVehicle"
        SelectPortrait="Portrait_GDISpartan"
        ButtonImage="Portrait_GDISpartan"
        Side="GDI"
        EditorSorting="UNIT"
        TransportSlotCount="1"
        BuildCost="100"
        BuildTime="3"
        CommandSet="GDISpartanCommandSet"
        CommandPoints="100"
        KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"
        RadarPriority="UNIT"
        ThreatLevel="10"
        ProductionQueueType="VEHICLE"
        UnitCategory="VEHICLE"
        WeaponCategory="CANNON"
        VoicePriority="184"
        EditorName="GDISpartan"
        Description="Desc:GDISpartan"
        TypeDescription="Type:GDISpartan">
        <DisplayName
            xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDISpartan</DisplayName>
        <ArmorSet
            Armor="GDIPredatorTankArmor"
            DamageFX="VehicleDamageFX" />
        <LocomotorSet
            Locomotor="GDIPredatorTankLocomotor"
            Condition="NORMAL"
            Speed="60.0" />
        <SkirmishAIInformation
            UnitBuilderStandardCombatUnit="true" />
        <Draws>
            <!-- BONE_TREAD_FRONT_LEFT and BONE_TREAD_FRONT_RIGHT have no effect -->
            <TankDraw
                id="ModuleTag_Draw"
                OkToChangeModelColor="true"
                ExtraPublicBone="FXTracksL FXTracksR FXMUZZLEFLASH"
                TrackMarks="EXTnkTrack"
                TrackMarksLeftBone="FXTracksL"
                TrackMarksRightBone="FXTracksR"
                TreadAnimationRate="0.15"
                TreadDriveSpeedFraction="0.25"
                TreadPivotSpeedFraction="0.9">
                <ModelConditionState
                    ParseCondStateType="PARSE_DEFAULT"
                    RetainSubObjects="true">
                    <Model
                        Name="GUVEHICLEY_SKN" />
                    <WeaponFireFXBone
                        WeaponSlotType="PRIMARY_WEAPON"
                        BoneName="F8C60ACD" />
                    <WeaponRecoilBone
                        WeaponSlotType="PRIMARY_WEAPON"
                        BoneName="F8C60ACD" />                        
                    <WeaponMuzzleFlash
                        WeaponSlotType="PRIMARY_WEAPON"
                        BoneName="F8C60ACD" />
                    <WeaponLaunchBone
                        WeaponSlotType="PRIMARY_WEAPON"
                        BoneName="F8C60ACD" />
                    <Turret
                        TurretNameKey="Turret"
                        TurretPitch="Barrel"
                        TurretID="1" />
                </ModelConditionState>
                <!--<ModelConditionState
                    ParseCondStateType="PARSE_DEFAULT"
                    RetainSubObjects="true">
                    <Model
                        Name="GUVEHICLEY_DPLY" />
                    <WeaponFireFXBone
                        WeaponSlotType="PRIMARY_WEAPON"
                        BoneName="AA55F6CC" />
                    <WeaponRecoilBone
                        WeaponSlotType="PRIMARY_WEAPON"
                        BoneName="AA55F6CC" />                        
                    <WeaponMuzzleFlash
                        WeaponSlotType="PRIMARY_WEAPON"
                        BoneName="AA55F6CC" />
                    <WeaponLaunchBone
                        WeaponSlotType="PRIMARY_WEAPON"
                        BoneName="AA55F6CC" />
                    <Turret
                        TurretNameKey="Turret"
                        TurretPitch="Barrel"
                        TurretID="2" />
                </ModelConditionState>-->
                <ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    RetainSubObjects="true"
                    ConditionsYes="UNPACKING REALLYDAMAGED">
                    <Model
                        Name="GUVEHICLEY_DPLY" />
                    <Texture
                        Original="GUVEHICLEY"
                        New="GUVEHICLEY_D" />
                </ModelConditionState>
                <ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    RetainSubObjects="true"
                    ConditionsYes="UNPACKING">
                    <Model Name="GUVEHICLEY_DPLY" />
                </ModelConditionState>
                <ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="DYING USER_5">
                    <Model
                        Name="GUVEHICLEY_SKN" />
                    <Texture
                        Original="GUVEHICLEY"
                        New="GUVEHICLEY_D" />                        
                    <ParticleSysBone
                        BoneName="ROOTTRANSFORM"
                        FXParticleSystemTemplate="GDIDebrisSmallFire"
                        FollowBone="true" />
                    <ParticleSysBone
                        BoneName="ROOTTRANSFORM"
                        FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
                        FollowBone="true" />
                    <ParticleSysBone
                        BoneName="ROOTTRANSFORM"
                        FXParticleSystemTemplate="GDIDebrisSmallSmoke"
                        FollowBone="true" />
                </ModelConditionState>
                <ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    RetainSubObjects="true"
                    ConditionsYes="REALLYDAMAGED USER_5">
                    <Model
                        Name="GUVEHICLEY_SKN" />
                    <Texture
                        Original="GUVEHICLEY"
                        New="GUVEHICLEY_D" />
                    <ParticleSysBone
                        BoneName="BARREL"
                        FXParticleSystemTemplate="GDIPredDamagedFire"
                        FollowBone="true" />
                    <ParticleSysBone
                        BoneName="BARREL"
                        FXParticleSystemTemplate="GDIPredDamagedFireDistortion"
                        FollowBone="true" />
                    <ParticleSysBone
                        BoneName="BARREL"
                        FXParticleSystemTemplate="GDIPredDamagedSmoke"
                        FollowBone="true" />
                </ModelConditionState>
                <ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="DYING">
                    <Model
                        Name="GUVEHICLEY_SKN" />
                    <ParticleSysBone
                        BoneName="ROOTTRANSFORM"
                        FXParticleSystemTemplate="GDIDebrisSmallFire"
                        FollowBone="true" />
                    <ParticleSysBone
                        BoneName="ROOTTRANSFORM"
                        FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
                        FollowBone="true" />
                    <ParticleSysBone
                        BoneName="ROOTTRANSFORM"
                        FXParticleSystemTemplate="GDIDebrisSmallSmoke"
                        FollowBone="true" />
                </ModelConditionState>
                <ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    RetainSubObjects="true"
                    ConditionsYes="REALLYDAMAGED">
                    <Model
                        Name="GUVEHICLEY_SKN" />
                    <Texture
                        Original="GUVEHICLEY"
                        New="GUVEHICLEY_D" />
                    <ParticleSysBone
                        BoneName="BARREL"
                        FXParticleSystemTemplate="GDIPredDamagedFire"
                        FollowBone="true" />
                    <ParticleSysBone
                        BoneName="BARREL"
                        FXParticleSystemTemplate="GDIPredDamagedFireDistortion"
                        FollowBone="true" />
                    <ParticleSysBone
                        BoneName="BARREL"
                        FXParticleSystemTemplate="GDIPredDamagedSmoke"
                        FollowBone="true" />
                </ModelConditionState>    
                <ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    RetainSubObjects="true"
                    ConditionsYes="USER_5">
                    <Model
                        Name="GUVEHICLEY_SKN" />
                    <Texture
                        Original="GUVEHICLEY"
                        New="GUVEHICLEY" />                        
                </ModelConditionState>
                <!--<ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="UNPACKING DAMAGED REALLYDAMAGED">
                    <Model
                        Name="GUVEHICLEY_DPLY" />
                    <Texture
                        Original="GUVEHICLEY"
                        New="GUVEHICLEY_D" />
                </ModelConditionState>-->
                <!--<ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="FORMATION_PREVIEW">
                    <Model
                        Name="" />
                </ModelConditionState>-->    
                <!--<ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="UNPACKING">
                    <Model
                        Name="GUVEHICLEY_DPLY" />
                </ModelConditionState>-->
                <!-- <ModelConditionState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="UNPACKING DAMAGED">
                    <Model
                        Name="GUVEHICLEY_DPLY" />
                    <Texture
                        Original="GUVEHICLEY"
                        New="GUVEHICLEY_D" />
                </ModelConditionState> -->
                <AnimationState
                    ParseCondStateType="PARSE_DEFAULT">
                    <Animation
                        AnimationName="GUVEHICLEY_DPLY"
                        AnimationMode="ONCE" />
                </AnimationState>
                <!--<AnimationState
                    ParseCondStateType="PARSE_NORMAL"
                    Flags="START_FRAME_LAST"
                    ConditionsYes="UNPACKING">
                    <Animation
                        AnimationName="GUVEHICLEY_DPLY"
                        AnimationMode="ONCE_BACKWARDS" />
                    <ParticleSysBone
                        BoneName="NONE"
                        FXParticleSystemTemplate="Con_Small"
                        FollowBone="true" />
                </AnimationState>-->
                <AnimationState
                    ParseCondStateType="PARSE_DEFAULT">
                    <!-- Circumvents blend issues when the arrow is being shown... -->
                    <script>
                        CurDrawableShowSubObject("TreadsStop")
                        CurDrawableHideSubObject("TreadsMove")
                        CurDrawableHideSubObject("TreadsLeft")
                        CurDrawableHideSubObject("TreadsRight")
                    </Script>
                </AnimationState>
                <AnimationState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="MOVING TURN_LEFT">
                    <!-- Circumvents blend issues when the arrow is being shown... -->
                    <script>
                        CurDrawableHideSubObject("TreadsStop")
                        CurDrawableHideSubObject("TreadsMove")
                        CurDrawableShowSubObject("TreadsLeft")
                        CurDrawableHideSubObject("TreadsRight")
                    </Script>
                </AnimationState>
                <AnimationState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="MOVING TURN_RIGHT">
                    <!-- Circumvents blend issues when the arrow is being shown... -->
                    <script>
                        CurDrawableHideSubObject("TreadsStop")
                        CurDrawableHideSubObject("TreadsMove")
                        CurDrawableHideSubObject("TreadsLeft")
                        CurDrawableShowSubObject("TreadsRight")
                    </Script>
                </AnimationState>
                <AnimationState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="MOVING">
                    <!-- Circumvents blend issues when the arrow is being shown... -->
                    <script>
                        CurDrawableHideSubObject("TreadsStop")
                        CurDrawableShowSubObject("TreadsMove")
                        CurDrawableHideSubObject("TreadsLeft")
                        CurDrawableHideSubObject("TreadsRight")
                    </Script>
                </AnimationState>
                <LeftTread>"TreadsL"</LeftTread>
                <RightTread>"TreadsR"</RightTread>
            </TankDraw>
            <scriptedModelDraw
                id="ModuleTag_FX">
                <ModelConditionState
                    ParseCondStateType="PARSE_DEFAULT">
                    <Model
                        Name="" />
                </ModelConditionState>
                <AnimationState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="MOVING">
                    <ParticleSysBone
                        BoneName="NONE"
                        FXParticleSystemTemplate="TreadDustPred"
                        FollowBone="true" />
                    <ParticleSysBone
                        BoneName="NONE"
                        FXParticleSystemTemplate="TreadDirt"
                        FollowBone="true" />
                </AnimationState>
            </ScriptedModelDraw>
            <LaserDraw
                id="ModuleTag_LaserDistort"
                UseDistortionShader="true"
                Texture1_UTile="1"
                Texture1_VTile=".5"
                Texture1_UScrollRate="0"
                Texture1_VScrollRate=".2"
                Texture1_NumFrames="1"
                Texture1_FrameRate="30"
                Texture2_UTile="1"
                Texture2_VTile=".01"
                Texture2_UScrollRate="0"
                Texture2_VScrollRate="1"
                Texture2_NumFrames="1"
                Texture2_FrameRate="1"
                LaserWidth="50">
                <FXShader
                    ShaderName="Laser.fx"
                    TechniqueIndex="0">
                    <Constants>
                        <Texture
                            Name="Texture1">
                            <Value>FXRailGunCoreDistortion</Value>
                        </Texture>
                        <Texture
                            Name="Texture2">
                            <Value>FXRailGunCoreMask</Value>
                        </Texture>
                    </Constants>
                </FXShader>
            </LaserDraw>
        </Draws>
        <Behaviors>
            <ProductionUpdate id="ProductionUpdateModuleTag" GiveNoXP="true" />
            <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate">
    <WeaponSlotTurret ID="1"> <Weapon Ordering="PRIMARY_WEAPON" Template="GDIPredatorTankCannon" Upgrade="Upgrade_Pack" />
          <TurretSettings TurretTurnRate="360" TurretPitchRate="20" AllowsPitch="true" PitchHeight="99%" MinimumPitch="-20d" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0">
    <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotTurret>
    <!--<WeaponSlotTurret ID="2"> <Weapon Ordering="PRIMARY_WEAPON" Template="GDIPredatorTankCannon" Upgrade="Upgrade_UnPack" />
    <TurretSettings TurretTurnRate="360" TurretPitchRate="20" AllowsPitch="true" PitchHeight="99%" MinimumPitch="-20d" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0">
    <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings>  </WeaponSlotTurret>-->
    </WeaponSetUpdate>
      
      <SlowDeath id="ModuleTag_Death" SinkDelay="3s" SinkRate="1.0" DestructionDelay="7s">
        <OCL Type="INITIAL">
          <OCL>OCL_GDIPredatorTankDebris</OCL>
        </OCL>
    <DieMuxData DeathTypes="ALL" DeathTypesForbidden="TOPPLED" />
    <Sound Type="INITIAL" List="GDI_Generic_VoiceDieMS" />
      </SlowDeath>
      <FXListBehavior id="ModuleTag_FXList">
        <DieMuxData DeathTypes="ALL" />
        <Event Index="onDeath" FX="FX_GDIMammothExplode" />
      </FXListBehavior>
      <SpecialPower id="ModuleTag_GiveUnpackUpgradeSpecialPowerTrigger" SpecialPowerTemplate="SpecialPower_GrantUnpackUpgrade" UpdateModuleStartsAttack="true" SetModelCondition="UNPACKING" SetModelConditionTime="4.0s" DisableDuringAnimDuration="true" />
      <GiveOrRestoreUpgradeSpecialPower id="ModuleTag_GiveUnpackUpgradeSpecialPowerUpdate" SpecialPowerTemplate="SpecialPower_GrantUnpackUpgrade" UpgradeToGive="Upgrade_UnPack" PreparationTime="4.0s"
      Options="SHOW_PREPARATION_PROGRESS MUST_FINISH_ABILITY" />
      <SpecialPower id="ModuleTag_GivePackUpgradeSpecialPowerTrigger" SpecialPowerTemplate="SpecialPower_GrantPackUpgrade" UpdateModuleStartsAttack="true" SetModelCondition="PACKING" SetModelConditionTime="4.0s" DisableDuringAnimDuration="true" />
      <GiveOrRestoreUpgradeSpecialPower id="ModuleTag_GivePackUpgradeSpecialPowerUpdate" SpecialPowerTemplate="SpecialPower_GrantPackUpgrade" UpgradeToGive="Upgrade_Pack" PreparationTime="4.0s"
      Options="SHOW_PREPARATION_PROGRESS MUST_FINISH_ABILITY" />
      <LocomotorSetUpgrade id="ModuleTag_AttributeModifierDeployed2">
        <TriggeredBy>Upgrade_UnPack</TriggeredBy>
      </LocomotorSetUpgrade>
      <AttributeModifierUpgrade id="ModuleTag_AttributeModifierDeployed" AttributeModifier="AttributeModifier_SpartanDeployed">
        <TriggeredBy>Upgrade_UnPack</TriggeredBy>
      </AttributeModifierUpgrade>
      <RemoveUpgradeUpgrade id="ModuleTag_RemoveUpgradeUpgrade1">
        <UpgradeToRemove>Upgrade_Pack</UpgradeToRemove>
        <TriggeredBy>Upgrade_UnPack</TriggeredBy>
      </RemoveUpgradeUpgrade>
      <RemoveUpgradeUpgrade id="ModuleTag_RemoveUpgradeUpgrade2">
        <UpgradeToRemove>Upgrade_UnPack</UpgradeToRemove>
        <TriggeredBy>Upgrade_Pack</TriggeredBy>
      </RemoveUpgradeUpgrade>
      <AISpecialPowerUpdate id="ModuleTag_SpartanUnpackAI" CommandButtonName="Command_UnpackSpartan"
      SpecialPowerAIType="SPECIAL_POWER_BASIC_SELF_BUFF" SpecialPowerRadius="200.0"
      AllyUnitInclude="NEUTRAL_TECH" EnemyUnitExclude="CAN_ATTACK" />
      <ArmorUpgrade id="ModuleTag_RemoveDirectionalArmor" ArmorSetFlag="PLAYER_UPGRADE">
        <TriggeredBy>Upgrade_UnPack</TriggeredBy>
      </ArmorUpgrade>
            
            <!--<WeaponSetUpdate
                id="ModuleTag_WeaponSetUpdate">
                <WeaponSlotTurret
                    ID="1"
                    AllowInterleavedFiring="false"
                    InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
                    WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
                    <Weapon
                        Ordering="PRIMARY_WEAPON"
                        Template="GDIPredatorTankCannon" />
                    <TurretSettings
                        TurretTurnRate="200"
                        TurretPitchRate="40"
                        AllowsPitch="true"
                        MinIdleScanTime="1.0s"
                        MaxIdleScanTime="5.0s"
                        MinIdleScanAngle="0.0"
                        MaxIdleScanAngle="90.0">
                        <TurretAITargetChooserData
                            CanAcquireDynamicIfAssignedOutOfRange="true" />
                    </TurretSettings>
                </WeaponSlotTurret>
            </WeaponSetUpdate>
            <LaserState
                id="ModuleTag_LaserState"
                LaserId="0"></LaserState>
            <Physics
                id="ModuleTag_Physics" />
            <SlowDeath
                id="ModuleTag_Death"
                SinkDelay="3s"
                SinkRate="1.0"
                DestructionDelay="7s">
                <OCL
                    Type="INITIAL">
                    <OCL>OCL_GDIPredatorTankDebris</OCL>
                </OCL>
                <DieMuxData
                    DeathTypes="ALL"
                    DeathTypesForbidden="TOPPLED" />
                <Sound
                    Type="INITIAL"
                    List="GDI_Generic_VoiceDieMS" />
            </SlowDeath>
            <FXListBehavior
                id="ModuleTag_FXList">
                <DieMuxData
                    DeathTypes="ALL" />
                <Event
                    Index="onDeath"
                    FX="FX_GDIMammothExplode" />
            </FXListBehavior>
            <StatusBitsUpgrade
                id="ModuleTag_VeterancyUpgrade"
                StatusToSet="WEAPON_UPGRADED_03">
                <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
            </StatusBitsUpgrade>
            <ModelConditionUpgrade
                id="ModuleTag_AllFactionUpgrade"
                AddConditionFlags="USER_5">
                <TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
            </ModelConditionUpgrade>-->
        </Behaviors>
        <AI>
            <AIUpdate
                id="ModuleTag_AI"
                AutoAcquireEnemiesWhenIdle="YES"
                AILuaEventsList="GDIPredatorFunctions">
                <UnitAITargetChooserData
                    CanPickDynamicTargets="false"
                    SympathyRange="100.0" />
            </AIUpdate>
        </AI>
        <Body>
            <ActiveBody
                id="ModuleTag_Body"
                MaxHealth="4000" />
        </Body>
        <Geometry
            IsSmall="false">
            <Shape
                Type="BOX"
                MajorRadius="18.0"
                MinorRadius="12.0"
                Height="10.0"
                ContactPointGeneration="VEHICLE" />
        </Geometry>
        <ClientBehaviors>
            <ModelConditionAudioLoopClientBehavior
                id="ModuleTag_MCALCB">
                <ModelConditionSound
                    Sound="GDI_MCVPackBed"
                    RequiredFlags="UNPACKING" />
            </ModelConditionAudioLoopClientBehavior>
            <AnimationSoundClientBehavior
                id="AnimationSoundCB" >
                <Sound
                    Sound="GDI_MCVPack1"
                    Animation="GUVEHICLEY_DPLY_AN"
                    Frame="84" />
                <Sound
                    Sound="GDI_MCVPack2"
                    Animation="GUVEHICLEY_DPLY_AN"
                    Frame="52" />
                <Sound
                    Sound="GDI_MCVPack3"
                    Animation="GUVEHICLEY_DPLY_AN"
                    Frame="12" />
                <Sound
                    Sound="GDI_MCVPack4"
                    Animation="GUVEHICLEY_DPLY_AN"
                    Frame="20" />
                <Sound
                    Sound="GDI_MCVPack5"
                    Animation="GUVEHICLEY_DPLY_AN"
                    Frame="1" />
            </AnimationSoundClientBehavior>                
        </ClientBehaviors>
        <AudioArrayVoice>
            <AudioEntry Sound="GDI_Spartan_VoiceAttack" AudioType="voiceAttack" />
            <AudioEntry Sound="GDI_Spartan_VoiceCreate" AudioType="voiceCreated" />
            <AudioEntry Sound="GDI_Spartan_VoiceCreate" AudioType="voiceFullyCreated" />
            <AudioEntry Sound="GDI_Spartan_VoiceMove" AudioType="voiceGuard" />
            <AudioEntry Sound="GDI_Spartan_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
            <AudioEntry Sound="GDI_Spartan_VoiceMove" AudioType="voiceMove" />
            <AudioEntry Sound="GDI_Spartan_VoiceRetreat" AudioType="voiceRetreatToCastle" />
            <AudioEntry Sound="GDI_Spartan_VoiceSelect" AudioType="voiceSelect" />
            <AudioEntry Sound="GDI_Spartan_VoiceSelectBattle" AudioType="voiceSelectBattle" />
        </AudioArrayVoice>
        <AudioArraySound>
            <AudioEntry Sound="PredatorIdleLoop" AudioType="soundAmbient" />
            <AudioEntry Sound="PredatorMoveStart" AudioType="soundMoveStart" />
        </AudioArraySound>
        <ShadowInfo
            Type="VOLUME" />
        <VisionInfo
            VisionRange="350"
            ShroudClearingRange="400" />
    </GameObject>
    
    <AttributeModifier
        id="AttributeModifier_SpartanDeployed"
        Category="NONE"
        ObjectStatusToSet="DEPLOYED IMMOBILE"
        ModelConditionsSet="DEPLOYED">
        <Modifier Type="ARMOR" Value="75%"/>
    </AttributeModifier>
</AssetDeclaration>

UnitAbilityButtonTemplates.xml
    <UnitAbilityButtonTemplateStore
        id="UnitAbilityButtonTemplateStore">
        <Templates>
            <SpecialPowerButton
                Id="Command_UnPackSpartan">
                <State
                    Image="Button_AbilityUnPack"
                    Title="NAME:AbilityUnPackRig"
                    Description="DESC:AbilityUnPackRig" />
            </SpecialPowerButton>
        </Templates>
    </UnitAbilityButtonTemplateStore>

Logic Command
    <LogicCommand
        Type="UNIT_BUILD"
        id="Command_ConstructGDISpartan">
        <Object>GDISpartan</Object>
    </LogicCommand>
      <LogicCommand
        Type="SPECIAL_POWER"
        id="Command_UnpackSpartan">
        <SpecialPower>SpecialPower_GrantUnpackUpgrade</SpecialPower>
    </LogicCommand>
    <LogicCommandSet
        id="GDISpartanCommandSet">
        <Cmd>Command_AttackMove</Cmd>
        <Cmd>Command_UnpackSpartan</Cmd>
    </LogicCommandSet>





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