Buildable V35 Ox
Started by Codiah, Sep 23 2011 06:57 AM
5 replies to this topic
#1
Posted 23 September 2011 - 06:57 AM
.: I've been attempting to add a buildable V35Ox transport to the airfield, I have been able to add it to the airfields logic command set with no problem, icon even shows up in game, but even after building all tech structures it remains gray and unable to be built. I've edited the units cost and build time, even made the tech center a requirement for building it. I just can't seem to figure out what I'm missing, and why it wont become active for building.
Any help would be greatly appreciated.
Thanks.
~Codiah
Any help would be greatly appreciated.
Thanks.
~Codiah
#2
Posted 23 September 2011 - 07:18 AM
You need to create a Logic command for your logic command set to refer to. Every entry in a logic command set needs a corresponding logic command.
It would look something like this:
It would look something like this:
LogicCommand Type="UNIT_BUILD" id="Command_ConstructGDIV35Ox"> <Object>GDIV35Ox</Object> </LogicCommand>
Edited by Madin, 23 September 2011 - 07:18 AM.
#3
Posted 23 September 2011 - 04:37 PM
Hey Madin, log time no chat... Nice to see ya again....
Anywho, I already made the logic command and the logic command set, that's why this baffles me so much...
LogicCommand
LogicCommandSet
... What I'm having trouble with is the unit is still grayed out and unable to be built, it shows up in the build list just fine.
I know I have to be missing something pretty blatantly obvious, I just can't seem to find it.
Here is my GDIV35Ox.xml as well..
Anywho, I already made the logic command and the logic command set, that's why this baffles me so much...
LogicCommand
<LogicCommand Type="UNIT_BUILD" id="Command_ConstructGDIV35Ox"> <Object>GDIV35Ox</Object> </LogicCommand>
LogicCommandSet
<LogicCommandSet id="GDIAirTowerCommandSet"> <Cmd>Command_ConstructGDIOrca</Cmd> <Cmd>Command_ConstructGDIFireHawk</Cmd> <Cmd>Command_ConstructGDIV35Ox</Cmd> <Cmd>Command_GDIRecallAllAircraft</Cmd> <Cmd>Command_CommandPostCallBloodhound</Cmd> <Cmd>Command_CommandPostBombingRun</Cmd> <Cmd>Command_TogglePower</Cmd> <Cmd>Command_SelfRepair</Cmd> <Cmd>Command_Sell</Cmd> <Cmd>Command_SetRallyPoint_Aircraft</Cmd> </LogicCommandSet>
... What I'm having trouble with is the unit is still grayed out and unable to be built, it shows up in the build list just fine.
I know I have to be missing something pretty blatantly obvious, I just can't seem to find it.
Here is my GDIV35Ox.xml as well..
<?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <Tags></Tags> <Includes> <Include type="all" source="ART:GuDropShip_SKN.w3x" /> <Include type="all" source="ART:GuDropShipR_SKN.w3x" /> <Include type="all" source="ART:GuDropShip_FP.w3x" /> <Include type="all" source="ART:GuDropShip_IDLA.w3x" /> <Include type="all" source="ART:GuDropShip_FLYA.w3x" /> <Include type="all" source="ART:GuDropShip_DECL.w3x" /> <Include type="all" source="ART:GuDropShip_ACCL.w3x" /> <Include type="all" source="ART:GuDropShip_TRNL.w3x" /> <Include type="all" source="ART:GuDropShip_TRNR.w3x" /> <Include type="all" source="ART:GuDropShip_HSTL.w3x" /> <Include type="all" source="ART:GuDropShip_HSTR.w3x" /> <Include type="all" source="ART:GuDropShip_OPNA.w3x" /> <Include type="all" source="ART:GuDropShip_CLSA.w3x" /> <!-- Base Object --> <Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" /> </Includes> <GameObject id="GDIV35Ox" inheritFrom="BaseVehicle" SelectPortrait="Portrait_GDIOx" ButtonImage="Portrait_GDIOx" Side="GDI" EditorSorting="UNIT" TransportSlotCount="0" BuildCost="1000" BuildTime="12.0" CommandSet="GDIV35OxCommandSet" CommandPoints="100" KindOf="PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE SCORE AIRCRAFT VEHICLE TRANSPORT ASSAULT_AIRCRAFT ATTACK_NEEDS_LINE_OF_SIGHT LINE_OF_SIGHT_IGNORES_BUILDINGS NO_COLLIDE CAN_BE_FAVORITE_UNIT" RadarPriority="UNIT" ThreatLevel="10" ProductionQueueType="AIRCRAFT" VoicePriority="52" EditorName="GDIV35Ox" Description="Desc:GDIOx" TypeDescription="Type:GDIOx"> <DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIOx</DisplayName> <GameDependency> <RequiredObject>GDIArmory</RequiredObject> </GameDependency> <ArmorSet Armor="GDIOxArmor" DamageFX="VehicleDamageFX" id="Armor" /> <LocomotorSet Locomotor="GDIDropshipLocomotor" Condition="NORMAL" Speed="160.0" id="Locomotor_Normal" /> <LocomotorSet Locomotor="BasicHelicopterTaxiLocomotor" Condition="TAXIING" Speed="160.0" id="Locomotor_Taxi" /> <Draws> <scriptedModelDraw id="ModuleTag_Draw" ExtraPublicBone="BONEGARRISON" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="GUDropShip_SKN" /> <ParticleSysBone BoneName="FX_Lfan" FXParticleSystemTemplate="orcaexhaust" FollowBone="true" /> <ParticleSysBone BoneName="FX_Rfan" FXParticleSystemTemplate="orcaexhaust" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED"> <Model Name="GUDropShip_SKN" /> <ParticleSysBone BoneName="FX_Lfan" FXParticleSystemTemplate="orcaexhaust" FollowBone="true" /> <ParticleSysBone BoneName="FX_Rfan" FXParticleSystemTemplate="orcaexhaust" FollowBone="true" /> <ParticleSysBone BoneName="FX_Rfan" FXParticleSystemTemplate="oxdamagesmoke" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED"> <Model Name="GUDropShip_SKN" /> <Texture Original="GuDropShip" New="GuDropShipD" /> <ParticleSysBone BoneName="FX_Lfan" FXParticleSystemTemplate="orcaexhaust" FollowBone="true" /> <ParticleSysBone BoneName="FX_Rfan" FXParticleSystemTemplate="orcaexhaust" FollowBone="true" /> <ParticleSysBone BoneName="FX_Rfan" FXParticleSystemTemplate="oxdamagefire" FollowBone="true" /> <ParticleSysBone BoneName="FX_Rfan" FXParticleSystemTemplate="oxdamagesmoke" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="GUDropShipR_SKN" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW"> <Model Name="GUDropShip_FP" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT" Flags="RANDOMSTART"> <Animation AnimationName="GUDropShip_IDLA" AnimationMode="LOOP" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED"> <Animation AnimationName="GUDropShip_HSTL" AnimationMode="ONCE" AnimationBlendTime="15" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED"> <Animation AnimationName="GUDropShip_HSTR" AnimationMode="ONCE" AnimationBlendTime="15" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT"> <Animation AnimationName="GUDropShip_TRNL" AnimationMode="ONCE" AnimationBlendTime="15" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT"> <Animation AnimationName="GUDropShip_TRNR" AnimationMode="ONCE" AnimationBlendTime="15" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="ACCELERATE"> <Animation AnimationName="GUDropShip_ACCL" AnimationMode="ONCE" AnimationBlendTime="15" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DECELERATE"> <Animation AnimationName="GUDropShip_DECL" AnimationMode="ONCE" AnimationBlendTime="15" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING"> <Animation AnimationName="GUDropShip_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DOOR_1_OPENING"> <Animation AnimationName="GUDropShip_OPNA" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DOOR_1_CLOSING"> <Animation AnimationName="GUDropShip_CLSA" AnimationMode="ONCE" /> </AnimationState> </ScriptedModelDraw> <scriptedModelDraw id="ModuleTag_Particles" OkToChangeModelColor="true" ExtraPublicBone="FX_Lfan FX_Rfan"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT" Skeleton=""> <Model Name="" /> <ParticleSysBone BoneName="ROOTTRANSFORM" FollowBone="true" /> </ModelConditionState> </ScriptedModelDraw> </Draws> <Behaviors> <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotHardpoint ID="1" AllowInterleavedFiring="false" InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" WeaponChoiceCriteria="PREFER_MOST_DAMAGE"> <Weapon Ordering="PRIMARY_WEAPON" Template="AirborneTransportRangefinder" /> </WeaponSlotHardpoint> </WeaponSetUpdate> <ModelConditionUpgrade id="ModuleTag_ShowThePlating" Permanent="true" AddConditionFlags="USER_1"> <TriggeredBy>Upgrade_GDIFaction</TriggeredBy> </ModelConditionUpgrade> <Physics id="ModuleTag_07" /> <ProductionUpdate id="ModuleTag_10" MaxQueueEntries="1" /> <FlammableUpdate id="ModuleTag_21" AflameDuration="5s" AflameDamageAmount="3" AflameDamageDelay=".5s" /> <HordeTransportContain id="ModuleTag_Contain" ObjectStatusOfContained="UNSELECTABLE ENCLOSED CAN_ATTACK" ContainMax="6" Slots="6" AllowEnemiesInside="false" AllowAlliesInside="true" AllowNeutralInside="false" AllowOwnPlayerInsideOverride="true" ShowPips="true" EnterSound="VehicleEnter" ExitSound="VehicleExit" KillPassengersOnDeath="true" ExtendedExitContainerChecks="true"> <PassengerFilter Rule="ANY" Include="INFANTRY" /> <DieMuxData DeathTypes="ALL" /> <PassengerData BonePrefix="BONEGARRISON"> <Filter Rule="NONE" Include="INFANTRY" /> </PassengerData> </HordeTransportContain> <MoveToPositionAndEvacuateSpecialPower id="ModuleTag_MoveToPositionAndEvacuate" SpecialPowerTemplate="SpecialPowerMoveToPositionAndEvacuate" /> <SlowDeath id="ModuleTag_Death" SinkDelay="0s" SinkRate="0.5" DestructionDelay="0s"> <OCL Type="INITIAL"> <OCL>OCL_GDIDropShipDebris</OCL> </OCL> <DieMuxData DeathTypes="ALL" DeathTypesForbidden="TOPPLED" /> <FX Type="INITIAL"> <FX>FX_GDI_Ox_VoiceDie</FX> </FX> <!-- <Sound Type="INITIAL" List="GDI_Generic_VoiceDieMS" /> --> </SlowDeath> <FXListBehavior id="ModuleTag_FXList"> <DieMuxData DeathTypes="ALL" /> <Event Index="onDeath" FX="FX_GDIAirVehicleExplode" /> </FXListBehavior> </Behaviors> <AI> <TransportHelicopterAIUpdate id="ModuleTag_06" AutoAcquireEnemiesWhenIdle="NO" FlyOffMapOnUnload="false" DelayAFterLoadingOrUnloading="2s"> <UnitAITargetChooserData SympathyRange="100.0" /> </TransportHelicopterAIUpdate> </AI> <Body> <ActiveBody id="ModuleTag_04" MaxHealth="2500.0" /> </Body> <ClientBehaviors> <AnimationSoundClientBehavior id="ModuleTag_ASCB"> <!-- frames may need to be tuned --> <Sound Sound="V35DropShipCloseDoors" Animation="GUDropShip_CLSA" Frame="1" /> <Sound Sound="V35DropShipOpenDoors" Animation="GUDropShip_OPNA" Frame="1" /> </AnimationSoundClientBehavior> <ModelConditionAudioLoopClientBehavior id="ModuleTag_TakeoffLanding"> <ModelConditionSound Sound="V35DropShipLand" RequiredFlags="LANDING" /> <ModelConditionSound Sound="V35DropShipTakeOff" RequiredFlags="TAKING_OFF" /> </ModelConditionAudioLoopClientBehavior> </ClientBehaviors> <Geometry IsSmall="false"> <Shape Type="BOX" MajorRadius="37.0" MinorRadius="3.0" Height="25.0"></Shape> <Shape Type="BOX" MajorRadius="8.0" MinorRadius="30.0" Height="25.0"> <Offset x="-7.0" y="0.0" z="0.0" /> </Shape> </Geometry> <AudioArrayVoice> <AudioEntry Sound="GDI_Ox_VoiceCreate" AudioType="voiceCreated" /> <AudioEntry Sound="GDI_Ox_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="GDI_Ox_VoiceRetreat" AudioType="voiceRetreatToCastle" /> <AudioEntry Sound="GDI_Ox_VoiceSelectMS" AudioType="voiceSelect" /> <NamedEntry Sound="GDI_Ox_VoiceDropoff" Name="InitiateMoveToPositionAndEvacuate" /> </AudioArrayVoice> <!-- GDI_Ox_VoiceMoveBase GDI_Ox_VoiceMoveMedical GDI_Ox_VoicePickup GDI_Ox_VoicePickupCancelled --> <AudioArraySound> <AudioEntry Sound="V35DropShipMoveLoop" AudioType="soundMoveLoop" /> <AudioEntry Sound="V35DropShipIdleLoop" AudioType="soundAmbient" /> <AudioEntry Sound="V35DropShipMoveStart" AudioType="soundMoveStart" /> </AudioArraySound> <ShadowInfo Type="VOLUME" /> <VisionInfo VisionRange="180" ShroudClearingRange="600" /> <CrusherInfo CrusherLevel="0" CrushEqualLevelProps="true" /> </GameObject> </AssetDeclaration>
#4
Posted 23 September 2011 - 06:31 PM
I don't have much time for testing, but the issue appears to be in the 'KindOf' tags.
Copying the Orca 'KindOf' tags
allows the unit to be build-able. Adding a transport tag on the end, will cause it to grey out again.
I have never added build-able air transports, but there are people who have, so you should be able to get answers, including the correct 'KindOf' tags to use.
Copying the Orca 'KindOf' tags
PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE SCORE AIRCRAFT VEHICLE ASSAULT_AIRCRAFT ATTACK_NEEDS_LINE_OF_SIGHT LINE_OF_SIGHT_IGNORES_BUILDINGS NO_COLLIDE CAN_BE_FAVORITE_UNIT
allows the unit to be build-able. Adding a transport tag on the end, will cause it to grey out again.
I have never added build-able air transports, but there are people who have, so you should be able to get answers, including the correct 'KindOf' tags to use.
---------------------------------------------------------------
In other news, I just realised they no longer have the [CODEBOX] code.
Edited by Madin, 23 September 2011 - 06:35 PM.
#5
Posted 23 September 2011 - 08:16 PM
Hmm... well that's just a bit odd, anyway, currently still at work for another hour, but will give this another go when I get home and let ya know if I Figure anything out.
#6
Posted 25 September 2011 - 04:11 AM
So made a step int the right direction, not quite there though. I found that removing transport from the excluded types on the airfields landing pad now allows me to build the transport. I'm even able to load a unit into it, but I can not get it to move anywhere, it just sits on the pad, My cursor doesn't even change to the move cursor.
Any Ideas?
Any Ideas?
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