Jump to content


Photo

Buildable V35 Ox


  • Please log in to reply
5 replies to this topic

#1 Codiah

Codiah
  • Members
  • 24 posts

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

#2 Madin

Madin

    title available

  • Hosted
  • 686 posts

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:
LogicCommand Type="UNIT_BUILD" id="Command_ConstructGDIV35Ox">    <Object>GDIV35Ox</Object>  </LogicCommand>

Edited by Madin, 23 September 2011 - 07:18 AM.


#3 Codiah

Codiah
  • Members
  • 24 posts

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
	<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 Madin

Madin

    title available

  • Hosted
  • 686 posts

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
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.
:sleep:


Edited by Madin, 23 September 2011 - 06:35 PM.


#5 Codiah

Codiah
  • Members
  • 24 posts

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 Codiah

Codiah
  • Members
  • 24 posts

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?




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users