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Reinforcement Bay Problem


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#1 Crystal-Nova

Crystal-Nova
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Posted 09 December 2011 - 10:06 AM

When I built a unit in this techbuilding, the door animation don't open correctly.

http://imageshack.us...sshot0002l.png/

In this picture you can see that the doors are still closed when the unit came out.

I hope anyone could help me.

<?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:CBReinforc.w3x"/>
    <Include type="all" source="ART:CBReinforc_D2.w3x"/>
    <Include type="all" source="ART:CBReinforc_D3.w3x"/>
    <Include type="all" source="ART:CBReinDoors_SKN.w3x"/>
    <Include type="all" source="ART:CBReinDoors_OPN.w3x"/>
    <Include type="instance" source="DATA:BaseObjects/BaseTechStructure.xml"/>
  </Includes>
  <GameObject
    id="ReinforcementBay"
    inheritFrom="BaseTechStructure"
    SelectPortrait="Portrait_NeutralReinforcementBay"
    ButtonImage="Portrait_NeutralReinforcementBay"
    Side="Neutral"
    BuildTime="15"
    EditorSorting="STRUCTURE"
    CommandSet="ReinforcementBayCommandSet"
    KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE IGNORE_FOR_VICTORY NOT_SELLABLE AUTO_RALLYPOINT FS_WAR_FACTORY"
    RadarPriority="STRUCTURE"
    BuildCompletion="PLACED_BY_PLAYER"
    ProductionQueueType="MAIN_STRUCTURE"
    BuildPlacementTypeFlag="MAIN_STRUCTURE"
    EditorName="ReinforcementBay"
    Description="Desc:TechBuildingReinforcementBay">
    <DisplayName
      xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:TechBuildingReinforcementBay</DisplayName>
    <ArmorSet
      Armor="StructureArmor"
      DamageFX="GenericStructureDamageFX"/>
    <Draws>
      <scriptedModelDraw
        id="ModuleTag_Draw"
        OkToChangeModelColor="true"
        ExtraPublicBone="Runway0Park0Han">
        <ModelConditionState
          ParseCondStateType="PARSE_DEFAULT">
          <Model
            Name="CBReinforc"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="RUBBLE">
          <Model
            Name="CBReinforc_D3"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="REALLYDAMAGED">
          <Model
            Name="CBReinforc_D2"/>
          <ParticleSysBone
            BoneName="FXBone01"
            FXParticleSystemTemplate="GDIPPDamagedFire"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone01"
            FXParticleSystemTemplate="GDIPPDamagedSmoke"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone01"
            FXParticleSystemTemplate="GDIRefineryDamagedDist"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone02"
            FXParticleSystemTemplate="GDIPPDamagedFire"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone02"
            FXParticleSystemTemplate="GDIPPDamagedSmoke"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone02"
            FXParticleSystemTemplate="GDIRefineryDamagedDist"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone03"
            FXParticleSystemTemplate="GDIPPDamagedFire"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone03"
            FXParticleSystemTemplate="GDIPPDamagedSmoke"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone03"
            FXParticleSystemTemplate="GDIRefineryDamagedDist"
            FollowBone="true"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DAMAGED">
          <Model
            Name="CBReinforc"/>
          <Texture
            Original="CBReinforc"
            New="CBReinforcD"/>
          <ParticleSysBone
            BoneName="FXBone01"
            FXParticleSystemTemplate="GDIPPDamagedSmoke"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone02"
            FXParticleSystemTemplate="GDIPPDamagedSmoke"
            FollowBone="true"/>
        </ModelConditionState>
        <AnimationState
          ParseCondStateType="PARSE_DEFAULT">
        </AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="RUBBLE"
          StateName="STATE_Rubble"
          Flags="START_FRAME_LAST">
          <Animation
            AnimationName="CBReinforc_D3"
            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"
          StateName="STATE_ReallyDamaged"
          Flags="START_FRAME_LAST">
          <Animation
            AnimationName="CBReinforc_D2"
            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="CBReinforc_D2"
            AnimationMode="ONCE"
            AnimationBlendTime="0"/>
        </AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_TRANSITION"
          StateName="TRANS_IntoRubble">
          <Animation
            AnimationName="CBReinforc_D3"
            AnimationMode="ONCE"
            AnimationBlendTime="0"/>
        </AnimationState>
      </ScriptedModelDraw>
      <scriptedModelDraw
        id="ModuleTag_Draw_Doors">
        <ModelConditionState
          ParseCondStateType="PARSE_DEFAULT">
          <Model
            Name="CBReinDoors_SKN"/>
        </ModelConditionState>
      </ScriptedModelDraw>
      <scriptedModelDraw
        id="ModuleTag_Draw_Door"
        OkToChangeModelColor="true">
        <ModelConditionState
          ParseCondStateType="PARSE_DEFAULT">
          <Model
            Name="CBReinDoors_SKN"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DAMAGED">
          <Model
            Name="CBReinDoors_SKN"/>
          <Texture
            Original="CBReinforc"
            New="CBReinforcD"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="REALLYDAMAGED">
          <Model
            Name="CBReinDoors_SKN"/>
          <Texture
            Original="CBReinforc"
            New="CBReinforcD"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DYING">
          <Model
            Name="CBReinDoors_SKN"/>
          <Texture
            Original="CBReinforc"
            New="CBReinforcD"/>
        </ModelConditionState>
        <AnimationState
          ParseCondStateType="PARSE_DEFAULT"
          Flags="START_FRAME_LAST">
          <Animation
            AnimationName="CBReinDoors_OPN"
            AnimationMode="MANUAL"/>
        </AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DOOR_1_WAITING_OPEN"
          Flags="START_FRAME_LAST">
          <Animation
            AnimationName="CBReinDoors_OPN"
            AnimationMode="MANUAL"/>
        </AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DOOR_1_OPENING"
          StateName="STATE_Open">
          <Animation
            AnimationName="CBReinDoors_OPN"
            AnimationMode="ONCE"/>
        </AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DOOR_1_CLOSING"
          Flags="START_FRAME_LAST">
          <Animation
            AnimationName="CBReinDoors_OPN"
            AnimationMode="ONCE_BACKWARDS"/>
        </AnimationState>
      </ScriptedModelDraw>
    </Draws>
    <Behaviors>
      <ProductionUpdate
        id="ModuleTag_ProductionUpdate"
        GiveNoXP="true"
        Type="VEHICLE"
        NumDoorAnimations="1"
        DoorOpeningTime="0.66s"
        DoorWaitOpenTime="3.00s"
        DoorCloseTime="0.66s"
        IgnorePreReqs="true"
        ProductionTimeDelayScalar="2s">
      </ProductionUpdate>
      <QueueProductionExitUpdate
        id="ModuleTag_QueueProduction"
        ExitDelay="1">
        <UnitCreatePoint
          x="0.0"
          y="5.0"
          z="0.0" />
        <NaturalRallyPoint
          x="0.0"
          y="-120.0"
          z="0.0" />
      </QueueProductionExitUpdate>
      <FXListBehavior
        id="ModuleTag_FXList">
        <DieMuxData
          DeathTypes="ALL"/>
        <Event
          Index="onTransitionToDamaged"
          FX="FX_BuildDamaged_Large"/>
        <Event
          Index="onTransitionToReallyDamaged"
          FX="FX_BuildDamaged_Large"/>
        <Event
          Index="onTransitionToRubble"
          FX="FX_BuildDamaged_Large"/>
      </FXListBehavior>
      <SlowDeath
        id="ModuleTag_Death"
        SinkDelay="4s"
        SinkRate="3.0"
        DestructionDelay="10.0s">
        <Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS"/>
        <DieMuxData
          DeathTypes="ALL"/>
      </SlowDeath>
      <xi:include href="DATA:Includes/GenericEngineerContain.xml"/>
      <xi:include href="DATA:Includes/GenericBuildingRepair.xml"/>
    </Behaviors>
    <Body>
      <ActiveBody
        id="ModuleTag_Body"
        MaxHealth="3000.0"/>
    </Body>
    <Geometry
      IsSmall="false">
      <Shape
        Type="CYLINDER"
        MajorRadius="38.0"
        Height="50.0"/>
      <Shape
        Type="BOX"
        MajorRadius="15.0"
        MinorRadius="25.0"
        Height="25.0">
        <Offset
          x="2"
          y="50"/>
      </Shape>
    </Geometry>
    <AudioArrayVoice>
      <AudioEntry
        Sound="ReinforcementBay_Select"
        AudioType="voiceSelect"/>
    </AudioArrayVoice>
    <AudioArraySound>
      <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged"/>
      <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged"/>
    </AudioArraySound>
    <ShadowInfo
      Type="VOLUME"/>
    <VisionInfo
      VisionRange="400"
      ShroudClearingRange="400"/>
    <ProjectedBuildabilityInfo
      Radius="100.0"
      BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE"/>
  </GameObject>
</AssetDeclaration>

Edited by Crystal-Nova, 09 December 2011 - 10:07 AM.


#2 Crystal-Nova

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Posted 09 December 2011 - 10:52 AM

http://uploaded.to/file/4r9nanpb

This File contains the compilied Map + Art and Source Code.

#3 Madin

Madin

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  • 686 posts

Posted 09 December 2011 - 09:22 PM

The "scriptedModelDraw" with the id="ModuleTag_Draw_Doors" serves no purpose other than drawing the door has a default action (ie all the time).
Comment out (or remove) this draw and run another test.
:sleep:


#4 Crystal-Nova

Crystal-Nova
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  • 7 posts
  • Projects:TW Advanced

Posted 10 December 2011 - 01:47 PM

<?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:CBReinforc.w3x"/>
		<Include type="all" source="ART:CBReinforc_D2.w3x"/>
		<Include type="all" source="ART:CBReinforc_D3.w3x"/>
		<Include type="all" source="ART:CBReinDoors_SKN.w3x"/>
		<Include type="all" source="ART:CBReinDoors_OPN.w3x"/>
		<Include type="instance" source="DATA:BaseObjects/BaseTechStructure.xml"/>
	</Includes>
	<GameObject
		id="ReinforcementBay"
		inheritFrom="BaseTechStructure"
		SelectPortrait="Portrait_NeutralReinforcementBay"
		ButtonImage="Portrait_NeutralReinforcementBay"
		Side="Neutral"
		BuildTime="15"
		EditorSorting="STRUCTURE"
		CommandSet="ReinforcementBayCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_WAR_FACTORY NOT_AUTOACQUIRABLE NOT_SELLABLE NEUTRAL_TECH AUTO_RALLYPOINT"
		RadarPriority="STRUCTURE"
		EditorName="ReinforcementBay"
		Description="Desc:TechBuildingReinforcementBay">
		<DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:TechBuildingReinforcementBay</DisplayName>
		<ArmorSet
			Armor="StructureArmor"
			DamageFX="GenericStructureDamageFX"/>
		<Draws>
			<scriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				ExtraPublicBone="Runway0Park0Han">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="CBReinforc"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="CBReinforc_D3"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="CBReinforc_D2"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIPPDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIPPDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIPPDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="CBReinforc"/>
					<Texture
						Original="CBReinforc"
						New="CBReinforcD"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="CBReinforc_D3"
						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"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="CBReinforc_D2"
						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="CBReinforc_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="CBReinforc_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
			</ScriptedModelDraw>
			<scriptedModelDraw
				id="ModuleTag_Draw_Door"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="CBReinDoors_SKN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="CBReinDoors_SKN"/>
					<Texture
						Original="CBReinforc"
						New="CBReinforcD"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="CBReinDoors_SKN"/>
					<Texture
						Original="CBReinforc"
						New="CBReinforcD"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="CBReinDoors_SKN"/>
					<Texture
						Original="CBReinforc"
						New="CBReinforcD"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="CBReinDoors_OPN"
						AnimationMode="MANUAL"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_WAITING_OPEN"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="CBReinDoors_OPN"
						AnimationMode="MANUAL"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_OPENING"
					StateName="STATE_Open">
					<Animation
						AnimationName="CBReinDoors_OPN"
						AnimationMode="ONCE"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_CLOSING"
					Flags="START_FRAME_LAST"
					StateName="STATE_Closed">
					<Animation
						AnimationName="CBReinDoors_OPN"
						AnimationMode="ONCE_BACKWARDS"/>
				</AnimationState>
			</ScriptedModelDraw>

		</Draws>
		<Behaviors>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true"
				Type="VEHICLE"
				NumDoorAnimations="1"
				DoorOpeningTime="0.66s"
				DoorWaitOpenTime="1.66s"
				DoorCloseTime="0.66s"
				IgnorePreReqs="true">
			</ProductionUpdate>
			<QueueProductionExitUpdate
				id="ModuleTag_QueueProduction"
				ExitDelay="4">
				<UnitCreatePoint
					x="0.0"
					y="5.0"
					z="0.0"/>
				<NaturalRallyPoint
					x="0.0"
					y="-120.0"
					z="0.0"/>
			</QueueProductionExitUpdate>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL"/>
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large"/>
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large"/>
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildDamaged_Large"/>
			</FXListBehavior>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="4s"
				SinkRate="3.0"
				DestructionDelay="10.0s">
				<Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS"/>
				<DieMuxData
					DeathTypes="ALL"/>
			</SlowDeath>
			<xi:include href="DATA:Includes/GenericEngineerContain.xml"/>
			<xi:include href="DATA:Includes/GenericBuildingRepair.xml"/>
		</Behaviors>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3000.0"/>
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="38.0"
				Height="50.0"
				ContactPointGeneration="INFANTRY"/>
			<Shape
				Type="BOX"
				MajorRadius="15.0"
				MinorRadius="25.0"
				Height="25.0"
				ContactPointGeneration="STRUCTURE">
				<Offset
					x="2"
					y="50"/>
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ReinforcementBay_Select"
				AudioType="voiceSelect"/>
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged"/>
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged"/>
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME"/>
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="200"/>
		<ProjectedBuildabilityInfo
			Radius="0.0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE"/>
	</GameObject>
</AssetDeclaration>

The Reinforcement Bay Problem is solved.

http://www.united-fo...91/#post2525337




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