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Hideyasu

Member Since 31 Jan 2015
Offline Last Active Mar 18 2016 12:41 AM

Posts I've Made

In Topic: Alien UnPack/Pack Problem

08 February 2016 - 06:13 PM

lettering removed , Ai function and VisionInfo changed more not ^^

I'm just trying to find the error why it is so.  I control the changes to the original xml but the error remains. in play it remains as on the video watch.

one of the 3 Scrin xml is a code error.

I am surprised that the Alien Platform go to Alien MCV and the Alien MCV to AlienMC Unpacking goes.

 

 
 
According to the original code, everything is correct, but in the game, the impact is different

In Topic: Alien UnPack/Pack Problem

08 February 2016 - 05:44 PM

its all original, I only have the xml construction changed,

I just do not know why the Scrin drone platform is stationed in the air :/ see good in video  , the platform does not fall to the ground


In Topic: Ai command to build

30 January 2016 - 10:30 AM

I'm sorry my friend

 

my GDI Harvester was buggy ,  Now everything works :)

 

thank you for your patience.


In Topic: Ai command to build

29 January 2016 - 06:12 PM

without gamecrash - not auto harvest docking

<?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">
	<Includes>
		<Include type="all" source="ART:GBRefinery.w3x"/>
		<Include type="all" source="ART:GBRefinery_ASN.w3x"/>
		<Include type="all" source="ART:GBRefinery_AAN.w3x"/>
		<Include type="all" source="ART:GBRefinery_TIB.w3x"/>
		<Include type="all" source="ART:GBRefinery_D2.w3x"/>
		<Include type="all" source="ART:GBRefinery_D2A.w3x"/>
		<Include type="all" source="ART:GBRefinery_D3.w3x"/>
		<Include type="all" source="ART:GBRefinery_D3A.w3x"/>
		<Include type="all" source="ART:GBRefineryX_SKN.w3x"/>
		<Include type="all" source="ART:GBRefineryX_LOA.w3x"/>
		<Include type="all" source="ART:GBRefineryX_IDL.w3x"/>
		<Include type="all" source="ART:GBRefineryXD2.w3x"/>
		<Include type="all" source="ART:GBRefineryXD3.w3x"/>
		<Include type="instance" source="DATA:BaseObjects/BaseStructure.xml"/>
	</Includes>
	<GameObject
		id="GDIRefinery"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDIRefinery"
		ButtonImage="Portrait_GDIRefinery"
		Side="GDI"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="1200"
		BuildTime="12"
		EnergyProduction="-12"
		CommandSet="GDIRefineryCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE COVER SUPPLY_GATHERING_CENTER FS_MONEY_STORAGE TIBERIUM_BASED CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="315d"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="GDIRefinery"
		TypeDescription="TYPE:GDIRefinery"
		Description="DESC:GDIRefinery">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:GDIRefinery</DisplayName>
		<ArmorSet
			Armor="GDIRefineryArmor"
			DamageFX="FactionStructureDamageFX"/>
		<SkirmishAIInformation
			BaseBuildingLocation="TIBERIUM"/>
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefinery"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRefinery_ASN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRefinery_D2"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRefinery_D2"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedSteam"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedDist2"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBRefinery_D3"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="GBRefinery"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackB"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackB"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored">
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="GBRefinery_AAN"
						AnimationMode="ONCE"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_Buildup">
					<Animation
						AnimationName="GBRefinery_AAN"
						AnimationMode="ONCE"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="MANUAL"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="ONCE"/>
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Damaged" then
						CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged")
						end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					StateName="STATE_Dying">
					<Animation
						AnimationName="GBRefinery_D3A"
						AnimationMode="ONCE"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Large"
						FollowBone="false"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="ONCE"/>
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Draw_TIB"
				OkToChangeModelColor="false">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefinery_TIB"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_1">
					<Script>
						CurDrawableShowSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableShowSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
			        </Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_2">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableShowSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableShowSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_3">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableShowSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableShowSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_4">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableShowSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableShowSubObject("FXGlows_100")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Draw_Arm"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefineryX_SKN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRefineryXD3"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRefineryXD2"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRefineryXD2"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBRefineryXD3"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="GBRefineryX_IDL"
						AnimationMode="LOOP"/>
					<Script>
						CurDrawableHideSubObject("Bar_01")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOCKING_ACTIVE">
					<Animation
						AnimationName="GBRefineryX_LOA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="1.45"
						AnimationSpeedFactorMax="1.45"/>
					<Script>
						CurDrawableShowSubObject("Bar_01")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound
					Type="INITIAL"
					List="HumanFaction_MediumBuilding_DieMS"/>
				<DieMuxData
					DeathTypes="ALL"/>
			</SlowDeath>
			<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_BuildRubble_Large"/>
			</FXListBehavior>
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="FactionStructureTiberiumFieldOCL">
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="SUICIDED"/>
			</CreateObjectDie>
			<QueueProductionExitUpdate
				id="ModuleTag_Exit">
				<UnitCreatePoint
					x="37.5"
					y="-18.9"
					z="0.0"/>
				<NaturalRallyPoint
					x="104.0"
					y="-18.9"
					z="0.0"/>
			</QueueProductionExitUpdate>
			<SpawnBehavior
				id="ModuleTag_Spawn"
				SpawnNumberData="1"
				SpawnReplaceDelayData="9999s"
				IsOneShotData="true"
				FadeInTime="1.0s"
				InitialDelay="2.0s"
				CanReclaimOrphans="false">
				<SpawnTemplate>GDIHarvester</SpawnTemplate>
			</SpawnBehavior>
			<DistributedMoney
				id="ModuleTag_DistributedMoney"
				Capacity="2000"
				OnDieSpawnPercentage="25"/>
			<SupplyCenterDockUpdate
				id="SupplyCenterDock"
				NumberApproachPositions="-1"
				AllowsPassthrough="true"
				GoToRallyPointAfterDock="true"
				ShouldDockInReverse="true"
				MinDockTime="9s"
				ObjectsInLineWeight="9s"
				DistributedDeposit="true">
				<ForVoiceRetreatThisIsASafeHarborToObjectFilter
					Include="HARVESTER"/>
			</SupplyCenterDockUpdate>
			<ModelConditionUpgrade
				id="ModuleTag_GDIFaction"
				AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<StructureUnpackUpdate
				id="ModuleTag_StructureUnpack"
				UnpackTime="1.8s"/>
			<xi:include href="DATA:Includes/GenericBuildingRepair.xml"/>
			<xi:include href="DATA:Includes/GenericEngineerContain.xml"/>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"
				AILuaEventsList="BuildingPowerFunctions">
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="12000"/>
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				Name="Geom_Orig"
				MajorRadius="72.0"
				MinorRadius="50.0"
				Height="24.0">
				<Offset
					x="0.0"
					y="0.0"
					z="0.0"/>
			</Shape>
			<Shape
				Type="CYLINDER"
				Name="Geom_Tower"
				MajorRadius="18.0"
				MinorRadius="18.0"
				Height="90.0">
				<Offset
					x="-44.0"
					y="16.0"
					z="0.0"/>
			</Shape>
			<ContactPoint>
				<Pos
					x="-49.0"
					y="45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="-45.0"
					z="10"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-34.0"
					y="-45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-34.0"
					y="-45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-49.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="AudioEvent:GDI_RefinerySelect"
				AudioType="voiceSelect"/>
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="HumanFaction_MediumBuilding_LightDamageMS"
				AudioType="soundOnDamaged"/>
			<AudioEntry
				Sound="HumanFaction_MediumBuilding_HeavyDamageMS"
				AudioType="soundOnReallyDamaged"/>
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME"/>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"/>
		<ProjectedBuildabilityInfo
			Radius="150"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE"/>
	</GameObject>
</AssetDeclaration>

with gamecrash - with auto harvest docking

<?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">
	<Includes>
		<Include type="all" source="ART:GBRefinery.w3x"/>
		<Include type="all" source="ART:GBRefinery_ASN.w3x"/>
		<Include type="all" source="ART:GBRefinery_AAN.w3x"/>
		<Include type="all" source="ART:GBRefinery_TIB.w3x"/>
		<Include type="all" source="ART:GBRefinery_D2.w3x"/>
		<Include type="all" source="ART:GBRefinery_D2A.w3x"/>
		<Include type="all" source="ART:GBRefinery_D3.w3x"/>
		<Include type="all" source="ART:GBRefinery_D3A.w3x"/>
		<Include type="all" source="ART:GBRefineryX_SKN.w3x"/>
		<Include type="all" source="ART:GBRefineryX_LOA.w3x"/>
		<Include type="all" source="ART:GBRefineryX_IDL.w3x"/>
		<Include type="all" source="ART:GBRefineryXD2.w3x"/>
		<Include type="all" source="ART:GBRefineryXD3.w3x"/>
		<Include type="instance" source="DATA:BaseObjects/BaseStructure.xml"/>
	</Includes>
	<GameObject
		id="GDIRefinery"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDIRefinery"
		ButtonImage="Portrait_GDIRefinery"
		Side="GDI"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="1200"
		BuildTime="12"
		EnergyProduction="-12"
		CommandSet="GDIRefineryCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE COVER SUPPLY_GATHERING_CENTER FS_MONEY_STORAGE TIBERIUM_BASED CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="315d"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="GDIRefinery"
		TypeDescription="TYPE:GDIRefinery"
		Description="DESC:GDIRefinery">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:GDIRefinery</DisplayName>
		<ArmorSet
			Armor="GDIRefineryArmor"
			DamageFX="FactionStructureDamageFX"/>
		<SkirmishAIInformation
			BaseBuildingLocation="TIBERIUM"/>
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefinery"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRefinery_ASN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRefinery_D2"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRefinery_D2"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedSteam"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedDist2"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBRefinery_D3"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="GBRefinery"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackB"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXSmokeStackB"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true"/>
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored">
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="GBRefinery_AAN"
						AnimationMode="ONCE"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_Buildup">
					<Animation
						AnimationName="GBRefinery_AAN"
						AnimationMode="ONCE"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="MANUAL"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="ONCE"/>
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Damaged" then
						CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged")
						end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					StateName="STATE_Dying">
					<Animation
						AnimationName="GBRefinery_D3A"
						AnimationMode="ONCE"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Large"
						FollowBone="false"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="ONCE"/>
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Draw_TIB"
				OkToChangeModelColor="false">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefinery_TIB"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_1">
					<Script>
						CurDrawableShowSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableShowSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
			        </Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_2">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableShowSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableShowSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_3">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableShowSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableShowSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_4">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableShowSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableShowSubObject("FXGlows_100")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_Draw_Arm"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefineryX_SKN"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRefineryXD3"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRefineryXD2"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRefineryXD2"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBRefineryXD3"/>
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="GBRefineryX_IDL"
						AnimationMode="LOOP"/>
					<Script>
						CurDrawableHideSubObject("Bar_01")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOCKING_ACTIVE">
					<Animation
						AnimationName="GBRefineryX_LOA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="1.45"
						AnimationSpeedFactorMax="1.45"/>
					<Script>
						CurDrawableShowSubObject("Bar_01")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound
					Type="INITIAL"
					List="HumanFaction_MediumBuilding_DieMS"/>
				<DieMuxData
					DeathTypes="ALL"/>
			</SlowDeath>
			<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_BuildRubble_Large"/>
			</FXListBehavior>
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="FactionStructureTiberiumFieldOCL">
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="SUICIDED"/>
			</CreateObjectDie>
			<QueueProductionExitUpdate
				id="ModuleTag_Exit">
				<UnitCreatePoint
					x="37.5"
					y="-18.9"
					z="0.0"/>
				<NaturalRallyPoint
					x="104.0"
					y="-18.9"
					z="0.0"/>
			</QueueProductionExitUpdate>
			<SpawnBehavior
				id="ModuleTag_Spawn"
				SpawnNumberData="1"
				SpawnReplaceDelayData="9999s"
				IsOneShotData="true"
				FadeInTime="1.0s"
				InitialDelay="2.0s"
				CanReclaimOrphans="false">
				<SpawnTemplate>GDIHarvester</SpawnTemplate>
			</SpawnBehavior>
			<DistributedMoney
				id="ModuleTag_DistributedMoney"
				Capacity="2000"
				OnDieSpawnPercentage="25"/>

<<with command make a gamecrash>>	<SupplyCenterCreate />

			<SupplyCenterDockUpdate
				id="SupplyCenterDock"
				NumberApproachPositions="-1"
				AllowsPassthrough="true"
				GoToRallyPointAfterDock="true"
				ShouldDockInReverse="true"
				MinDockTime="9s"
				ObjectsInLineWeight="9s"
				DistributedDeposit="true">
				<ForVoiceRetreatThisIsASafeHarborToObjectFilter
					Include="HARVESTER"/>
			</SupplyCenterDockUpdate>
			<ModelConditionUpgrade
				id="ModuleTag_GDIFaction"
				AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<StructureUnpackUpdate
				id="ModuleTag_StructureUnpack"
				UnpackTime="1.8s"/>
			<xi:include href="DATA:Includes/GenericBuildingRepair.xml"/>
			<xi:include href="DATA:Includes/GenericEngineerContain.xml"/>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"
				AILuaEventsList="BuildingPowerFunctions">
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="12000"/>
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				Name="Geom_Orig"
				MajorRadius="72.0"
				MinorRadius="50.0"
				Height="24.0">
				<Offset
					x="0.0"
					y="0.0"
					z="0.0"/>
			</Shape>
			<Shape
				Type="CYLINDER"
				Name="Geom_Tower"
				MajorRadius="18.0"
				MinorRadius="18.0"
				Height="90.0">
				<Offset
					x="-44.0"
					y="16.0"
					z="0.0"/>
			</Shape>
			<ContactPoint>
				<Pos
					x="-49.0"
					y="45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="-45.0"
					z="10"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-34.0"
					y="-45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-34.0"
					y="-45.0"
					z="35"/>
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-49.0"
					y="45.0"
					z="0"/>
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="AudioEvent:GDI_RefinerySelect"
				AudioType="voiceSelect"/>
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="HumanFaction_MediumBuilding_LightDamageMS"
				AudioType="soundOnDamaged"/>
			<AudioEntry
				Sound="HumanFaction_MediumBuilding_HeavyDamageMS"
				AudioType="soundOnReallyDamaged"/>
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME"/>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"/>
		<ProjectedBuildabilityInfo
			Radius="150"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE"/>
	</GameObject>
</AssetDeclaration>

it is not a new structure , but it does not work properly


In Topic: Ai command to build

29 January 2016 - 04:57 PM

sorry my english is not so good :/  Thank you for being helpful

what can you tell me about this command <SupplyCenterCreate />

 

with command is collected Tiberium automatically, without a gamecrash by AI