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Miki

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About Miki

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  1. Thank you sooooo much! This is exactly what I needed to know.
  2. And can you tell me which values in the .xml change the amount of credits you get?
  3. Hmm, any idea of some other unit's animations that could fit with them? I want to make the militants use both hands when they fire, instead of just one.
  4. I tried to use gdi riflemen animations on nod militants, and while everything works, the muzzle flash when they're shooting is a little bit off. Where can I change the position of it? I didn't find anything related to it in the .xml file
  5. Thank you for your answer & yes of course I did. I just don't know which lines change these values, that's why I'm asking here.
  6. Where and how in KW can I edit this value? What I mean is how much credits/money you get after the harvester goes to a refinery and unloads tiberium.
  7. For example, I want to make the infantry units (GDI riflemen, Nod militants, etc...) to be able to attack air units (like GDI orca, Nod venom...) in Kane's Wrath. What should I look for? Where can I edit the statistic that changes what kind of units can the unit attack?
  8. Oh, thanks for your help. Haven't thought about their weapons being a part of the soldier model itself. Nevermind then. Hmm, I wonder... is it possible to make them have the upgraded armor from the start? I don't mean the upgrade itself, just the texture you get after you upgrade GDI armor. Can I make the riflemen and missile soldiers use this texture even for their non-upgraded armor? EDIT: Nevermind, managed to do that myself. But thanks for letting me know that I should search in the <draw> section, helped a lot
  9. What I want to do, is to make the basic GDI riflemen in Kane's Wrath (the basic version with no armor upgrades) use the basic GDI missile soldier model (the models are kinda different, the missile soldiers have gloves). Is this possible? how can I make this?
  10. How can I remove units from skirmish? So you can't build it, it won't appear in the selection menu. I thought changing IsTrainable="True" to IsTrainable="False" is going to do the thing, but no difference.
  11. Yes I understand how it works with this I can make some vehicles still be able to crush infantry if I want to.
  12. Thank you so much for this ^^ Are you using the 1.08 Gamma version? Many people said it messed up some things, that's why I used the 1.07 version. Well, it seems like I'm gonna move to 1.08 then
  13. Thanks! I got it. It was: <CrusherInfo CrushableLevel="0" CrusherLevel="0" Had to change CrushableLevel from 0 to 1.
  14. <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <GameObject id="NODMilitant" KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY PRELOAD ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY" Description="Desc:NODMilitantRifle" TypeDescription="Type:NODMilitantRifle" RadarPriority="UNIT" BuildCompletion="APPEARS_AT_RALLY_POINT" FenceWidth="0" FenceXOffset="0" RemoveTerrainRadius="0" EmotionRange="0" PlacementViewAngle="0d" BuildFadeInOnCreateTimeSeconds="0s" FactoryExitWidth="0" FactoryExtraBibWidth="0" Side="NOD" EditorName="NODMilitant" EditorSorting="UNIT" BountyValue="0" BuildTime="0.2" BuildFadeInOnCreateTime="0" EnergyProduction="0" EnergyBonus="0" CommandSet="NODMilitantCommandSet" SelectPortrait="Portrait_NODMilitantRifle" ButtonImage="Portrait_NODMilitantRifle" VoicePriority="96" MinZIncreaseForVoiceMoveToHigherGround="-1" CrowdResponse="NOD_Infantry" CampnessValue="0" CampnessValueRadius="600" Scale="1" HealthBoxScale="1.5" HealthBoxHeightOffset="10" OcclusionDelay="0" LiveCameraPitch="0" FormationWidth="1" FormationDepth="1" InstanceScaleFuzziness="0" ThreatRadius="-1" RamPower="0" RamZMult="1" ShockwaveResistance="0" CommandPoints="0" CommandPointBonus="0" VoiceAttackChargeTimeout="0" MaxDistanceForEngaged="0" EngagedStateTimeout="0" ThreatLevel="1" SlopeLimitIndex="0" PathfindDiameter="-1" SupplyOverride="0" DisplayMeleeDamage="-1" DisplayRangedDamage="-1" HeroSortOrder="2147483647" FiringArc="360" CamouflageDetectionMultiplier="1" SelectionPriority="2147483647" ProductionQueueType="INFANTRY" BuildPlacementTypeFlag="INVALID" BuildOnRequiredObjectKindOf="" UnitCategory="INFANTRY" WeaponCategory="GUN" HasFiredRecentlyTime="2s" UnitTypeIcon="" ReinvisibilityDelay="4s" WorldMapArmoryUpgradesAllowed="Upgrade_TiberiumInfusion Upgrade_NODConfessorUpgrade" CaptureTime="0s" BuildCost="22" RefundValue="0" ThreatValue="0" MaxSimultaneousOfType="0" TransportSlotCount="1" IsTrainable="True" IsForbidden="False" IsPrerequisite="False" IsGrabbable="False" IsHarvestable="False" StructureRubbleHeight="0" ForceLuaRegistration="False" ShowHealthInSelectionDecal="False" KeepSelectableWhenDead="False" IsAutoBuilt="False" CanPathThroughGates="True" ShouldClearShotsOnIdle="False" BuildInProximityToSamePlayerStucture="True"> <DisplayName>Name:NODMilitantRifle</DisplayName> <ArmorSet Armor="NODMilitantArmor_TiberiumInfused" DamageFX="InfantryDamageFX" Conditions="PLAYER_UPGRADE" /> <ArmorSet Armor="NODMilitantArmor" DamageFX="InfantryDamageFX" Conditions="" /> <LocomotorSet Speed="48" Condition="NORMAL" Locomotor="HumanLocomotor" /> <SkirmishAIInformation BaseBuildingLocation="FRONT" ConquerMetricsOverrideDamageType="UNDEFINED" ConquerMetricsOverrideAntiMask="ANTI_GROUND" UnitBuilderStandardCombatUnit="True" /> <Draws> <ScriptedModelDraw id="50DF2C46" RecoilDamping="0.02" MaxRecoilDistance="0.1" InitialRecoilSpeed="10" RecoilSettleSpeed="3" MinLODRequired="LOW" ProjectileBoneFeedbackEnabledSlots="" TrackMarks="" ExtraPublicBone="B_WEAPONA_FX" DependencySharedModelFlags="" HighDetailLODThreshold="0" LowDetailLODThreshold="0" WadingParticleSys="" AlphaCameraFadeOuterRadius="0" AlphaCameraFadeInnerRadius="0" AlphaCameraAtInnerRadius="100%" StaticSortLevelWhileFading="-1" BirthFadeTime="0" OkToChangeModelColor="False" AnimationsRequirePower="True" UseYAxisForTurretRotation="False" TrackMarksOnlyWhenCorneringQuickly="False" UseProducerTexture="False" NoRotate="False" UseFiringArcRotation="False" Selectable="True" RandomTextureFixedRandomIndex="False" ParticlesAttachedToAnimatedBones="False" ParticleBonesCheckDrawable="False" ShadowForceDisable="False" SwitchModelLODMode="False" StaticModelLODMode="False" ShowShadowWhileContained="False" UseStandardModelNames="False" UseDefaultAnimation="False" BirthFadeAdditive="False" ZWriteDisableOverride="False" MultiPlayerOnly="False" AffectedByStealth="True" InvertStealthOpacity="False" HighDetailOnly="False" SetAnimsToLastFrameOnConstructionComplete="True"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="NUMILTNB_SKN" ExtraMesh="False" /> <WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="B_WEAPONA_FX" /> <WeaponRecoilBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="B_WEAPONA_FX" /> <WeaponMuzzleFlash WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="B_WEAPONA_FX" /> <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="B_WEAPONA_FX" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="FXINFANTRY_FP" ExtraMesh="False" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="INSIDE_GARRISON" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="GUGARGUN" ExtraMesh="False" /> <WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="BONE01" /> <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="BONE01" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False" /> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="INSIDE_GARRISON" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False" /> <AnimationState ParseCondStateType="PARSE_DEFAULT" StateName="STATE_bored" Flags="RESTART_ANIM_WHEN_COMPLETE" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_BIDA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="0.9" AnimationSpeedFactorMax="1.1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="15" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_BIDB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="0.9" AnimationSpeedFactorMax="1.1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="15" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_BIDC" AnimationMode="ONCE" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="0.9" AnimationSpeedFactorMax="1.1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="15" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_BIFA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="0.9" AnimationSpeedFactorMax="1.1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="5" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_BIFB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="0.9" AnimationSpeedFactorMax="1.1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="5" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_BIFC" AnimationMode="ONCE" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="0.9" AnimationSpeedFactorMax="1.1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_BIFD" AnimationMode="ONCE" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="0.9" AnimationSpeedFactorMax="1.1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Suppressed" then CurDrawableSetTransitionAnimState("TRANS_SuppressedToIdle") end if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end if Prev == "STATE_stunned_flailing" then CurDrawableSetTransitionAnimState("STATE_stunned_landing") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STUNNED_FLAILING" StateName="STATE_stunned_flailing" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_FLYA" AnimationMode="LOOP" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" StateName="STATE_stunned_landing" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_LNDA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FRONTCRUSHED" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_CDTA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER DYING" StateName="STATE_Cover" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_KDIA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_KDIB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_DIEA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_DIEB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_DIEC" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED DYING" StateName="STATE_Suppressed" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_SDIA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED MOVING" StateName="STATE_Suppressed" Flags="RANDOMSTART" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_SMVA" AnimationMode="LOOP" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED FIRING_OR_PREATTACK_A" StateName="STATE_Suppressed" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_SATA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED ATTACKING" StateName="STATE_SelectedPose" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_SATA" AnimationMode="MANUAL" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SUPPRESSED" StateName="STATE_Suppressed" Flags="RESTART_ANIM_WHEN_COMPLETE" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_SIDA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="5" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_SIFA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_SIFB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> Prev = CurDrawablePrevAnimationState() if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then CurDrawableSetTransitionAnimState("TRANS_toSuppressed") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_toSuppressed" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_SDVA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="0.8" AnimationSpeedFactorMax="1.2" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_SDVB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="0.8" AnimationSpeedFactorMax="1.2" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_SuppressedToIdle" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_SGTA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="0.8" AnimationSpeedFactorMax="1.2" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER FIRING_OR_PREATTACK_A" StateName="STATE_Cover" EnteringStateFX="" FrameForPristineBonePositions="4" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_KAKA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER ATTACKING" StateName="STATE_CoverAttacking" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_KAKA" AnimationMode="MANUAL" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING USING_WEAPON_A" Flags="RANDOMSTART" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_ATRA" AnimationMode="LOOP" Distance="75" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="25" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_PREATTACK_A" EnteringStateFX="" FrameForPristineBonePositions="4" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_ATKA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER MOVING" Flags="RANDOMSTART" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_RUNA" AnimationMode="LOOP" Distance="75" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="25" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_CRNA" AnimationMode="LOOP" Distance="75" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="5" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING" Flags="RANDOMSTART" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_RUNA" AnimationMode="LOOP" Distance="75" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="25" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_RUNB" AnimationMode="LOOP" Distance="75" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="25" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_RUNC" AnimationMode="LOOP" Distance="75" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="25" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="COVER" StateName="STATE_Cover" Flags="RESTART_ANIM_WHEN_COMPLETE" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_KAIA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="25" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_KAIB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="25" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_KAFA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="5" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_KAFB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="5" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_KAFC" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="5" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="ATTACKING" StateName="STATE_SelectedPose" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_ATKA" AnimationMode="MANUAL" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="ENGAGED" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_AIDA" AnimationMode="LOOP" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_AIDB" AnimationMode="LOOP" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="SELECTED" StateName="STATE_Selected" Flags="RESTART_ANIM_WHEN_COMPLETE" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_AIDA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="10" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="15" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_AIDB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="10" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="15" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_AIFA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="10" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="5" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_AIFB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="10" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="5" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_AIFC" AnimationMode="ONCE" Distance="0" AnimationBlendTime="10" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="5" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_BoredToAttention") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="EMOTION_CELEBRATING" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_CHRA" AnimationMode="LOOP" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="0.8" AnimationSpeedFactorMax="1.2" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_CHRB" AnimationMode="LOOP" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="0.8" AnimationSpeedFactorMax="1.2" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_BoredToAttention" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_BATB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="0.9" AnimationSpeedFactorMax="1.3" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_SelectedToIdle" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="NUMILTN_ABTA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="0.8" AnimationSpeedFactorMax="1.2" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> <Animation AnimationName="NUMILTN_ABTB" AnimationMode="ONCE" Distance="0" AnimationBlendTime="5" AnimationSpeedFactorMin="0.8" AnimationSpeedFactorMax="1.2" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> </ScriptedModelDraw> <TracerModelDraw id="54201A36" MinLength="50" MaxLength="50" Width="3" MinSpeed="30" MaxSpeed="30" SweepSpeed="1" SpreadAngle="2" MinTracersPerFrame="0.08" MaxTracersPerFrame="0.12" FrameLifeTime="35" WeaponSlotType="PRIMARY_WEAPON" WeaponSlotID="1" Texture="FXTracerNOD" TracerHitFx="FX_BulletHitNOD" TracerEmitFx="" TextureIndex="0" UseAdditiveBlending="True"> <HeadColor r="1" g="1" b="1" a="1" /> <TailColor r="0" g="0" b="0" a="0" /> <ObjectStatusValidation ForbiddenStatus="WEAPON_UPGRADED_01" RequiredStatus="" /> </TracerModelDraw> <TracerModelDraw id="40E1A406" MinLength="50" MaxLength="50" Width="3" MinSpeed="30" MaxSpeed="30" SweepSpeed="1" SpreadAngle="2" MinTracersPerFrame="0.08" MaxTracersPerFrame="0.12" FrameLifeTime="35" WeaponSlotType="PRIMARY_WEAPON" WeaponSlotID="1" Texture="FXTracerHeroic" TracerHitFx="FX_BulletHitNODHeroic" TracerEmitFx="" TextureIndex="0" UseAdditiveBlending="True"> <HeadColor r="1" g="1" b="1" a="1" /> <TailColor r="0" g="0" b="0" a="0" /> <ObjectStatusValidation ForbiddenStatus="" RequiredStatus="WEAPON_UPGRADED_01" /> </TracerModelDraw> </Draws> <Behaviors> <AttributeModifierPoolUpdate id="513BC476" /> <SquishCollide id="8CCB269A" CrushAnimTime="1s" CrushKillDelay="0.5s" UseDirectionCheck="True" /> <CrushDie id="D696466A" TotalCrushSound="" BackEndCrushSound="" FrontEndCrushSound="" TotalCrushSoundPercent="100%" BackEndCrushSoundPercent="100%" FrontEndCrushSoundPercent="100%"> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="CRUSHED" DeathTypesForbidden="" /> </CrushDie> <FXListBehavior id="BC2FBBCA"> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="CRUSHED" DeathTypesForbidden="" /> <Event Index="onDeath" FX="FX_InfantrySquished" MinThreshold="0" MaxThreshold="0" Direction="Default" OrientToObject="True" ForceUseDoFXObj="False" /> </FXListBehavior> <FireWeaponWhenDead id="DDED328F" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" DelayTime="0s" DeathWeapon="CatalystInfantryDeathWeapon" FocusFireKindOfFlag="" InitiallyActive="True" ActiveDuringConstruction="False" ContinueToBezierDestination="False"> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="CATALYST" DeathTypesForbidden="" /> </FireWeaponWhenDead> <AutoHealBehavior id="C07BF5C0" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" HealingAmount="10" HealingDelay="0.5s" StartHealingDelay="1s" Radius="0" KindOf="" HealFXList="" SpawnFXList="" RespawnMinimumDelay="0s" InitiallyActive="False" AffectsWholePlayer="False" AffectsContained="False" HealOnlyIfNotUnderAttack="False" HealOnlyIfNotInCombat="False" HealOnlyOthers="False" NonStackable="False" RespawnNearbyHordeMembers="False"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </AutoHealBehavior> <AttributeModifierUpgrade id="AA36A1AA" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" AttributeModifier="Modifier_MultifunctionUpgradeCenterSpeed"> <TriggeredBy>Upgrade_MultifunctionUpgradeCenterSpeed</TriggeredBy> </AttributeModifierUpgrade> <AttributeModifierUpgrade id="81C6F752" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" AttributeModifier="Modifier_MultifunctionUpgradeCenterDamage"> <TriggeredBy>Upgrade_MultifunctionUpgradeCenterDamage</TriggeredBy> </AttributeModifierUpgrade> <AttributeModifierUpgrade id="E35F7EC4" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" AttributeModifier="Modifier_MultifunctionUpgradeCenterArmor"> <TriggeredBy>Upgrade_MultifunctionUpgradeCenterArmor</TriggeredBy> </AttributeModifierUpgrade> <LevelUpUpgrade id="A92BDFEA" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" LevelsToGain="1" LevelCap="4" DoFlash="True"> <TriggeredBy>Upgrade_ProductionVeterancy_VETERAN</TriggeredBy> </LevelUpUpgrade> <LevelUpUpgrade id="5C3F216A" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" LevelsToGain="2" LevelCap="4" DoFlash="True"> <TriggeredBy>Upgrade_ProductionVeterancy_ELITE</TriggeredBy> </LevelUpUpgrade> <LevelUpUpgrade id="379F3CE2" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" LevelsToGain="3" LevelCap="4" DoFlash="True"> <TriggeredBy>Upgrade_ProductionVeterancy_HEROIC</TriggeredBy> </LevelUpUpgrade> <TemporarilyDefectUpdate id="3473AFD2" DefectionFrameCount="300" /> <WeaponSetUpdate> <WeaponSlotHardpoint ID="1" InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" WeaponChoiceCriteria="PREFER_MOST_DAMAGE" AllowInterleavedFiring="False"> <Weapon Ordering="PRIMARY_WEAPON" Template="NODMilitantMinigun" Upgrade="" ObjectStatus="" IsPlayerUpgradePermanent="False" /> </WeaponSlotHardpoint> </WeaponSetUpdate> <Physics id="C2B69CF1" MaxXRotationVelocity="360" MaxYRotationVelocity="360" MaxZRotationVelocity="360" GravityMultiplier="1" ShockStunnedTimeLow="5" ShockStunnedTimeHigh="10" ShockStandingTime="5" FirstHeight="1.3" SecondHeight="1.3" FirstPercentIndent="33%" SecondPercentIndent="66%" BounceCount="2" BounceDistance="5" BounceFirstHeight="1.3" BounceSecondHeight="1.3" BounceFirstPercentIndent="33%" BounceSecondPercentIndent="66%" GroundHitFX="" GroundBounceFX="" FirstPercentHeight="33%" SecondPercentHeight="66%" CurveFlattenMinDist="0" TumbleRandomly="False" AllowBouncing="False" KillWhenRestingOnGround="False" OrientToFlightPath="False" IgnoreTerrainHeight="False" /> <ProductionUpdate id="37DA5033" MaxQueueEntries="99" NumDoorAnimations="0" DoorOpeningTime="0s" DoorOpeningTimeMetaUnit="0s" DoorWaitOpenTime="0s" DoorCloseTime="0s" ConstructionCompleteDuration="0" DisabledTypesToProcess="" UnitInvulnerableTime="0" SpecialPrepModelconditionTime="0" BonusForType="" SpeedBonusAudioLoop="" Type="INVALID" ProductionTimeDelayScalar="0s" GiveNoXP="False" VeteranUnitsFromVeteranFactory="False" SetBonusModelConditionOnSpeedBonus="False" SecondaryQueue="False" IgnorePreReqs="False" /> <SlowDeath id="73542D4A" SinkRate="2.4" ProbabilityModifier="10" ModifierBonusPerOverkillPercent="0%" SinkDelay="425s" SinkDelayVariance="0s" DestructionDelay="450s" DestructionDelayVariance="0s" DecayBeginTime="0s" FlingForce="0" FlingForceVariance="0" FlingPitch="0d" FlingPitchVariance="0d" DeathFlags="" FadeTime="0s" FadeDelay="0s" DeathTypes="" DeathObjectStatusBits="" ShadowWhenDead="False" Fade="False"> <Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS" /> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="ALL" DeathTypesForbidden="" /> </SlowDeath> <AttributeModifierUpgrade id="3129F082" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" AttributeModifier="AttributeModifier_TiberiumInfusion"> <TriggeredBy>Upgrade_TiberiumInfusion</TriggeredBy> </AttributeModifierUpgrade> <SuppressionUpdate id="3AE0061F" UpdateDelay="1s" Suppressability="500" SuppressionDuration="5s" AttributeModifierSuppressed="Modifier_Test_Suppression" AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" IgnoreSuppressionObjectStatus="" /> <FindCoverBehavior id="53580964" AttributeModifierInCover="Modifier_Cover" CoverScanRange="10" /> <ArmorUpgrade id="11A0FF32" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="True" WaypointMode="False" WaypointModeTerminal="True" ArmorSetFlag="PLAYER_UPGRADE" KillArmorUpgrade="False" IgnoreArmorUpgrade="False"> <TriggeredBy>Upgrade_TiberiumInfusion</TriggeredBy> </ArmorUpgrade> <LargeGroupAudioUpdate id="00F75CF5" FramesBetweenUpdatesMin="3" FramesBetweenUpdatesVariation="2" UnitWeight="1"> <Key>CE83F363</Key> </LargeGroupAudioUpdate> <StatusBitsUpgrade id="D305500E" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="WEAPON_UPGRADED_01" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </StatusBitsUpgrade> <AudioLoopUpgrade id="F729CBF2" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" SoundToPlay="NOD_BlackDisciples_Upgrade" KillAfterMS="0"> <TriggeredBy>Upgrade_BlackHandBlackDisciplesUpgrade</TriggeredBy> </AudioLoopUpgrade> <AudioLoopUpgrade id="FD9030D0" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" SoundToPlay="NOD_Confessor_Upgrade" KillAfterMS="0"> <TriggeredBy>Upgrade_NODConfessorUpgrade</TriggeredBy> </AudioLoopUpgrade> <AudioLoopUpgrade id="829D13C1" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" SoundToPlay="NOD_TiberiumUpgrade" KillAfterMS="0"> <TriggeredBy>Upgrade_TiberiumInfusion</TriggeredBy> </AudioLoopUpgrade> </Behaviors> <AI> <AIUpdate id="5FD28433" AutoAcquireEnemiesWhenIdle="YES" StopChaseDistance="500" HoldGroundCloseRangeDistance="0" MinCowerTime="0s" MaxCowerTime="0s" RampageTime="0s" BurningDeathTime="0s" TimeToEjectPassengersOnRampage="0" ComboLocomotorSet="NORMAL" ComboLocoAttackDistance="80" IdleTargetTime="0s" MaxCombineChildren="1" SpawnOffsetRadius="0" StandGround="False" CanAttackWhileContained="False" RampageRequiresAflame="False" FadeOnPortals="False"> <UnitAITargetChooserData IdleScanDelay="0.8s" ReacquireDelay="5s" StartupDelay="0s" SympathyRange="100" CheckVisionRange="False" CanPickDynamicTargets="True" RotateToTargetWhenAiming="True" CanAutoAcquireNonAutoAcquirable="False" TargetingCompareList="DefaultTargetingCompareList" /> </AIUpdate> </AI> <Body> <ActiveBody id="FADB485A" MaxHealth="40" MaxHealthDamaged="0" MaxHealthReallyDamaged="0" InitialHealth="-1" RecoveryTime="0" DodgePercent="0" EnteringDamagedTransitionTime="0s" EnteringReallyDamagedTransitionTime="0s" GrabFX="" GrabDamage="200" HealingBuffFX="" DamagedAttributeModifier="" ReallyDamagedAttributeModifier="" CheerRadius="200" BurningDeathFX="" SecondChanceUpgrade="" SecondChanceHeal="0" UseDefaultDamageSettings="True" RemoveUpgradesOnDeath="False" BurningDeathBehavior="False" /> </Body> <ClientBehaviors> <AnimationSoundClientBehavior id="7A2074AA" MaxUpdateRangeCap="0"> <Sound Sound="Bodyfall" Animation="NUMILTN_LNDA" Frame="5" /> </AnimationSoundClientBehavior> <ModelConditionAudioLoopClientBehavior id="A64989A1"> <ModelConditionSound Sound="NOD_Infantry_VoiceEffortDelayedLoop" RequiredFlags="USING_WEAPON_A" ExcludedFlags="DYING" /> </ModelConditionAudioLoopClientBehavior> </ClientBehaviors> <Geometry IsSmall="True"> <Shape Type="CYLINDER" ContactPointGeneration="SQUAD_MEMBER" MajorRadius="7" MinorRadius="1" Height="13" FrontAngle="0d" Active="True" UsedForHealthBox="True" /> </Geometry> <AudioArrayVoice> <AudioEntry Sound="NOD_RifleMilitant_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceCreate" AudioType="voiceFullyCreated" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceGarrison" AudioType="voiceGarrison" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceMove" AudioType="voiceGuard" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceRetreat" AudioType="voiceRetreatToCastle" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceSelectMS" AudioType="voiceSelect" /> <AudioEntry Sound="NOD_RifleMilitant_VoiceSelectBattleMS" AudioType="voiceSelectBattle" /> </AudioArrayVoice> <EvaEvents EvaEventDieOwner="UnitLost" EvaEventDamagedOwner="UnitUnderAttack" EvaEventDamagedFromShroudedSourceOwner="UnitUnderAttackFromShroudedUnit" EvaEventDamagedByFireOwner="GenericUnitBeingBurned" EvaEventSecondDamageFarFromFirstScanRange="600" EvaEventSecondDamageFarFromFirstTimeoutMS="155" EvaEventAmbushed="UnitAmbushed" EvaEnemyObjectSightedEvent="GenericEnemyUnitSighted" EvaEventDetectedEnemy="EnemyStealthUnitDiscovered" EvaEventAvailableForProduction="NewConstructionOptions" EvaEventProductionStarted="UnitConstructionStarted" EvaEventBuildOnHold="BuildOnHold" EvaEventBuildCancelled="BuildCancelled" EvaEventPromotedOwner="UnitPromoted" /> <ShadowInfo Type="DECAL" Texture="shadowi" AdditionalTexture="" SizeX="14" SizeY="14" OffsetX="0" OffsetY="0" OpacityStart="0" OpacityFadeInTime="0s" OpacityPeak="1" OpacityFadeOutTime="0s" OpacityEnd="0" MaxHeight="20" SunAngle="0" OverrideLODVisibility="False" UseHouseColor="False" IsRotatingWithObject="True" LocalPlayerOnly="False" /> <VisionInfo VisionRange="350" ShroudClearingRange="400" VisionSide="100%" VisionRear="100%" VisionBonusTestRadius="100" VisionBonusTestSegments="8" VisionBonusPercentPerFoot="0%" MaxVisionBonusPercent="50%" MinVisionBonusPercent="-50%" /> <CrusherInfo CrushKnockback="0" CrushZFactor="1" MinCrushVelocityPercent="1%" CrushDecelerationPercent="0%" CrushWeapon="" CrushRevengeWeapon="" CrusherLevel="0" CrushableLevel="0" MountedCrusherLevel="255" MountedCrushableLevel="255" CrushEqualLevelProps="False" UseCrushAttack="True" CrushOnlyWhileCharging="False" CrushAllies="False" /> <DisplayUpgrade>Upgrade_TiberiumInfusion</DisplayUpgrade> <DisplayUpgrade>Upgrade_NODConfessorUpgrade</DisplayUpgrade> </GameObject> </AssetDeclaration>
  15. Ok, I'm going to post the NODMilitant.xml file I edited all faction's infantry and vehicles .xml but only the SinkDelay and DestructionDelay (also the OkToChangeModelColor from true to false so they don't use housecolors, but really nothing else... everything else is left intanct) so I hope when we find out what's wrong with one, the solution will work for all of them
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