Jump to content

Miki

Members
  • Content count

    12
  • Joined

  • Last visited

Everything posted by Miki

  1. 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.
  2. Hello I'm new to CNC modding, currently I use TibEd 2 to mod Tiberium Wars. How can I add more housecolors? I mean the colors players pick in skirmish. It seems like I can edit the 8 existing colors, but can't аdd any new ones.
  3. I modified infantry and vehicle units to stay after death in Kane's Wrath, using WrathEd. All I changed was SinkDelay and DestructionDelay While it seems to work in-game, somehow all of the units have no voices (when you click on them or issue them some orders, they don't tell anything) I'm going to describe exactly what I did, just to be sure. For example, the NOD militant unit. I made a NODMilitant.xml file, where I copied everything from the original one, from <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> to </GameObject> </AssetDeclaration> and the only 2 things I edited are the SinkDelay and DestructionDelay parametres. So, can anyone help me here? What is wrong? Why all of the edited units have no voices?
  4. Yes I understand how it works with this I can make some vehicles still be able to crush infantry if I want to.
  5. How can I make it impossible for vehicles to drive over infantry units? What should I change? I searched the vehicles .xml files but didn't find anything that could somehow disable it, also looked into infantry .xml files if there isn't anything with it but still with no sucess
  6. 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
  7. Thanks! I got it. It was: <CrusherInfo CrushableLevel="0" CrusherLevel="0" Had to change CrushableLevel from 0 to 1.
  8. <?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>
  9. 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
  10. I just edited the basic units in Data/Static/GameObject, didn't change anything else. So what should I do to make them speak again?
  11. Could you explain more, please? I'm new to modding, I'd be grateful
  12. Well, probably. I managed to create new colors for Kane's Wrath through WrathEd, but can't do it for Tiberium Wars in TibEd. Gonna try something else then...
×