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Kushizashi

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About Kushizashi

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    C&C3/Kane's Wrath Modding - 3D modelling

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    Kanes Wrath
  1. oh ok here is the code (separate xml files): Logic Command: <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <LogicCommand id="Command_ConstructThumper" Type="CONSTRUCTION_YARD_CONSTRUCT" Options=""> <Object>Thumper</Object> </LogicCommand> </AssetDeclaration> MCV: Command Set: <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <LogicCommandSet id="GDIConstructionYardCommandSet"> <Cmd>Command_ConstructGDIPowerPlant</Cmd> <Cmd>Command_ConstructThumper</Cmd> <Cmd>Command_ConstructGDIRefinery</Cmd> <Cmd>Command_ConstructGDIBarracks</Cmd> <Cmd>Command_ConstructGDIWarfactory</Cmd> <Cmd>Command_ConstructGDICommandPost</Cmd> <Cmd>Command_ConstructGDIAirTower</Cmd> <Cmd>Command_ConstructGDIMedicalCenter</Cmd> <Cmd>Command_ConstructGDIArmory</Cmd> <Cmd>Command_ConstructGDISpaceCommandUplink</Cmd> <Cmd>Command_ConstructGDIReclamatorHub</Cmd> <Cmd>Command_ConstructGDIWatchTower</Cmd> <Cmd>Command_ConstructGDIGolumCannon</Cmd> <Cmd>Command_ConstructGDIAABattery</Cmd> <Cmd>Command_ConstructGDITiberiumSilo</Cmd> <Cmd>Command_ConstructGDITerraformingStation</Cmd> <Cmd>Command_ConstructGDIIonCannonControl</Cmd> <Cmd>Command_ConstructGDICrane</Cmd> <Cmd>Command_ConstructGDIAirSupport</Cmd> <Cmd>Command_ConstructGDISurveyor</Cmd> <Cmd>Command_PackGDIMCV</Cmd> </LogicCommandSet> </AssetDeclaration> GameObject: <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <GameObject id="Thumper" KindOf="SELECTABLE CAN_CAST_REFLECTIONS HARVESTER TIBERIUM_BASED PRELOAD SCORE IGNORES_SELECT_ALL MOVE_FOR_NOONE STRUCTURE HEALED_BY_TIBERIUM CAN_BE_FAVORITE_UNIT" Description="Desc:Thumper" TypeDescription="Type:Thumper" RadarPriority="STRUCTURE" BuildCompletion="INVALID" FenceWidth="0" FenceXOffset="0" RemoveTerrainRadius="0" EmotionRange="0" PlacementViewAngle="0d" BuildFadeInOnCreateTimeSeconds="0s" FactoryExitWidth="0" FactoryExtraBibWidth="0" Side="Combine" EditorName="Thumper" EditorSorting="STRUCTURE" BountyValue="0" BuildTime="1" BuildFadeInOnCreateTime="0" EnergyProduction="0" EnergyBonus="0" CommandSet="AlienSporePodCommandSet" SelectPortrait="Portrait_ShieldedHarvester" ButtonImage="Portrait_ShieldedHarvester" VoicePriority="16" MinZIncreaseForVoiceMoveToHigherGround="-1" CrowdResponse="" 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="100" 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="MAIN_STRUCTURE" BuildPlacementTypeFlag="TIBERIUM_FIELD" BuildOnRequiredObjectKindOf="TIBERIUM_FIELD HARVESTABLE" UnitCategory="STRUCTURE" WeaponCategory="NONE" HasFiredRecentlyTime="2s" UnitTypeIcon="" ReinvisibilityDelay="7s" CaptureTime="0s" BuildCost="1600" 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:Thumper</DisplayName> <ArmorSet Armor="AlienHarvesterArmor" DamageFX="InfantryAlienDamageFX" Conditions="" /> <ArmorSet Armor="AlienAnnihilatorTripodArmorShieldBodyEnabled" DamageFX="VehicleDamageFX" Conditions="SHIELDBODY_ENABLED" /> <LocomotorSet Speed="0" Condition="NORMAL" Locomotor="AlienHarvesterLocomotor" /> <SkirmishAIInformation BaseBuildingLocation="SIDE" ConquerMetricsOverrideDamageType="UNDEFINED" ConquerMetricsOverrideAntiMask="ANTI_GROUND" UnitBuilderStandardCombatUnit="False" /> <Draws> <ScriptedModelDraw id="50DF2C46" RecoilDamping="0.4" MaxRecoilDistance="3" InitialRecoilSpeed="2" RecoilSettleSpeed="0.065" MinLODRequired="LOW" ProjectileBoneFeedbackEnabledSlots="" TrackMarks="" DependencySharedModelFlags="" HighDetailLODThreshold="0" LowDetailLODThreshold="0" WadingParticleSys="" AlphaCameraFadeOuterRadius="0" AlphaCameraFadeInnerRadius="0" AlphaCameraAtInnerRadius="100%" StaticSortLevelWhileFading="-1" BirthFadeTime="0" OkToChangeModelColor="True" 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="ABGROWTHSTIM_SKN" ExtraMesh="False" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="ABGROWTHSTIMBLD_SKN" ExtraMesh="False" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="RUBBLE" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="ABGROWTHSTIM_D3SN" ExtraMesh="False" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="ABGROWTHSTIM_D2SN" ExtraMesh="False" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="AlienDamageFire01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="AlienDamageFireGlow01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="AlienDamageFireGlow02" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="AlienDamageFire01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="AlienDamageFireGlow01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="AlienDamageFireGlow02" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone03" FXParticleSystemTemplate="AlienDamageFire01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone03" FXParticleSystemTemplate="AlienDamageFireGlow01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone03" FXParticleSystemTemplate="AlienDamageFireGlow02" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="ABGROWTHSTIM_SKN" ExtraMesh="False" /> <Texture Original="ABGrowthStim" New="ABGrowthStimD" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="AlienDamageFire01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> <ParticleSysBone BoneName="FXBone03" FXParticleSystemTemplate="AlienDamageFire01" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="False" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT" Flags="RESTART_ANIM_WHEN_COMPLETE DO_NOT_PLAY_WHEN_UNPOWERED" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIM_IDLA" AnimationMode="ONCE" Distance="0" AnimationBlendTime="15" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="30" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIMBLD_AAN" 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="RUBBLE" StateName="STATE_Rubble" Flags="START_FRAME_LAST" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIM_D3AN" 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" /> <Script> Prev = CurDrawablePrevAnimationState(); if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then CurDrawableSetTransitionAnimState("TRANS_IntoRubble") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED" StateName="STATE_ReallyDamaged" Flags="START_FRAME_LAST" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIM_D2AN" 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" /> <Script> Prev = CurDrawablePrevAnimationState(); if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged") end </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_TRANSITION" StateName="TRANS_IntoReallyDamaged" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIM_D2AN" AnimationMode="ONCE" Distance="0" AnimationBlendTime="0" 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_TRANSITION" StateName="TRANS_IntoRubble" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="ABGROWTHSTIM_D3AN" AnimationMode="ONCE" Distance="0" AnimationBlendTime="0" AnimationSpeedFactorMin="1" AnimationSpeedFactorMax="1" WeaponTimingOrdering="PRIMARY_WEAPON" WeaponTimingSlotID="1" AnimationPriority="1" FadeBeginFrame="-1" FadeEndFrame="-1" AnimationMustCompleteBlend="False" UseWeaponTiming="False" FadingIn="False" /> </AnimationState> </ScriptedModelDraw> </Draws> <Behaviors> <AttributeModifierPoolUpdate id="513BC476" /> <SquishCollide id="8CCB269A" CrushAnimTime="1s" CrushKillDelay="0.5s" UseDirectionCheck="True" /> <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="100" 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> <StealthUpgrade id="F2B9DFBE" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True"> <TriggeredBy>Upgrade_CloakingFieldInvisibility</TriggeredBy> </StealthUpgrade> <TemporarilyDefectUpdate id="3473AFD2" DefectionFrameCount="300" /> <ReturnToDockSpecialPower id="73E227F2" SpecialPowerTemplate="SpecialPower_ReturnToDock" AntiCategory="" AntiFX="" AttributeModifier="" AttributeModifierRange="0" AttributeModifierFX="" WeatherDuration="0" InitiateFX="" TriggerFX="" SetModelCondition="TOPPLED" SetModelConditionTime="0s" GiveLevels="0" ChangeWeather="NORMAL" OnTriggerRechargeSpecialPower="" BurnDecayModifier="0" MaxDistanceFromCommandCenter="0" UpdateModuleStartsAttack="False" StartsPaused="False" ReEnableAntiCategory="False" AttributeModifierAffectsSelf="False" AttributeModifierWeatherBased="False" TargetEnemy="False" TargetAllSides="False" DisableDuringAnimDuration="False" IdleWhenStartingPower="False" AffectGood="False" AffectEvil="False" AffectAllies="True" AvailableAtStart="True" AdjustVictim="False" UseDistanceFromCommandCenter="False" ChildModuleHandlesFX="False"> <AttributeModifierAffects Rule="UNPARSED" Relationship="" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> <RequirementsFilterMP Rule="UNPARSED" Relationship="" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> <RequirementsFilterStrategic Rule="UNPARSED" Relationship="" Alignment="NONE" Include="" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </ReturnToDockSpecialPower> <SlowDeath id="73542D4A" SinkRate="4" ProbabilityModifier="10" ModifierBonusPerOverkillPercent="0%" SinkDelay="5s" SinkDelayVariance="0s" DestructionDelay="15s" DestructionDelayVariance="0s" DecayBeginTime="0s" FlingForce="0" FlingForceVariance="0" FlingPitch="0d" FlingPitchVariance="0d" DeathFlags="" FadeTime="0s" FadeDelay="0s" DeathTypes="" DeathObjectStatusBits="" ShadowWhenDead="False" Fade="False"> <OCL Type="INITIAL"> <OCL>OCL_ALIENHarvesterDebris</OCL> </OCL> <Sound Type="INITIAL" List="ALI_Harvester_Die" /> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="ALL" DeathTypesForbidden="TOPPLED" /> </SlowDeath> <FXListBehavior id="C74C39D8"> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="ALL" DeathTypesForbidden="" /> <Event Index="onTransitionToDamaged" FX="FX_AlienHarvesterTransition" MinThreshold="0" MaxThreshold="0" Direction="Default" OrientToObject="True" ForceUseDoFXObj="False" /> <Event Index="onTransitionToReallyDamaged" FX="FX_AlienHarvesterTransition" MinThreshold="0" MaxThreshold="0" Direction="Default" OrientToObject="True" ForceUseDoFXObj="False" /> <Event Index="onDeath" FX="FX_AlienHarvesterExplode" MinThreshold="0" MaxThreshold="0" Direction="Default" OrientToObject="True" ForceUseDoFXObj="False" /> </FXListBehavior> <DistributedMoney id="BBA9F939" Capacity="99999999" OnDieSpawnPercentage="1%" RedistributeMoneyOnDeathType="SUICIDED" /> <SupplyCenterCreate /> <SupplyCenterDockUpdate id="B1E09186" NumberApproachPositions="-1" MinDockTime="9s" ObjectsInLineWeight="9s" AllowsPassthrough="True" GoToRallyPointAfterDock="True" ShouldDockInReverse="False" ValueMultiplier="1" BonusScience="INVALID" BonusScienceMultiplier="0" DistributedDeposit="True"> <ForVoiceRetreatThisIsASafeHarborToObjectFilter Rule="NONE" Relationship="" Alignment="NONE" Include="HARVESTER" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </SupplyCenterDockUpdate> <InvisibilityUpdate id="3BD7F2F5" Options="" UpdatePeriod="0.5s" BroadcastRange="0" OpacityMin="40%" OpacityMax="100%"> <InvisibilityNugget ForbiddenConditions="PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B PREATTACK_C FIRING_C FIRING_OR_PREATTACK_C RELOADING_C USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C" ForbiddenConditionExceptions="" ForbiddenWeaponSets="" ForbiddenStatus="DOCKING HARVESTING" CamouflageLevel="0" InvisibilityType="STEALTH" Options="" EnteringStealthFX="FX_NODStealthTransitionOn" LeavingStealthFX="FX_NODStealthTransitionOff" HintDetectableStates="IS_ATTACKING" NoStealthForAttackWindow="0s" /> <RequiresUpgrade>Upgrade_CloakingFieldInvisibility</RequiresUpgrade> </InvisibilityUpdate> <StatusBitsUpgrade id="A7D958E9" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="DOES_CONTAIN_TIBERIUM" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="A22C7337" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="AF58DEC5" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_AlienFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="D0366E2B" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_NODFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="7EE734F1" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_GDIFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="E13A182A" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="3BE6F534" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="2F3829D0" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy> </StatusBitsUpgrade> <StatusBitsUpgrade id="2854C9B9" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToSet="SHIELDBODY_ENABLED" StatusToClear="" ApplyToContained="False"> <TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy> </StatusBitsUpgrade> <ShieldBodyUpdate id="477C6A8E" /> </Behaviors> <AI> <SupplyTruckAIUpdate id="12FA48BA" AutoAcquireEnemiesWhenIdle="NO" 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" MaxBoxes="200" SupplyCenterActionDelay="0.1s" SupplyWarehouseActionDelay="0s" SupplyWarehouseScanDistance="5000" DepletedAnnounceDistance="600" HarvestActivationRange="600" HarvestPreparationTime="0.5s" HarvestActionTime="2.2s" HarvestTrees="False" HarvestTiberium="True" HarvestsFromRearEnd="False" CanPathThroughUnitsWhileDocking="True" CanPathThroughUnitsWhileHarvesting="False" /> </AI> <Body> <ShieldBody id="B313F576" MaxHealth="6000" 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" ShieldEnabledFX="FX_AlienShieldEnabled" ShieldDepleteFX="FX_AlienShieldDeplete" ShieldRechargeEndFX="" ShieldTakeDamageFX="FX_AlienShieldHit" ShieldAmount="500" ShieldArmor="ForcefieldFilterDamageArmor" ShieldRechargeIdleTime="120s" ShieldActiveModelCondition="USER_1" /> </Body> <Geometry IsSmall="False"> <Shape Type="CYLINDER" ContactPointGeneration="NONE" MajorRadius="12.1114" MinorRadius="12.1114" Height="52.6624" FrontAngle="0d" Active="True" UsedForHealthBox="True"> <Offset x="0" y="0" z="0" /> </Shape> <Shape Type="CYLINDER" ContactPointGeneration="NONE" MajorRadius="23.2912" MinorRadius="23.2912" Height="26.3312" FrontAngle="0d" Active="True" UsedForHealthBox="True"> <Offset x="0" y="-9.53674E-07" z="0" /> </Shape> <ContactPoint> <Pos x="-14.9777" y="-15.975" z="0" /> </ContactPoint> <ContactPoint> <Pos x="5.87087" y="-6.02351" z="48.8448" /> </ContactPoint> <ContactPoint> <Pos x="15.8223" y="14.825" z="0" /> </ContactPoint> <ContactPoint> <Pos x="-5.02617" y="4.87353" z="48.8448" /> </ContactPoint> <ContactPoint> <Pos x="-5.02617" y="-6.02351" z="48.8448" /> </ContactPoint> <ContactPoint> <Pos x="15.8223" y="-15.975" z="0" /> </ContactPoint> <ContactPoint> <Pos x="5.87087" y="4.87353" z="48.8448" /> </ContactPoint> <ContactPoint> <Pos x="-14.9777" y="14.825" z="0" /> </ContactPoint> </Geometry> <AudioArrayVoice> <AudioEntry EvaEvent="BuildingStolen" AudioType="voiceDefectingAway" /> <AudioEntry EvaEvent="EnemyBuildingCaptured" AudioType="voiceDefectingTowards" /> <AudioEntry Sound="AudioEvent:ThumperCreateFX" AudioType="voiceSelect" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="AudioEvent:GDI_BuildingPlaced" AudioType="soundUnderConstruction" /> <AudioEntry Sound="MultiSound:HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" /> <AudioEntry Sound="MultiSound:HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" /> <AudioEntry Sound="AudioEvent:ThumperAmbFX2" AudioType="soundAmbient" /> <AudioEntry Sound="AudioEvent:ThumperHitFX" AudioType="soundAmbient" /> </AudioArraySound> <EvaEvents EvaEventSoldOwner="StructureSold" EvaEventDamagedOwner="StructureUnderAttack" EvaEventSecondDamageFarFromFirstScanRange="200" EvaEventSecondDamageFarFromFirstTimeoutMS="155" EvaEventRepairingOwner="StructureRepairing" EvaEnemyObjectSightedEvent="EnemyCampSighted" EvaEventAvailableForProduction="NewConstructionOptions" EvaEventProductionStarted="BuildingConstructionStarted" EvaEventProductionComplete="BuildingConstructionComplete" EvaEventPlacementFailed="StructurePlacementFailed" EvaEventCannotBuildDueToFullBuildQueue="StructureCannotBuildDueToFullBuildQueue" EvaEventBuildOnHold="BuildOnHold" EvaEventBuildCancelled="BuildCancelled" EvaEventManuallyPoweredOff="BuildingManuallyPoweredDown" EvaEventManuallyPoweredOn="BuildingManuallyPoweredUp" /> <ShadowInfo Type="VOLUME" Texture="" AdditionalTexture="" SizeX="0" SizeY="0" 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="200" ShroudClearingRange="400" VisionSide="100%" VisionRear="100%" VisionBonusTestRadius="100" VisionBonusTestSegments="8" VisionBonusPercentPerFoot="0%" MaxVisionBonusPercent="50%" MinVisionBonusPercent="-50%" /> <ProjectedBuildabilityInfo Radius="10" BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" StatusToReject="" ModelConditionsToReject="" /> </GameObject> </AssetDeclaration>
  2. So like does anyone know which part of the growth accelerator's code allows this behavior? I tried changing my structure's build placement type and build on flag to imitate the growth accelerator but then I can't actually build it anywhere. Thanks in advance!
  3. Kushizashi

    3ds Max 7 Crash (FIXED)

    Thanks I'll look into it! Further help would be appreciated from anyone else though! >_<
  4. 3ds Max 7 Crash: EDIT: switched to 3ds max 9 and now everything works fine! Thank you everyone! ( im pretty new to modding and 3d modeling in general so yeah keep that in mind while reading this :p oh and English is not my first language) Hi everyone so a few months ago i started to learn about CnC3 modding and right now im at a stage where i can do moderate modifications to XML files extracted using WrathED and i wanted to try something new and add a new 3D model to the game, i have previously managed to add unused assets or assets from Tib wars 3 to kanes wrath but never really tried adding anything new, so i looked up some tuts and read the doc files for modeling and w3x importing in the official MOD SDK, everything was going pretty smoothly, well besides the fact that 3d max 7 crashed every time i closed it, but it was no big deal so i moved on aaand now im stuck, im at stage where i need to import the Material Shader Maps? (DirectX9 Shaders?) or whatever its called so i can then add the spec map and normal maps to my Models BUT every time i click on any .fx files that are from the CNC3 folder 3d max crashes with the same error ( An error has occurred and the application will now close. Do you want to attempt to save a copy of the current scene?) if i accept ,every time i open the backup it either gives the same error or an error in the lines of the app has ran out of Memory (I have 16g of ram so i dont think thats the main problem). And yeah thats pretty much it, I hope someone knows the solution as i would LOVE to work on this game more. Thanks in advance to everyone Here are my system properties if they can be of any use: OS: Win 10 (64bit) graphics card: GeForce GTX 1050 Ti processor: Intel Core i7-7700HQ CPU 2.80GHZ 2.81GHZ DirectX: 12
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