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i need help with two epics units MARV and eradicator hexapod

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i need help with two epics units MARV and scrins

 

Marv

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source="ART:GUMarv2_NRM.xml" />

<Include

type="instance"

source="ART:FXFormation.xml" />

<Include

type="instance"

source="ART:GUMamm_Nrm.xml" />

<Include

type="instance"

source="ART:GUMarvTreads.xml" />

<Include

type="instance"

source="ART:Glow_01.xml" />

<Include

type="instance"

source="ART:GUMarv2_SPM.xml" />

<Include

type="instance"

source="ART:FX2ndPassA.xml" />

<Include

type="instance"

source="ART:GUMarv1_SPM.xml" />

<Include

type="instance"

source="ART:FXInterlacedMask2.xml" />

<Include

type="instance"

source="ART:GUMarv2.xml" />

<Include

type="instance"

source="ART:FXMuzzle.xml" />

<Include

type="instance"

source="ART:GUMammTrd.xml" />

<Include

type="instance"

source="ART:HCGUMarv1.xml" />

<Include

type="all"

source="ART:FXRailGunCoreMask.xml" />

<Include

type="all"

source="ART:FXRailGunCoreDistortion.xml" />

<Include

type="instance"

source="ART:EXTnkTrack.xml" />

<!--

<Include type="all" source="ART:GUMamm_IDLA.w3x" />

<Include type="all" source="ART:GUMamm_ATKA.w3x" />

-->

<!-- Base Object -->

<Include

type="instance"

source="DATA:BaseObjects/BaseVehicle.xml" />

</Includes>

<GameObject

id="C13MARV"

inheritFrom="BaseVehicle"

SelectPortrait="Portrait_GDIMammothTank"

ButtonImage="Portrait_GDIMammothTank"

Side="GDI"

EditorSorting="UNIT"

TransportSlotCount="1"

BuildCost="5000"

BuildTime="50"

CommandSet="GDIMammothCommandSet"

CommandPoints="100"

KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS UNIQUE_UNIT SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"

RadarPriority="UNIT"

ThreatLevel="10"

ProductionQueueType="VEHICLE"

UnitCategory="VEHICLE"

WeaponCategory="CANNON"

VoicePriority="220"

EditorName="C13MARV"

Description="Desc:C13MARV"

TypeDescription="Type:C13MARV">

<DisplayName

xai:joinAction="Replace" xmlnsai="uri:ea.com:eala:asset:instance">Name:C13MARV</DisplayName>

<GameDependency>

<RequiredObject>GDIArmory</RequiredObject>

</GameDependency>

<ArmorSet

Armor="GDIMammothTankArmor"

DamageFX="VehicleDamageFX" />

<LocomotorSet

Locomotor="GDIMammothLocomotor"

Condition="NORMAL"

Speed="40.0" />

<LocomotorSet

Locomotor="GDIMammothLocomotor"

Condition="NORMAL_UPGRADED"

Speed="80.0" />

<SkirmishAIInformation

UnitBuilderStandardCombatUnit="true" />

<Draws>

<TankDraw

id="ModuleTag_Draw"

OkToChangeModelColor="true"

InitialRecoilSpeed="16.0"

MaxRecoilDistance="10.0"

RecoilDamping="2.0"

RecoilSettleSpeed="3.0"

TreadAnimationRate="2.0"

TreadDriveSpeedFraction="0.25"

TreadPivotSpeedFraction="0.9"

TrackMarks="EXTnkTrack"

TrackMarksLeftBone="FXTracksLR"

TrackMarksRightBone="FXTracksRR"

ExtraPublicBone="FXTracksLR FXTracksRR FXTracksLF FXTracksRF MUZZLEFX01 MUZZLEFX02 MUZZLEFX03">

<ModelConditionState

ParseCondStateType="PARSE_DEFAULT"

RetainSubObjects="true">

<Model

Name="GUMarv_SKN" />

<WeaponFireFXBone

WeaponSlotID="3"

WeaponSlotType="PRIMARY_WEAPON"

BoneName="MuzzleFX" />

<WeaponFireFXBone

WeaponSlotID="1"

WeaponSlotType="PRIMARY_WEAPON"

BoneName="RocketLaunch01" />

<WeaponFireFXBone

WeaponSlotID="2"

WeaponSlotType="PRIMARY_WEAPON"

BoneName="RocketLaunch02" />

<WeaponRecoilBone

WeaponSlotID="3"

WeaponSlotType="PRIMARY_WEAPON"

BoneName="Bone_Barrel_" />

<WeaponMuzzleFlash

WeaponSlotID="3"

WeaponSlotType="PRIMARY_WEAPON"

BoneName="MuzzleFlash_" />

<WeaponLaunchBone

WeaponSlotID="3"

WeaponSlotType="PRIMARY_WEAPON"

BoneName="MuzzleFX" />

<WeaponLaunchBone

WeaponSlotID="1"

WeaponSlotType="PRIMARY_WEAPON"

BoneName="RocketLaunch01" />

<WeaponLaunchBone

WeaponSlotID="2"

WeaponSlotType="PRIMARY_WEAPON"

BoneName="RocketLaunch02" />

<Turret

TurretNameKey=""

TurretID="1" />

<Turret

TurretNameKey=""

TurretID="2" />

<Turret

TurretNameKey="B_Turret01"

TurretPitch="b_barrel_turn"

TurretID="3" />

</ModelConditionState>

 

<ModelConditionState

ParseCondStateType="PARSE_NORMAL"

RetainSubObjects="true"

ConditionsYes="REALLYDAMAGED USER_5">

<Model

Name="GUMarv_SKN" />

<Texture

Original="GUMarv"

New="GUMarv2D" />

<ParticleSysBone

BoneName="FXTracksRF"

FXParticleSystemTemplate="GDIPPDamagedSmoke"

FollowBone="true" />

<ParticleSysBone

BoneName="FXTracksLR"

FXParticleSystemTemplate="GDIMammothDamagedFire"

FollowBone="true" />

<ParticleSysBone

BoneName="FXTracksLR"

FXParticleSystemTemplate="GDIMammothDamagedFireDistortion"

FollowBone="true" />

<ParticleSysBone

BoneName="FXTracksLR"

FXParticleSystemTemplate="GDIMammothDamagedSmoke"

FollowBone="true" />

</ModelConditionState>

<ModelConditionState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="DYING USER_5">

<Model

Name="GUMarv_SKN" />

<Texture

Original="GUMarv"

New="GUMarv" />

</ModelConditionState>

 

<ModelConditionState

ParseCondStateType="PARSE_NORMAL"

RetainSubObjects="true"

ConditionsYes="REALLYDAMAGED">

<Model

Name="GUMarv_SKN" />

<Texture

Original="GUMarv"

New="GUMarv2D" />

<ParticleSysBone

BoneName="FXTracksRF"

FXParticleSystemTemplate="GDIPPDamagedSmoke"

FollowBone="true" />

<ParticleSysBone

BoneName="FXTracksLR"

FXParticleSystemTemplate="GDIMammothDamagedFire"

FollowBone="true" />

<ParticleSysBone

BoneName="FXTracksLR"

FXParticleSystemTemplate="GDIMammothDamagedFireDistortion"

FollowBone="true" />

<ParticleSysBone

BoneName="FXTracksLR"

FXParticleSystemTemplate="GDIMammothDamagedSmoke"

FollowBone="true" />

</ModelConditionState>

<ModelConditionState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="DYING">

<Model

Name="GUMARV_SKN" />

<Texture

Original="GUMarv"

New="GUMarv2D" />

</ModelConditionState>

<ModelConditionState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="FORMATION_PREVIEW">

<Model

Name="GUMarv_FP" />

</ModelConditionState>

<ModelConditionState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="USER_5"

RetainSubObjects="true">

<Model

Name="GUMarv_SKN" />

<Texture

Original="GUMarv"

New="GUMarv" />

</ModelConditionState>

<AnimationState

ParseCondStateType="PARSE_DEFAULT">

<script>

CurDrawableShowSubObject("TREADSSTOP")

CurDrawableHideSubObject("TREADSBACK")

CurDrawableHideSubObject("TREADSLEFT")

CurDrawableHideSubObject("TREADSRIGHT")

CurDrawableHideSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="VEHICLE_CRUSH_CENTER">

<Animation

AnimationName="GUMarv_CRSH1"

AnimationMode="ONCE" />

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="FIRING_OR_RELOADING_A MOVING BACKING_UP">

<script>

CurDrawableHideSubObject("TREADSSTOP")

CurDrawableShowSubObject("TREADSBACK")

CurDrawableHideSubObject("TREADSLEFT")

CurDrawableHideSubObject("TREADSRIGHT")

CurDrawableHideSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="FIRING_OR_RELOADING_A TURN_LEFT">

<script>

CurDrawableHideSubObject("TREADSSTOP")

CurDrawableHideSubObject("TREADSBACK")

CurDrawableShowSubObject("TREADSLEFT")

CurDrawableHideSubObject("TREADSRIGHT")

CurDrawableHideSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="FIRING_OR_RELOADING_A TURN_RIGHT">

<script>

CurDrawableHideSubObject("TREADSSTOP")

CurDrawableHideSubObject("TREADSBACK")

CurDrawableHideSubObject("TREADSLEFT")

CurDrawableShowSubObject("TREADSRIGHT")

CurDrawableHideSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="FIRING_OR_RELOADING_A MOVING">

<script>

CurDrawableHideSubObject("TREADSSTOP")

CurDrawableHideSubObject("TREADSBACK")

CurDrawableHideSubObject("TREADSLEFT")

CurDrawableHideSubObject("TREADSRIGHT")

CurDrawableShowSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="FIRING_OR_RELOADING_A">

<script>

CurDrawableShowSubObject("TREADSSTOP")

CurDrawableHideSubObject("TREADSBACK")

CurDrawableHideSubObject("TREADSLEFT")

CurDrawableHideSubObject("TREADSRIGHT")

CurDrawableHideSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="MOVING BACKING_UP">

<script>

CurDrawableHideSubObject("TREADSSTOP")

CurDrawableShowSubObject("TREADSBACK")

CurDrawableHideSubObject("TREADSLEFT")

CurDrawableHideSubObject("TREADSRIGHT")

CurDrawableHideSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="MOVING ACCELERATE">

<script>

CurDrawableHideSubObject("TREADSSTOP")

CurDrawableHideSubObject("TREADSBACK")

CurDrawableHideSubObject("TREADSLEFT")

CurDrawableHideSubObject("TREADSRIGHT")

CurDrawableShowSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="MOVING DECELERATE">

<script>

CurDrawableHideSubObject("TREADSSTOP")

CurDrawableHideSubObject("TREADSBACK")

CurDrawableHideSubObject("TREADSLEFT")

CurDrawableHideSubObject("TREADSRIGHT")

CurDrawableShowSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="MOVING TURN_LEFT">

<script>

CurDrawableHideSubObject("TREADSSTOP")

CurDrawableHideSubObject("TREADSBACK")

CurDrawableShowSubObject("TREADSLEFT")

CurDrawableHideSubObject("TREADSRIGHT")

CurDrawableHideSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="MOVING TURN_RIGHT">

<script>

CurDrawableHideSubObject("TREADSSTOP")

CurDrawableHideSubObject("TREADSBACK")

CurDrawableHideSubObject("TREADSLEFT")

CurDrawableShowSubObject("TREADSRIGHT")

CurDrawableHideSubObject("TREADSMOVE")

</Script>

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="MOVING">

<script>

CurDrawableHideSubObject("TREADSSTOP")

CurDrawableHideSubObject("TREADSBACK")

CurDrawableHideSubObject("TREADSLEFT")

CurDrawableHideSubObject("TREADSRIGHT")

CurDrawableShowSubObject("TREADSMOVE")

</Script>

</AnimationState>

<LeftTread>TreadsL1</LeftTread>

<LeftTread>TreadsL2</LeftTread>

<RightTread>TreadsR1</RightTread>

<RightTread>TreadsR2</RightTread>

<ArticulationBone

ArticulationBoneName="rm_base_treadRF"

ArticulationHelperBoneName="FXTracksRF" />

<ArticulationBone

ArticulationBoneName="rm_base_treadRR"

ArticulationHelperBoneName="FXTracksRR" />

<ArticulationBone

ArticulationBoneName="rm_base_treadLF"

ArticulationHelperBoneName="FXTracksLF" />

<ArticulationBone

ArticulationBoneName="rm_base_treadLR"

ArticulationHelperBoneName="FXTracksLR" />

</TankDraw>

<scriptedModelDraw

id="ModuleTag_FX"

ExtraPublicBone="fxtracksLR fxtracksRR fxtracksLF fxtracksRF MUZZLEFX01 MUZZLEFX02 MUZZLEFX03">

<ModelConditionState

ParseCondStateType="PARSE_DEFAULT">

<Model

Name="GUMARV_SKN" />

</ModelConditionState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="MOVING">

<ParticleSysBone

BoneName="fxtracksLF"

FXParticleSystemTemplate="TreadDust"

FollowBone="true" />

<ParticleSysBone

BoneName="fxtracksRF"

FXParticleSystemTemplate="TreadDust"

FollowBone="true" />

<ParticleSysBone

BoneName="fxtracksRF"

FXParticleSystemTemplate="TreadDirt"

FollowBone="true" />

<ParticleSysBone

BoneName="fxtracksLF"

FXParticleSystemTemplate="TreadDirt"

FollowBone="true" />

<ParticleSysBone

BoneName="fxtracksLR"

FXParticleSystemTemplate="TreadDust"

FollowBone="true" />

<ParticleSysBone

BoneName="fxtracksRR"

FXParticleSystemTemplate="TreadDust"

FollowBone="true" />

<ParticleSysBone

BoneName="fxtracksRR"

FXParticleSystemTemplate="TreadDirt"

FollowBone="true" />

<ParticleSysBone

BoneName="fxtracksLR"

FXParticleSystemTemplate="TreadDirt"

FollowBone="true" />

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="DYING">

<ParticleSysBone

BoneName="rm_base_treadlr"

FXParticleSystemTemplate="GDIMammothHulkFire"

FollowBone="true" />

<ParticleSysBone

BoneName="rm_base_treadlr"

FXParticleSystemTemplate="GDIMammothHulkFireGlow"

FollowBone="true" />

<ParticleSysBone

BoneName="rm_base_treadlr"

FXParticleSystemTemplate="GDIMammothHulkFireDistortion"

FollowBone="true" />

</AnimationState>

<AnimationState

ParseCondStateType="PARSE_NORMAL"

ConditionsYes="COMING_OUT_OF_FACTORY"

StateName="STATE_built">

<Animation

AnimationName="GUMARV_BLDA"

AnimationMode="ONCE" />

</AnimationState>

<!-- Transitions -->

<AnimationState

ParseCondStateType="PARSE_TRANSITION"

StateName="TRANS_built">

<Animation

AnimationName="GUMARV_BLDA"

AnimationMode="ONCE"></Animation>

</AnimationState>

</ScriptedModelDraw>

 

<LaserDraw

id="ModuleTag_LaserDistort"

UseDistortionShader="true"

Texture1_UTile="1"

Texture1_VTile=".5"

Texture1_UScrollRate="0"

Texture1_VScrollRate=".2"

Texture1_NumFrames="1"

Texture1_FrameRate="30"

Texture2_UTile="1"

Texture2_VTile=".01"

Texture2_UScrollRate="0"

Texture2_VScrollRate="1"

Texture2_NumFrames="1"

Texture2_FrameRate="1"

LaserWidth="50">

<FXShader

ShaderName="Laser.fx"

TechniqueIndex="0">

<Constants>

<Texture

Name="Texture1">

<Value>FXRailGunCoreDistortion</Value>

</Texture>

<Texture

Name="Texture2">

<Value>FXRailGunCoreMask</Value>

</Texture>

</Constants>

</FXShader>

</LaserDraw>

</Draws>

<Behaviors>

<WeaponSetUpdate

id="ModuleTag_WeaponSetUpdate">

<WeaponSlotHierarchicalTurret

ID="1"

ParentID="3">

<Weapon

Ordering="PRIMARY_WEAPON"

Template="" />

<TurretSettings

TurretTurnRate="60"

MaxDeflectionAntiClockwise="100d"

MaxDeflectionClockwise="20d"

MinIdleScanTime="1.0s"

MaxIdleScanTime="5.0s"

MinIdleScanAngle="0.0"

MaxIdleScanAngle="90.0">

<TurretAITargetChooserData

CanAcquireDynamicIfAssignedOutOfRange="true" />

</TurretSettings>

</WeaponSlotHierarchicalTurret>

<WeaponSlotHierarchicalTurret

ID="2"

ParentID="3">

<Weapon

Ordering="PRIMARY_WEAPON"

Template="" />

<TurretSettings

TurretTurnRate="60"

MaxDeflectionAntiClockwise="20d"

MaxDeflectionClockwise="100d"

MinIdleScanTime="1.0s"

MaxIdleScanTime="5.0s"

MinIdleScanAngle="0.0"

MaxIdleScanAngle="90.0">

<TurretAITargetChooserData

CanAcquireDynamicIfAssignedOutOfRange="true" />

</TurretSettings>

</WeaponSlotHierarchicalTurret>

<WeaponSlotHierarchicalTurret

ID="3">

<Weapon

Ordering="PRIMARY_WEAPON"

Template="GDIMammothTankGun" />

<Weapon

Ordering="PRIMARY_WEAPON"

Template="MammothTankRailCannon"

ObjectStatus="WEAPON_UPGRADED_01" />

<TurretSettings

TurretTurnRate="60"

TurretPitchRate="20"

AllowsPitch="true"

MinimumPitch="-15d"

MinIdleScanTime="1.0s"

MaxIdleScanTime="5.0s"

MinIdleScanAngle="0.0"

MaxIdleScanAngle="90.0">

<TurretAITargetChooserData

CanAcquireDynamicIfAssignedOutOfRange="true" />

</TurretSettings>

</WeaponSlotHierarchicalTurret>

</WeaponSetUpdate>

<LaserState

id="ModuleTag_LaserState"

LaserId="0"></LaserState>

<Physics

id="ModuleTag_Physics" />

<SlowDeath

id="ModuleTag_Death"

SinkDelay="3s"

SinkRate="1.0"

DestructionDelay="8s">

<OCL

Type="INITIAL">

<OCL>OCL_GDIMammothTankDebris</OCL>

</OCL>

<DieMuxData

DeathTypes="ALL"

DeathTypesForbidden="TOPPLED" />

<Sound

Type="INITIAL"

List="GDI_Generic_VoiceDieMS" />

</SlowDeath>

<FXListBehavior

id="ModuleTag_FXList">

<DieMuxData

DeathTypes="ALL" />

<Event

Index="onDeath"

FX="FX_GDIMammothExplode" />

</FXListBehavior>

<ProductionUpdate

id="ModuleTag_Production"

MaxQueueEntries="1" />

<AutoHealBehavior

id="Upgrade_HeroicHeal_01"

InitiallyActive="false"

HealOnlyIfNotInCombat="true"

HealOnlyIfNotUnderAttack="true"

StartHealingDelay="5s"

HealingAmount="10"

HealingDelay="3s">

<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>

</AutoHealBehavior>

<StatusBitsUpgrade

id="ModuleTag_VeterancyUpgrade"

StatusToSet="WEAPON_UPGRADED_02">

<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>

</StatusBitsUpgrade>

<ModelConditionUpgrade

id="ModuleTag_AllFactionUpgrade"

AddConditionFlags="USER_5">

<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>

</ModelConditionUpgrade>

</Behaviors>

<AI>

<AIUpdate

id="ModuleTag_AI"

AutoAcquireEnemiesWhenIdle="YES"

AILuaEventsList="GDIMARVFunctions">

<UnitAITargetChooserData

CanPickDynamicTargets="false"

SympathyRange="100.0" />

</AIUpdate>

</AI>

<Body>

<ActiveBody

id="ModuleTag_Body"

MaxHealth="10000" />

</Body>

<Geometry

IsSmall="false">

<Shape

Type="BOX"

MajorRadius="32.0"

MinorRadius="20.0"

Height="18.0"

ContactPointGeneration="VEHICLE">

<Offset

x="-3.0"

y="0.0"

z="0.0" />

</Shape>

</Geometry>

<AudioArrayVoice>

<AudioEntry

Sound="GDI_MammothTank_VoiceAttack"

AudioType="voiceAttack" />

<AudioEntry

Sound="GDI_MammothTank_VoiceCreate"

AudioType="voiceCreated" />

<AudioEntry

Sound="GDI_MammothTank_VoiceSelectMS"

AudioType="voiceSelect" />

<AudioEntry

Sound="GDI_MammothTank_VoiceMove"

AudioType="voiceMove" />

<AudioEntry

Sound="GDI_MammothTank_VoiceMoveAttack"

AudioType="voiceAttackAfterMoving" />

<AudioEntry

Sound="GDI_MammothTank_VoiceMove"

AudioType="voiceGuard" />

<AudioEntry

Sound="GDI_MammothTank_VoiceRetreat"

AudioType="voiceRetreatToCastle" />

</AudioArrayVoice>

<AudioArraySound>

<AudioEntry

Sound="AudioEvent:MammothMoveStart"

AudioType="soundMoveStart" />

<AudioEntry

Sound="AudioEvent:MammothIdleLoop"

AudioType="soundAmbient" />

<!-- <AudioEntry Sound="AudioEvent:MammothTankTurretMoveLoop" AudioType="soundTurretMoveLoop" /> -->

</AudioArraySound>

<ShadowInfo

Type="VOLUME" />

<VisionInfo

VisionRange="350"

ShroudClearingRange="400" />

<CrusherInfo

CrusherLevel="3"

CrushableLevel="3"

CrushDecelerationPercent="40%" />

</GameObject>

</AssetDeclaration>

 

 

 

scrin

i need help a lot of help

sorry for that

 

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