Egozi44 28 Posted March 10, 2016 I made custom bunker for Steel talons rifle man squad and just recently noticed that the bunker won't become neutral when the squads are out and saw that enemies units can't use it and just shoot on it instead I simply copied the GDI's default Dig in bunker and modified it, all the necessary lines should be there... I also tried change the side line from GDI to Neutral but no luck there.... can someone tell me what I done wrong? or if the file is coded? Thanks <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <GameObject id="GDIDigInBuilding2" KindOf="SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS STRUCTURE AUTO_RALLYPOINT CAN_SEE_THROUGH_STRUCTURE GARRISONABLE_UNTIL_DESTROYED GARRISON IGNORE_FOR_VICTORY NOT_SELLABLE CIVILIAN_BUILDING COVER AUTO_ACQUIRABLE_BY_AI" Description="Desc:GDIDigInBuilding" RadarPriority="STRUCTURE" BuildCompletion="INVALID" FenceWidth="0" FenceXOffset="0" RemoveTerrainRadius="0" EmotionRange="0" PlacementViewAngle="0d" BuildFadeInOnCreateTimeSeconds="0s" FactoryExitWidth="0" FactoryExtraBibWidth="0" Side="GDI" EditorName="GDIDigInBuilding" EditorSorting="STRUCTURE" BountyValue="0" BuildTime="10" BuildFadeInOnCreateTime="0" EnergyProduction="0" EnergyBonus="0" CommandSet="GDIDigInGarrisonCommandSet" SelectPortrait="Portrait_CNCTW_Foxhole_Cameo" ButtonImage="Portrait_CNCTW_Foxhole_Cameo" VoicePriority="0" 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="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="INVALID" BuildPlacementTypeFlag="INVALID" BuildOnRequiredObjectKindOf="" UnitCategory="NONE" WeaponCategory="NONE" HasFiredRecentlyTime="2s" UnitTypeIcon="" ReinvisibilityDelay="4s" CaptureTime="0s" BuildCost="100" RefundValue="0" ThreatValue="0" MaxSimultaneousOfType="0" TransportSlotCount="0" 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:GDIDigInBuilding2</DisplayName> <ArmorSet Armor="GDIDigInBuildingArmor" DamageFX="FactionStructureDamageFX" Conditions="" /> <Draws> <ScriptedModelDraw id="50DF2C46" RecoilDamping="0.4" MaxRecoilDistance="3" InitialRecoilSpeed="2" RecoilSettleSpeed="0.065" MinLODRequired="LOW" ProjectileBoneFeedbackEnabledSlots="" TrackMarks="" ExtraPublicBone="BONEGARRISON01 BONEGARRISON02 BONEGARRISON03 BONEGARRISON04 BONEGARRISON05 BONEGARRISON06 BONEGARRISON07 BONEGARRISON08 BONEGARRISON09 BONEGARRISON10 BONEGARRISON11 BONEGARRISON12 BONEGARRISON13 BONEGARRISON14 BONEGARRISON15 BONEGARRISON16" 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="GBDUGOUT" ExtraMesh="False" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING USER_5" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="GBDUGOUT_ASN" ExtraMesh="False" /> <Texture Original="GBDugOut" New="GBDugOut2" /> <Texture Original="GBDugOut_NRM" New="GBDugOut2NM" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="RUBBLE USER_5" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="GBDUGOUT_D3SN" ExtraMesh="False" /> <Texture Original="GBDugOutD" New="GBDugOutD2" /> <Texture Original="GBDugOut_NRM" New="GBDugOut2NM" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED USER_5" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="GBDUGOUT_D2SN" ExtraMesh="False" /> <Texture Original="GBDugOutD" New="GBDugOutD2" /> <Texture Original="GBDugOut_NRM" New="GBDugOut2NM" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED USER_5" PortraitImage="" ButtonImage="" RetainSubObjects="False"> <Model Name="GBDUGOUT_ASN" ExtraMesh="False" /> <Texture Original="GBDugOut" New="GBDugOutD2" /> <Texture Original="GBDugOut_NRM" New="GBDugOut2NM" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_5" PortraitImage="" ButtonImage="" RetainSubObjects="True"> <Model Name="GBDUGOUT_ASN" ExtraMesh="False" /> <Texture Original="GBDugOut" New="GBDugOut2" /> <Texture Original="GBDugOut_NRM" New="GBDugOut2NM" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False" /> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="GBDUGOUT_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" /> <ParticleSysBone BoneName="NONE" FXParticleSystemTemplate="Con_Small" PersistID="0" FollowBone="True" OnlyIfOnWater="False" OnlyIfOnLand="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="GBDUGOUT_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="GBDUGOUT_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="GBDUGOUT_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="GBDUGOUT_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> <RandomModelCondition id="E6B33535" Conditions="USER_5" /> <SlowDeath id="73542D4A" SinkRate="4" ProbabilityModifier="10" ModifierBonusPerOverkillPercent="0%" SinkDelay="3s" SinkDelayVariance="0s" DestructionDelay="8s" 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="HumanFaction_SmallBuilding_DieMS" /> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="ALL" DeathTypesForbidden="" /> </SlowDeath> <HordeGarrisonContain id="D9F94DC7" ContainMax="4" EnterSound="Asset not found in stream: [844D7B9F:73F0B27A]" ExitSound="Asset not found in stream: [844D7B9F:9AD878AD]" DamagePercentToUnits="0%" PassengersTestCollisionHeight="-1000" NumberOfExitPaths="1" DoorOpenTime="1" ObjectStatusOfContained="CAN_ATTACK UNSELECTABLE" ModifierRequiredTime="100" KillIfEmptyTime="0s" ModelConditionsWhenNotEmpty="" PassengersInTurret="False" AllowOwnPlayerInsideOverride="True" AllowAlliesInside="True" AllowEnemiesInside="True" AllowNeutralInside="True" ShowPips="True" CollidePickup="True" EjectPassengersOnDeath="True" KillPassengersOnDeath="False" HasObjectStatusOfContainedEntry="True" Enabled="True" MobileGarrison="False" ImmuneToClearBuildingAttacks="False" ResetInitialTeamOnCapture="False" ExitDelay="0"> <PassengerFilter Rule="ANY" Relationship="" Alignment="NONE" Include="INFANTRY" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition=""> <ExcludeThing>GDIZoneTrooperSquad</ExcludeThing> <ExcludeThing>GDIZoneTrooper</ExcludeThing> <ExcludeThing>AlienShockTrooperSquad</ExcludeThing> <ExcludeThing>AlienRazorDroneSquad</ExcludeThing> <ExcludeThing>ZOCOMZoneRaiderSquad</ExcludeThing> <ExcludeThing>ZOCOMZoneRaider</ExcludeThing> <ExcludeThing>SteelTalonsZoneTrooperSquad</ExcludeThing> <ExcludeThing>SteelTalonsZoneTrooper</ExcludeThing> </PassengerFilter> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="ALL" DeathTypesForbidden="" /> <PassengerData BonePrefix="BONEGARRISON"> <Filter Rule="NONE" Relationship="" Alignment="NONE" Include="INFANTRY" Exclude="" StatusBitFlags="" RejectStatusBitFlags="" AcceptModelCondition="" RejectModelCondition="" /> </PassengerData> <MemberTemplateStatusInfo ThingTemplate="GDISniperSquad" ObjectStatus="CAN_SPOT_FOR_BOMBARD" /> <InitialRoster TemplateId="" Count="0" /> <ExitOffset x="0" y="-80" z="0" /> </HordeGarrisonContain> <FXListBehavior id="C74C39D8"> <DieMuxData ExemptStatus="" RequiredStatus="" DamageAmountRequired="-1" MinKillerAngle="0.9999999d" MaxKillerAngle="-0.9999999d" DeathTypes="ALL" DeathTypesForbidden="" /> <Event Index="onTransitionToDamaged" FX="FX_BuildDamaged_Large" MinThreshold="0" MaxThreshold="0" Direction="Default" OrientToObject="True" ForceUseDoFXObj="False" /> <Event Index="onTransitionToReallyDamaged" FX="FX_BuildDamaged_Large" MinThreshold="0" MaxThreshold="0" Direction="Default" OrientToObject="True" ForceUseDoFXObj="False" /> <Event Index="onTransitionToRubble" FX="FX_BuildRubble_Large" MinThreshold="0" MaxThreshold="0" Direction="Default" OrientToObject="True" ForceUseDoFXObj="False" /> </FXListBehavior> <StructureUnpackUpdate UnpackTime="1.5s" /> </Behaviors> <Body> <ActiveBody id="B313F576" MaxHealth="2000" 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> <Geometry IsSmall="False"> <Shape Type="CYLINDER" ContactPointGeneration="NONE" MajorRadius="25" MinorRadius="1" Height="20" FrontAngle="0d" Active="True" UsedForHealthBox="True" /> </Geometry> <AudioArrayVoice> <AudioEntry Sound="Asset not found in stream: [844D7B9F:B2E45C9B]" AudioType="voiceSelect" /> <AudioEntry EvaEvent="BuildingStolen" AudioType="voiceDefectingAway" /> <AudioEntry EvaEvent="EnemyBuildingCaptured" AudioType="voiceDefectingTowards" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="Asset not found in stream: [A3A7AF37:58972509]" AudioType="soundOnDamaged" /> <AudioEntry Sound="Asset not found in stream: [A3A7AF37:F43E413C]" AudioType="soundOnReallyDamaged" /> <AudioEntry Sound="Asset not found in stream: [844D7B9F:45BB2ECF]" AudioType="soundUnderConstruction" /> </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="300" ShroudClearingRange="400" VisionSide="100%" VisionRear="100%" VisionBonusTestRadius="100" VisionBonusTestSegments="8" VisionBonusPercentPerFoot="0%" MaxVisionBonusPercent="50%" MinVisionBonusPercent="-50%" /> </GameObject> </AssetDeclaration> Share this post Link to post
Ravendark 46 Posted March 10, 2016 can't see anything wrong at a first glance. Did you copy the specialpower and ocl exactly aswell or did you change anything in there? What did you alter in regard to the original diginbuilding? Share this post Link to post
Stygs 25 Posted March 10, 2016 (edited) Are you sure enemies will enter the vanilla gdi foxholes? the filter seems to be ok as far as I know, Edited March 10, 2016 by Stygs Share this post Link to post
Egozi44 28 Posted March 10, 2016 (edited) can't see anything wrong at a first glance. Did you copy the specialpower and ocl exactly aswell or did you change anything in there? What did you alter in regard to the original diginbuilding? I made another version of their ability, took all of the ability's xmls and made them as number two (like: I took placeholder.xml and changed it to placeholder2 because I too lazy give it creative names xD), I didn't changed anything in the OCL aside from the IDs, build time, cost, and ability icon. In the bunker itself all I changed was the skins, NM (still count as skin~), and the slots (changed it to 4 instead of 2) You should be able to see the issue in the files I sent you month ago, but if you want I can send you up to date ver just in case (I fixed many many bugs and added new SPMs and NMs to all the units and structures include the bunker, so there's chance the issue pop up somewhere along the way though it hard for me to believe~) Are you sure enemies will enter the vanilla gdi foxholes? the filter seems to be ok as far as I know, Yup, I tested it yesterday before posting the thread Simply build foxhole next to enemy power plant, take your squads out of it, destroy the power plant, set your units to hold fire, and watch the enemy inf party all the way to your foxhole xD Edited March 10, 2016 by Egozi44 Share this post Link to post