Egozi44 28 Posted April 5, 2016 (edited) So in case some didn't noticed, all of KW (and I TW assume?) Outputs have skins condition issues, When NOD's and GDI's output (didn't tested scrin yet) still packed they won't show damage skin at all, and when they unpack they will but not always when they do the unpacking animation. I done test and added to GDI's packed Surveyor this: <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING REALLYDAMAGED"> <Model Name="W3DContainer:GUSUV_SKN"/> <Texture New="GU_Suv_D" Original="GB_Suv"/> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING DAMAGED"> <Model Name="W3DContainer:GUSUV_SKN"/> <Texture New="GU_Suv_D" Original="GB_Suv"/> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="UNPACKING"> <Model Name="W3DContainer:GUSUV_SKN"/> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="W3DContainer:GUSUVR_SKN"/> <Texture Original="GB_Suv" New="GU_Suv_D"/> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED"> <Model Name="W3DContainer:GUSUV_SKN"/> <Texture Original="GB_Suv" New="GU_Suv_D"/> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED"> <Model Name="W3DContainer:GUSUV_SKN"/> <Texture Original="GB_Suv" New="GU_Suv_D"/> </ModelConditionState> And to GDI's unpacked Surveyor this : <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING REALLYDAMAGED"> <Model Name="W3DContainer:GUSUVUPAK_SN"/> <Texture Original="GB_Suv" New="GU_Suv_D"/> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING DAMAGED"> <Model Name="W3DContainer:GUSUVUPAK_SN"/> <Texture Original="GB_Suv" New="GU_Suv_D"/> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING"> <Model Name="W3DContainer:GUSUVUPAK_SN"/> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="RUBBLE"> <Model Name="W3DContainer:GUOUTD3_SN"/> <Texture Original="GU_Suv_D" New="GU_Suv_D"/> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED"> <Model Name="W3DContainer:GUSUVUPAK_SN"/> <Texture Original="GB_Suv" New="GU_Suv_D"/> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED"> <Model Name="W3DContainer:GUOUTD2_SN"/> <Texture Original="GU_Suv_D" New="GU_Suv_D"/> </ModelConditionState> They all working well ofc but I ran into other issue, it seem that when you tell the output to unpack itself when it damaged, it will go back to full health skin, But when you repair it just for a sec the skin will switch to the proper one, my guess is that I either miss a condition here Or that it most likely need some code line that will refresh the model (because it seem the model don't refresh it's skin after the ability? I assume it because it start with animation right when it spawned? ) I tried to look on the Con yards and MCVs but didn't found something like that, the only different I found (aside from them not having big StructureUnpackUpdate cool down like the output (which it needs) ) was that they don't uses STRUCTURE_UNPACKING condition But rather just UNPACKING.... I tried it just in case and it didn't worked and even broke the output animations xD Anyone know what I need to do/add to the xml in order for it to show damage skins with unpacking conditions? Edited April 5, 2016 by Egozi44 Share this post Link to post