Miki 1 Posted September 10, 2017 (edited) 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? Edited September 10, 2017 by Miki Share this post Link to post
Miki 1 Posted September 11, 2017 13 hours ago, Bibber said: RTFM! ... XML Assets -> Asset References / Pipeline Object IDs Could you explain more, please? I'm new to modding, I'd be grateful Share this post Link to post
Egozi44 28 Posted September 11, 2017 I learned that in WED if I mess with Existing sound code (not new sound I added) I must put the xml in the static folder or it won't work, don't think it your issue though, It can also happened if there is a sound that attracts to effect and you don't know how to dig in the chain xmls and find it, one last thing that comes to mind is case where you don't use the multisound probably and dk how to dig in it's xml as well and add/change the right lines Share this post Link to post
Miki 1 Posted September 12, 2017 19 hours ago, Egozi44 said: I learned that in WED if I mess with Existing sound code (not new sound I added) I must put the xml in the static folder or it won't work, don't think it your issue though, It can also happened if there is a sound that attracts to effect and you don't know how to dig in the chain xmls and find it, one last thing that comes to mind is case where you don't use the multisound probably and dk how to dig in it's xml as well and add/change the right lines 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? Share this post Link to post
Egozi44 28 Posted September 12, 2017 Start by posting the xml so we can see what code may got messed up :9 Share this post Link to post
Miki 1 Posted September 12, 2017 4 hours ago, Egozi44 said: Start by posting the xml so we can see what code may got messed up :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 Share this post Link to post
Miki 1 Posted September 12, 2017 4 hours ago, Egozi44 said: Start by posting the xml so we can see what code may got messed up :9 <?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> Share this post Link to post
Prodigy 3 Posted September 12, 2017 (edited) you have to change this part of your code <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> into this <AudioArrayVoice> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceCreate" AudioType="voiceFullyCreated" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceGarrison" AudioType="voiceGarrison" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceMove" AudioType="voiceGuard" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceRetreat" AudioType="voiceRetreatToCastle" /> <AudioEntry Sound="Multisound:NOD_RifleMilitant_VoiceSelectMS" AudioType="voiceSelect" /> <AudioEntry Sound="Multisound:NOD_RifleMilitant_VoiceSelectBattleMS" AudioType="voiceSelectBattle" /> </AudioArrayVoice> in order to make it work. same principle goes for models that may become invisible after editing the xml. On 10.9.2017 at 9:09 PM, Bibber said: RTFM! ... XML Assets -> Asset References / Pipeline Object IDs like Bibber said, just read the manual. Edited September 12, 2017 by Prodigy 1 Share this post Link to post
Egozi44 28 Posted September 13, 2017 WED ver 1.07 tend to remove or mess up some code lines, Multisound and AudioEvent are one of them, that why I uses 1.08 Share this post Link to post
Miki 1 Posted September 13, 2017 14 hours ago, Prodigy said: you have to change this part of your code <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> into this <AudioArrayVoice> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceCreate" AudioType="voiceFullyCreated" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceGarrison" AudioType="voiceGarrison" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceMove" AudioType="voiceGuard" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="AudioEvent:NOD_RifleMilitant_VoiceRetreat" AudioType="voiceRetreatToCastle" /> <AudioEntry Sound="Multisound:NOD_RifleMilitant_VoiceSelectMS" AudioType="voiceSelect" /> <AudioEntry Sound="Multisound:NOD_RifleMilitant_VoiceSelectBattleMS" AudioType="voiceSelectBattle" /> </AudioArrayVoice> in order to make it work. same principle goes for models that may become invisible after editing the xml. like Bibber said, just read the manual. Thank you so much for this ^^ 9 hours ago, Egozi44 said: WED ver 1.07 tend to remove or mess up some code lines, Multisound and AudioEvent are one of them, that why I uses 1.08 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 Share this post Link to post
Egozi44 28 Posted September 14, 2017 Both versions are messed up and have their own minus and pluses, I have 3 different version of WED 1.07 (beta, gamma, modify one) and 2 versions of 1.08 (gamma is messed up and ignore all of my modifications), I use some random 1.08 version I found long ago which seem to do the job, the only minus is that it extract the xmls in different way and don't include some code line, However unlike all the versions of 1.07 it DON'T mess up any line, it just won't show them, what I do in these cases is extracting the same xml from 1.07 and look for the line I need WHEN I need it. Share this post Link to post