Hi everyone. From my original post earlier this year (trying to WrathEd working) I've managed to make quite a bit of progress, mainly adding true hover vehicles (all terrain), various new artwork, music etc, a recoloured MoK Obelisk (Obelisk of Darkness) and some big changes to the gameplay style; but I've been having 2 relatively big problems with regards to a death animation on a model; specifically, this:   https://www.moddb.com/mods/the-end-of-all-things/addons/mastadon and this; the Kane's Wrath XML provided along with it: https://www.moddb.com/mods/the-end-of-all-things/addons/mastadon-addon Basically, when the Mastadon dies, it instantly disappears, whilst spawning the debris, I've looked in w3x viewer and it seems like there's no problem with the model, but no changes I've made so far to the XML has made any difference to the death animation. Below is the code used for the model / animation states. <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING USER_6"> <Model Name="W3DContainer:GUVEHICLEL_DIEA" /> <Texture Original="GUVehicleL" New="GUVehicleL_D" /> <ParticleSysBone BoneName="chassis" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="Chassis" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="chassis" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="W3DContainer:GUVehicleL_DIEA" /> <ParticleSysBone BoneName="chassis" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="chassis" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="chassis" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="b_turret01" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING" EnteringStateFX="" FrameForPristineBonePositions="0" ShareAnimation="False" AllowRepeatInRandomPick="False" SimilarRestart="False"> <Animation AnimationName="GUVEHICLEL_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" /> <Script> CurDrawableHideSubObject("GUN_UPGRADE") </Script> </AnimationState>   The model works fine in gameplay, but destroying the vehicle and having it end with a tiny explosion is a bit anti-climatic 😋   The other issue I have is trying to change or fix the "DamageAndSpawnNugget", mainly because I want the Tiberium Troopers to use Visceroid spawning as an effect.                               I combed through the old posts on the forum and setup my mod directory with "Mods\returntotiberia\Assets\Static" with a file called "WeaponTemplate.xml" that looks like this: <?xml version="1.0" encoding="utf-8" ?> <AssetDefinition xmlns="uri:thundermods.net:SAGE:WrathEdXML:AssetDefinition"> <Asset id="DamageAndSpawnNuggetType"> <EntryInheritance id="base" AssetType="DamageNuggetType" /> <Entry id="SpawnProbability" AssetType="SageReal" IsAttribute="true" Default="1.0" /> <Entry id="SpawnedModelConditionFlags" AssetType="ModelConditionBitFlags" IsAttribute="true" /> <EntryReference id="SpawnTemplate" AssetType="GameObjectWeakRef"/> </Asset> </AssetDefinition> But the asset compiler doesn't recognise it, nor do I know if it will actually work lol, but if anyone has worked around this any help would be useful.   A final problem that I do have is trying to create a Spectre Artillery with a permanent deployment function, so that it doesn't have to deploy to shoot every time and stays static in-place, but the states of deployment are confusing me atm lol; currently I have it so that there's 2 artillery objects, like the Rig, one deploys into another and replaces the original object, and vice versa for the artillery to move again; but all the animations are screwed up when it comes to firing lol; I'll probably make another thread at some point about it. 😀