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Allied Costal gun - no model ingame


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#1 Anubis

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Posted 07 September 2011 - 17:53

I'm new to RA3 modding ( started a few hours ago tbh >:( ), and i got into a problem i can't seem to fix. I'm currently trying to add the allies costal gun from the campaign as a new defense structure. Made the new xml ( with a new name and all ), added it to the logiccommand and logiccommandset xml's and i can build it and it even works code wise ( has a weapon and turns from what i can tell since it fires in different locations ), but it has no model when i build it. So i get a invisible turret that works from every other point :/ .

Pls, if someone could direct me to what i've done wrong.

Here is the xml i have :


<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
	<Tags></Tags>
	<Includes>
    	<Include type="instance" source="DATA:BaseObjects/BaseStructure.xml" />
    	<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
    	<Include type="all"	source="ART:BB_EuropeCoastalGun.W3X" />
    	<Include type="all"	source="ART:EXSovietShell.W3X" />
    	<Include type="instance" source="DATA:Civilian/Yucatan_YU/Props/YU_HotelDebris.xml" />
    	<Include type="instance" source="DATA:Civilian/Brighton_Beach_BB/Props/BB_EuropeCoastalGun_Collapse.xml" />
	</Includes>
	<GameObject
    	id="AlliedBaseDefenseArtillery"
    	inheritFrom="BaseStructure"
    	SelectPortrait="Portrait_EuropeCoastalGun"
    	ButtonImage="Button_EuropeCoastalGun"
    	Side="Allies"
    	EditorSorting="STRUCTURE"
    	BuildTime="40"
    	EnergyProduction="-50"
    	CommandSet="AlliedBaseDefenseAdvancedCommandSet"
    	KindOf="-NOT_AUTOACQUIRABLE +FS_BASE_DEFENSE +POWERED +CAN_ATTACK +CAN_SEE_THROUGH_STRUCTURE +LINE_OF_SIGHT_IGNORES_BUILDINGS"
    	RadarPriority="STRUCTURE"
    	PlacementViewAngle="315d"
    	CampnessValue="=$CAMPNESS_DEFENSIVE_STRUCTURE"
    	ProductionQueueType="OTHER_STRUCTURE"
    	BuildPlacementTypeFlag="OTHER_STRUCTURE"
    	EditorName="AlliedBaseDefenseArtillery"
    	WeaponCategory="CANNON"
    	TypeDescription="Type:AlliedBaseDefenseArtillery"
    	Description="Desc:AlliedBaseDefenseArtillery">
    	<DisplayName
        	xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:AlliedBaseDefenseArtillery</DisplayName>
    	<GameDependency>
        	<!-- <RequiredObject>AlliedTechStructure</RequiredObject> -->
        	<RequiredObject>AlliedPowerPlant</RequiredObject>
    	</GameDependency>
    	<ObjectResourceInfo>
        	<BuildCost Account="=$ACCOUNT_ORE" Amount="2500"/>
    	</ObjectResourceInfo>
    	<ArmorSet
        	Armor="AlliedAdvancedBaseDefenseArmor"
        	DamageFX="FactionStructureDamageFX" />
    	<SkirmishAIInformation
        	BaseBuildingLocation="DEFENSE" >
        	<ConstructionBaseSelectionCriteria
            	ExcludedBaseTypes="NO_BUILD_RADIUS"
            	PreferredBaseTypes="ENEMIES_IN_BASE UNDER_ATTACK"
            	SortOrder="PREFER_MOST_RECENTLY_ATTACKED" />
    	</SkirmishAIInformation>
    	<Draws>
        	<scriptedModelDraw
            	id="ModuleTag_Draw"
            	OkToChangeModelColor="true"
            	ExtraPublicBone="BONE_CONTACT_POINT_01 BONE_CONTACT_POINT_02 BONE_CONTACT_POINT_03 BONE_CONTACT_POINT_04 BONE_CONTACT_POINT_05 BONE_CONTACT_POINT_06 BONE_CONTACT_POINT_07 BONE_CONTACT_POINT_08 BONE_CONTACT_POINT_09 BONE_CONTACT_POINT_10 BONE_CONTACT_POINT_11 BONE_CONTACT_POINT_12 BONE_CONTACT_POINT_13 BONE_CONTACT_POINT_14 BONE_CONTACT_POINT_15 BONE_CONTACT_POINT_16 BONE_CONTACT_POINT_17 BONE_CONTACT_POINT_18 BONE_CONTACT_POINT_19 BONE_CONTACT_POINT_20">
            	<ModelConditionState
                	ParseCondStateType="PARSE_DEFAULT">
                	<Model
                    	Name="BB_EuropeCoastalGun" />
                	<WeaponFireFXBone
                    	WeaponSlotType="PRIMARY_WEAPON"
                    	BoneName="FX_FireWeapon" />                   
                	<!--
                	<WeaponMuzzleFlash
                    	WeaponSlotType="PRIMARY_WEAPON"
                    	BoneName="FX_Weapon_" /> -->
                	<WeaponLaunchBone
                    	WeaponSlotType="PRIMARY_WEAPON"
                    	BoneName="FX_FireWeapon" />
                	<Turret
                    	TurretNameKey="Bone_Pivot_rotate"
                    	TurretPitch="Bone_Pivot_Tilt"
                    	TurretID="1" />
            	</ModelConditionState>
            	<AnimationState
                    	ParseCondStateType="PARSE_NORMAL"
                    	ConditionsYes="FIRING_OR_RELOADING_A">
                	<Animation
                    	AnimationName="BB_EuropeCoastalGun"
                    	AnimationMode="ONCE"/>
            	</AnimationState>
        	</ScriptedModelDraw>
    	</Draws>
       
	<Behaviors>
        	<WeaponSetUpdate
            	id="ModuleTag_Weapon01SetUpdate">               
            	<WeaponSlotTurret
                	ID="1">
                	<Weapon
                    	Ordering="PRIMARY_WEAPON"
                    	Template="BB_EuropeCoastalGunWeapon"/>
                	<TurretSettings
                    	TurretTurnRate="90"
                    	MinimumPitch="-20d"
                    	AllowsPitch="true"
                    	TurretPitchRate="90"
                    	MinIdleScanTime="1.0s"
                    	MaxIdleScanTime="5.0s"
                    	MinIdleScanAngle="10.0"
                    	MaxIdleScanAngle="25.0"
                    	ComeToHaltJiggle="0d"
                    	MaxDeflectionClockwise="25d"
                    	MaxDeflectionAntiClockwise="25d">
                    	<TurretAITargetChooserData
                        	IdleScanDelay="=$FAST_IDLE_SCAN_DELAY"
                        	CanAcquireDynamicIfAssignedOutOfRange="true" />
                	</TurretSettings>
            	</WeaponSlotTurret>
        	</WeaponSetUpdate>
        	<Physics
            	id="ModuleTag_Physics"/>
        	<BuildingDestructionBehavior
            	id="ModuleTag_BuildingDestruction">
            	<DieMuxData
                	DeathTypes="ALL" />
            	<Item
                	BonePrefix="BONE_CONTACT_POINT_"
                	FX="FX_BuildingDebrisExplosion"
                	CreationObject="AlliedBarracks_Debris"
                	FlingVelocity="100.0"/>
        	</BuildingDestructionBehavior>
        	<FXListBehavior
            	xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
            	<DieMuxData
                	DeathTypes="ALL" />
            	<Event
                	Index="onDeath"
                	FX="FX_Civ_Explosion_Small" />
        	</FXListBehavior>
        	<CreateObjectDie
            	id="ModuleTag_CreateObjectDie"
            	CreationList="BB_EuropeCoastalGun_Die_OCL">
            	<DieMuxData
                	DeathTypes="ALL" />
        	</CreateObjectDie>
    	<xi:include href="DATA:Includes/GenericEngineerContain.xml" />
    	<xi:include	href="DATA:Includes/GenericBuildingRepair.xml" />
    	<!-- civ buildings should have a CreateObjectDie to make a collapse version. -->
    	<DestroyDie
        	id="ModuleTag_DestroyDie">
        	<DieMuxData
            	DeathTypes="ALL" />
    	</DestroyDie>
	</Behaviors>
    	<AI>
        	<AIUpdate
            	id="ModuleTag_AIUpdate"
            	AutoAcquireEnemiesWhenIdle="YES"
            	StateMachine="OffensiveStructureAIStateMachine">
            	<UnitAITargetChooserData/>
        	</AIUpdate>
    	</AI>
    	<Body>
        	<ActiveBody
            	id="ModuleTag_ActiveBody"
            	MaxHealth="3000.0" />
    	</Body>
    	<Geometry
        	IsSmall="false">
        	<Shape
            	Type= "BOX"
            	MajorRadius = "30.0"
            	MinorRadius = "30.0"
            	Height = "40.0"
            	ContactPointGeneration="STRUCTURE" >
            	<Offset
                	x = "0.0"
                	y = "0.0"
                	z = "0.0" />
        	</Shape>
    	</Geometry>
    	<AudioArrayVoice>
        	<AudioEntry Sound="A01_CoastalGun_SelectMS" AudioType="voiceSelect" />
        	<AudioEntry Sound="BuildingRepaired" AudioType="voiceDefectingTowards" />
    	</AudioArrayVoice>
    	<AudioArraySound>
        	<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
        	<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
    	</AudioArraySound>
    	<VisionInfo
        	VisionRange="1000"
        	ShroudClearingRange="700" />
	</GameObject>
   
	<ObjectCreationList
    	id="BB_EuropeCoastalGun_Die_OCL">
    	<CreateObject
        	Options="IGNORE_ALL_OBJECTS"
        	Disposition="LIKE_EXISTING RANDOM_FORCE"
        	Count="1"
        	MinForceMagnitude="1.0"
        	MaxForceMagnitude="2.0"
        	MinForcePitch="90d"
        	MaxForcePitch="75d">
        	<CreateObject>BB_EuropeCoastalGun_Collapse</CreateObject>
    	</CreateObject>
	</ObjectCreationList>
  <GameObject
    	id="FXCostalGunProjectile"
    	Side="ALLIED"
    	EditorName="FXCostalGunProjectile">
	<ArmorSet
        	Armor="NoArmor" />
	<Draws>
  	<scriptedModelDraw
            	id="ModuleTag_ScriptedModelDraw">
    	<ModelConditionState
                	ParseCondStateType="PARSE_DEFAULT">
      	<Model
                    	Name="EXSovietShell" />
    	</ModelConditionState>
  	</ScriptedModelDraw>
	</Draws>
	<Behaviors>
  	<ProjectileUpdate
            	id="ModuleTag_ProjectileUpdate"
            	StateMachine="StraightLineProjectile"
            	MinTargetDistance="5">
    	<Movement>
      	<MoveInStraightLine
                    	MuzzleVelocity="50.0" />
    	</Movement>
  	</ProjectileUpdate>
  	<DestroyDie
            	id="ModuleTag_Die">
    	<DieMuxData
                	DeathTypes="ALL" />
  	</DestroyDie>
  	<FXListBehavior
            	id="ModuleTag_FXLists">
    	<DieMuxData
                	DeathTypes="ALL" />
    	<Event
                	Index="onDeath"
                	FX="FX_CostalGunImpact" />
    	<Event
      	Index="onTerrainCollision"
      	FX="FX_CostalGunImpact"/>
  	</FXListBehavior>
	</Behaviors>
	<Body>
  	<PropBody
            	id="ModuleTag_Body" />
	</Body>
	<VisionInfo
        	VisionRange="0" />
  </GameObject>
  <!-- GroundHitFX with CameraShake -->
  <FXList id="FX_CostalGunImpact">
	<NuggetList>
    	<Sound Value="A01_CoastalGun_ImpactExplosion"/>
  	<ParticleSystem
              	Particle="Soviet_SPC_Artillery_XP_Add"
          	OrientToObject="false" />
  	<ParticleSystem
              	Particle="Soviet_SPC_Artillery_XP_Add2"
          	OrientToObject="false" />
  	<ParticleSystem
                  	Particle="Soviet_SPC_Dome_Fire_Light2"
          	OrientToObject="false" />
  	<ParticleSystem
                  	Particle="Soviet_SPC_Artillery_XP_Flash"
                  	OrientToObject="false" />
  	<ParticleSystem
                  	Particle="Soviet_SPC_Artillery_XP_Smoke"
                  	OrientToObject="false" />
  	<ParticleSystem
                  	Particle="Soviet_SPC_Artillery_XP_Embers"
                  	OrientToObject="false" />
  	<ParticleSystem
       	Particle="Soviet_SPC_Artilery_XP_Burst"
       	OrientToObject="false" />
  	<ParticleSystem
    	Particle="Torpedo_Hit_water"
    	OnlyIfOnWater ="true">
  	</ParticleSystem>
  	<ParticleSystem
    	Particle="SovietV4RocketExplosionWake"
    	OnlyIfOnWater ="true">
  	</ParticleSystem>
  	<ParticleSystem
    	Particle="SovietV4RocketExplosionWaterMist"
    	OnlyIfOnWater ="true">
  	</ParticleSystem>
	</NuggetList>
  </FXList>
  <WeaponTemplate
    	id="BB_EuropeCoastalGunWeapon"
    	AttackRange="1000.0"
    	MinimumAttackRange="80"
    	WeaponSpeed="800"
    	AcceptableAimDelta="25d"
    	FireSound="A01_CoastalGun_Fire"
    	FireFX="FX_Soviet_Apoc_Gun"
    	FireVeteranFX="FX_Soviet_Apoc_Gun"
    	RadiusDamageAffects="ENEMIES NEUTRALS"
    	CanFireWhileMoving="true"
    	ClipSize="2"
    	PreAttackType="PER_CLIP"
    	Flags="NOT_ATTRACTED_BY_MAGNETS"
    	ReAcquireDetailType="PER_SHOT"
    	ShotsPerBarrel="1"
    	ProjectileCollidesWith="ENEMIES NEUTRAL STRUCTURES WALLS"
    	RequiredAntiMask="ANTI_GROUND ANTI_STRUCTURE ANTI_WATER ANTI_SUBMERGED">
	<PreAttackDelay
        	MinSeconds="0.1s"
        	MaxSeconds="0.1s" />
    	<ClipReloadTime
            	MinSeconds="4s"
            	MaxSeconds="4s" />
    	<Nuggets>
        	<ProjectileNugget
            	ProjectileTemplate="FXCostalGunProjectile"
            	WarheadTemplate="BB_EuropeCoastalGunWeaponWarhead">
        	</ProjectileNugget>
        	<SuppressionNugget
                  	Radius="70.0"
                  	Suppression="70"
                  	DurationSeconds="5s" />
        	<InformTargetNugget />
    	</Nuggets>
	</WeaponTemplate>
   
	<WeaponTemplate
    	id="BB_EuropeCoastalGunWeaponWarhead"
    	ProjectileCollidesWith = "ALLIES ENEMIES NEUTRAL STRUCTURES WALLS"
    	RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
    	RequiredAntiMask="ANTI_GROUND ANTI_STRUCTURE ANTI_WATER ANTI_SUBMERGED"
    	Flags="">
    	<Nuggets>
        	<DamageNugget
            	Damage="300.0"
            	Radius="60.0"
            	DamageType="EXPLOSIVE"
            	DeathType="EXPLODED"
        	/>
    	</Nuggets>
	</WeaponTemplate>
   
</AssetDeclaration>

Edited by Bob, 07 September 2011 - 20:18.


#2 SorataZ

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Posted 07 September 2011 - 21:47

A missing model is almost universially a missing declaration but comparing it to the original file I have I dont see a mistake in there. I'll check this and come back to you later.
May I ask what it is based on?

Edited by SorataZ, 07 September 2011 - 21:51.


#3 Anubis

    Lord of the Underworld

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Posted 07 September 2011 - 22:23

I based it on the prism tower. And changed every parameter that i thought needed changed.

#4 Bibber

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Posted 08 September 2011 - 14:29

The assets need to be fixed. I recommend to use my SDK Expansion.

Quote

Fix Assets
If you use assets in your mod that refer to data of the World Builder stream (e.g. civilian structures), the models of these assets might become invisible ingame.
Tick this option to fix these assets.

Posted Image

#5 Anubis

    Lord of the Underworld

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  • Projects: MGS projects.

Posted 09 September 2011 - 06:38

Could you offer a link pls. I've been trying to find that sdk expansion and my google sucks. Tks.

Nvm. Found it. Now to try and use it >:( . Tks.

Edited by Anubis, 09 September 2011 - 06:40.




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