

Harvestor Problem
Started By Slye_Fox, Aug 09 2008 03:27
26 replies to this topic
#2
Posted 09 August 2008 - 09:01
Odd... Have you changed some of the autodock codes maybe?

#4
Posted 17 August 2008 - 06:37
i know of 2 things about this that are not code related.
1: the harvesters will some times not actually dock with the refinery but still unload at it, just looks odd.
2: if its not the same one that it was creaded from but there is one at that one, some times they wait for theirs to not be being used even if there is one close by that isnt being used.
BUT i could be wrong.
1: the harvesters will some times not actually dock with the refinery but still unload at it, just looks odd.
2: if its not the same one that it was creaded from but there is one at that one, some times they wait for theirs to not be being used even if there is one close by that isnt being used.
BUT i could be wrong.
#8
Posted 02 October 2008 - 18:11
I had this...It could be due to the pathfinding It's fixed in KW but EA said that they were looking into this and should make a 10th patch to fix this....

#10
Posted 02 October 2008 - 18:59
it could be, unless you edited some thing but didnt notice it.
#12
Posted 03 October 2008 - 12:46
I would guess that if they work fine in original game play, but fail only when using your modification. The modification is too blame.
#13
Posted 04 October 2008 - 09:49
Maybe it's just something hard-coded?

#14
Posted 04 October 2008 - 10:43
maybe it's got something to do with the lua scripts?
#19
Posted 25 December 2008 - 22:48
<?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="all" source="ART:OmBDropPlat.w3x" /> <Include type="all" source="ART:OmBDropPlat_A1.w3x" /> <Include type="all" source="ART:OmBDropPlat_B.w3x" /> <!-- Base Object --> <Include type="instance" source="DATA:BaseObjects/BaseStructure.xml" /> <!-- Defines --> <Include type="all" source="DATA:GlobalData/GlobalDefines.xml" /> </Includes> <GameObject id="DarkshieldDropPlatform" inheritFrom="BaseStructure" SelectPortrait="Portrait_DarkshieldMithDropoff" ButtonImage="Portrait_DarkshieldMithDropoff" Side="NOD" EditorSorting="STRUCTURE" BuildCost="2500" BuildTime="1.5" RefundValue="750" CommandSet="DarkshieldDropPlatformCommandSet" KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS SUPPLY_GATHERING_CENTER FS_MONEY_STORAGE NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER" RadarPriority="STRUCTURE" PlacementViewAngle="315d" ThreatLevel="1.0" EnergyProduction="0" BuildCompletion="PLACED_BY_PLAYER" ProductionQueueType="MAIN_STRUCTURE" BuildPlacementTypeFlag="MAIN_STRUCTURE" EditorName="DarkshieldDropPlatform" Description="Desc:DarkshieldDropPlatform" TypeDescription="Type:DarkshieldDropPlatform"> <DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:DarkshieldDropPlatform</DisplayName> <GameDependency> <RequiredObject>DarkshieldMithReacDrone</RequiredObject> </GameDependency> <ArmorSet Armor="DarkshieldDropPlatformArmor" DamageFX="FactionStructureDamageFX" /> <SkirmishAIInformation BaseBuildingLocation="TIBERIUM" /> <Draws> <scriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="OmBDropPlat" /> </ModelConditionState> <!-- BUILDING --> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING"> <Model Name="OmBDropPlat_B" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING"> <Animation AnimationName="OmBDropPlat_B" AnimationMode="ONCE" /> </AnimationState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED"> <Model Name="OmBDropPlat" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="GDIRefineryDamagedSmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="GDIRefineryDamagedSmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="GDIRefineryDamagedFire" FollowBone="true" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="GDIRefineryDamagedDist" FollowBone="true" /> <ParticleSysBone BoneName="FXSmokeStackA" FXParticleSystemTemplate="GDIRefinerySmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXSmokeStackA" FXParticleSystemTemplate="GDIRefinerySmokeDistortion" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED"> <Model Name="OmBDropPlat" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="GDIRefineryDamagedSmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="GDIRefineryDamagedFire" FollowBone="true" /> <ParticleSysBone BoneName="FXBone01" FXParticleSystemTemplate="GDIRefineryDamagedDist" FollowBone="true" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="GDIRefineryDamagedDist" FollowBone="true" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="GDIRefineryDamagedSmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXBone02" FXParticleSystemTemplate="GDIRefineryDamagedFire" FollowBone="true" /> <ParticleSysBone BoneName="FXBone03" FXParticleSystemTemplate="GDIRefineryDamagedSteam" FollowBone="true" /> <ParticleSysBone BoneName="FXBone03" FXParticleSystemTemplate="GDIRefineryDamagedDist2" FollowBone="true" /> <ParticleSysBone BoneName="FXSmokeStackA" FXParticleSystemTemplate="GDIRefinerySmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXSmokeStackA" FXParticleSystemTemplate="GDIRefinerySmokeDistortion" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="GBRefinery_D3" /> </ModelConditionState> <!-- ADD PARTICLES --> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_1"> <Model Name="OmBDropPlat" /> <ParticleSysBone BoneName="FXSmokeStackA" FXParticleSystemTemplate="GDIRefinerySmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXSmokeStackA" FXParticleSystemTemplate="GDIRefinerySmokeDistortion" FollowBone="true" /> <ParticleSysBone BoneName="FXSmokeStackB" FXParticleSystemTemplate="GDIRefinerySmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXSmokeStackB" FXParticleSystemTemplate="GDIRefinerySmokeDistortion" FollowBone="true" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT" StateName="STATE_bored"> </AnimationState> <!-- TRANSITIONS --> <AnimationState ParseCondStateType="PARSE_TRANSITION" ConditionsYes="TRANS_Buildup"> <Animation AnimationName="GBRefinery_AAN" AnimationMode="ONCE" /> </AnimationState> <!-- DAMAGED ANIMATION --> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED" StateName="STATE_Damaged" Flags="START_FRAME_FIRST"> <Animation AnimationName="GBRefinery_D2A" AnimationMode="MANUAL" /> </AnimationState> <!-- REALLY DAMAGED ANIMATION --> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED" StateName="STATE_ReallyDamaged"> <Animation AnimationName="GBRefinery_D2A" AnimationMode="ONCE" /> <script> Prev = CurDrawablePrevAnimationState(); if Prev == "STATE_Damaged" then CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged") end; </Script> </AnimationState> <!-- DYING ANIMATION --> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING" StateName="STATE_Dying"> <Animation AnimationName="GBRefinery_D3A" AnimationMode="ONCE" /> <ParticleSysBone BoneName="NONE" FXParticleSystemTemplate="Des_Large" FollowBone="false" /> </AnimationState> <!-- TRANSITIONS --> <AnimationState ParseCondStateType="PARSE_TRANSITION" ConditionsYes="TRANS_DamagedToReallyDamaged"> <Animation AnimationName="GBRefinery_D2A" AnimationMode="ONCE" /> </AnimationState> </ScriptedModelDraw> <!-- DRAW DOOR01 --> <scriptedModelDraw id="ModuleTag_Draw_Door" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="OmBDropPlat_A1" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT" Flags="START_FRAME_FIRST"> <Animation AnimationName="OmBDropPlat_A1" AnimationMode="MANUAL" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DOOR_1_WAITING_OPEN" Flags="START_FRAME_LAST"> <Animation AnimationName="OmBDropPlat_A1" AnimationMode="MANUAL" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DOOR_1_OPENING" StateName="STATE_Open"> <Animation AnimationName="OmBDropPlat_A1" AnimationMode="ONCE" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DOOR_1_CLOSING" StateName="STATE_Closed"> <Animation AnimationName="OmBDropPlat_A1" AnimationMode="ONCE_BACKWARDS" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Animation AnimationName="GBWarDoor_OPN" AnimationMode="ONCE" /> </AnimationState> </ScriptedModelDraw> </Draws> <Behaviors> <DistributedMoney id="ModuleTag_DistributedMoney" Capacity="2000" OnDieSpawnPercentage="0" /> <SupplyCenterDockUpdate id="SupplyCenter" NumberApproachPositions="-1" AllowsPassthrough="false" GoToRallyPointAfterDock="false" ShouldDockInReverse="true" MinDockTime="9s" ObjectsInLineWeight="9s" DistributedDeposit="true"> <ForVoiceRetreatThisIsASafeHarborToObjectFilter Include="HARVESTER" /> </SupplyCenterDockUpdate> <ProductionUpdate id="ModuleTag_ProductionUpdate" GiveNoXP="true" Type="VEHICLE" NumDoorAnimations="1" DoorOpeningTime="0.66s" DoorWaitOpenTime="3.00s" DoorCloseTime="0.66s" /> <QueueProductionExitUpdate id="ModuleTag_QueueProduction" ExitDelay="1"> <UnitCreatePoint x="2.5" y="-20.0" z="0.0" /> <NaturalRallyPoint x="53.5" y="-20.0" z="0.0" /> </QueueProductionExitUpdate> <StructureUnpackUpdate id="Structure_Unpack" UnpackTime="25.0s" /> <SpawnBehavior id="ModuleTag_Spawn1" SpawnNumberData="1" SpawnReplaceDelayData="9999s" IsOneShotData="true" FadeInTime="1.0s" InitialDelay="25.0s" CanReclaimOrphans="true"> <SpawnTemplate>DarkshieldSupplyVehicle</SpawnTemplate> </SpawnBehavior> <SpawnBehavior id="ModuleTag_Spawn2" SpawnNumberData="1" IsOneShotData="true" SpawnedRequireSpawner="true" InitialDelay="19.0s"> <SpawnTemplate>DarkshieldDropPlatformDrone</SpawnTemplate> </SpawnBehavior> <SlowDeath id="ModuleTag_Death" SinkDelay="3.0s" SinkRate="4.0" DestructionDelay="8.0s"> <Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS" /> <DieMuxData DeathTypes="ALL" /> </SlowDeath> <FXListBehavior id="ModuleTag_FXList"> <DieMuxData DeathTypes="ALL" /> <Event Index="onTransitionToDamaged" FX="FX_BuildDamaged_Large" /> <Event Index="onTransitionToReallyDamaged" FX="FX_BuildDamaged_Large" /> <Event Index="onTransitionToRubble" FX="FX_BuildRubble_Large" /> </FXListBehavior> <xi:include href="DATA:Includes/GenericBuildingRepair.xml" /> <xi:include href="DATA:Includes/GenericDarkshieldBuildingDestruction.xml" /> <xi:include href="DATA:Includes/GenericDarkshieldBuildingSuicide.xml" /> <xi:include href="DATA:Includes/DarkshieldAutoRepair.xml" /> </Behaviors> <AI> <AIUpdate id="ModuleTag_AIUpdate" AutoAcquireEnemiesWhenIdle="NO" AILuaEventsList="BuildingPowerFunctions"> </AIUpdate> </AI> <Body> <ActiveBody id="ModuleTag_Body" MaxHealth="10000.0" /> </Body> <Geometry IsSmall="false"> <Shape Type="BOX" MajorRadius="54.5" MinorRadius="29.5" Height="35.0"> <Offset x="0.0" y="-24.5" z="0.0" /> </Shape> <Shape Type="BOX" MajorRadius="23.0" MinorRadius="24.5" Height="34.0"> <Offset x="2.0" y="29.5" z="0.0" /> </Shape> <Shape Type="BOX" MajorRadius="16.0" MinorRadius="24.0" Height="28.0"> <Offset x="-37.0" y="29.0" z="0.0" /> </Shape> <ContactPoint> <Pos x="-49.0" y="45.0" z="35" /> </ContactPoint> <ContactPoint> <Pos x="63.0" y="45.0" z="0" /> </ContactPoint> <ContactPoint> <Pos x="63.0" y="-45.0" z="10" /> </ContactPoint> <ContactPoint> <Pos x="63.0" y="45.0" z="0" /> </ContactPoint> <ContactPoint> <Pos x="-34.0" y="-45.0" z="35" /> </ContactPoint> <ContactPoint> <Pos x="63.0" y="45.0" z="0" /> </ContactPoint> <ContactPoint> <Pos x="-34.0" y="-45.0" z="35" /> </ContactPoint> <ContactPoint> <Pos x="-49.0" y="45.0" z="0" /> </ContactPoint> </Geometry> <AudioArrayVoice> <AudioEntry Sound="AudioEvent:GDI_RefinerySelect" AudioType="voiceSelect" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" /> <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" /> </AudioArraySound> <ShadowInfo Type="VOLUME" /> <VisionInfo VisionRange="100" ShroudClearingRange="150" /> <ProjectedBuildabilityInfo Radius="0" BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" /> </GameObject> </AssetDeclaration>
#23
Posted 26 December 2008 - 00:44
make 3 bones named DockStart, DockAction and DockEnd in you model (Start and End will probably be on the same position) and change this to the right coordinates:
<QueueProductionExitUpdate id="ModuleTag_QueueProduction" ExitDelay="1"> <UnitCreatePoint x="2.5" y="-20.0" z="0.0" /> <NaturalRallyPoint x="53.5" y="-20.0" z="0.0" /> </QueueProductionExitUpdate>
Edited by ccgx, 26 December 2008 - 00:46.
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