Harvestor Problem
Slye_Fox
09 Aug 2008
is anyone else haveing this problem?
When one of my harvestors are spawned/built, they don't auto dock with a refinery, until after you tell them to do it for the first time.
When one of my harvestors are spawned/built, they don't auto dock with a refinery, until after you tell them to do it for the first time.
SPY46
17 Aug 2008
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.
Slye_Fox
17 Aug 2008
1. I got that, i need to know how to rig the refinyery properly.
2. this ain't happening.
2. this ain't happening.
Vengence
21 Aug 2008
I think all of E-Studios needs to contact EA and make this a big issue...
Think, most of your favorite mods would be impossible if this cannot be solved
.
*sees TD and TS conversion harvesters dumping at the side of the building*
Think, most of your favorite mods would be impossible if this cannot be solved

*sees TD and TS conversion harvesters dumping at the side of the building*
Kichō
02 Oct 2008
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....
Slye_Fox
02 Oct 2008
so, pathfinding is the cause of my harvisters not going tot he refinery AT ALL when they're first made?
Slye_Fox
02 Oct 2008
all I've done is to coppy the existing C&C3 harvestor and change it's model
Sedistix
03 Oct 2008
I would guess that if they work fine in original game play, but fail only when using your modification. The modification is too blame.
ccgx
25 Dec 2008
take a look into the refinery. I hade this problem too, but Im not sure what it was, but I think it was something in the refinery.
ccgx
25 Dec 2008
no, because we have additional code in there, which I dont want to show. you could just compare with the orginal refinery's. or post your code here.
Slye_Fox
25 Dec 2008
<?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>
ccgx
25 Dec 2008
try add this into behavior:
Edited by ccgx, 25 December 2008 - 22:54.
<SupplyCenterCreate id="SupplyCenterCreate" />
Edited by ccgx, 25 December 2008 - 22:54.
Slye_Fox
26 Dec 2008
next question, related to this subject;
How do i rig the refinery's dacking position?
How do i rig the refinery's dacking position?
ccgx
26 Dec 2008
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:
Edited by ccgx, 26 December 2008 - 00:46.
<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.
Slye_Fox
26 Dec 2008
but my refinery can make units, and it's in a different position to the docking place.
ccgx
26 Dec 2008
then just make the bones and look if it works. I just said that how its in the orginal files and how it works on my mod.