I have added the tesla tank to be buildable my mod. I just add a new button for it.
when a tesla tank built, suddently the fog of war disappeared! all terrain become visible except the higher ground.
I suspect this because the tesla tank vison range and shroud clearing range is set to unlimited. so I take a look on the unit code. but it written that the vision and shroud clearing range is only 300. so what's wrong? why it can removes the fog of war? any way to fix it?
0
tesla tank
Started By n5p29, Dec 17 2009 14:54
7 replies to this topic
#2
Posted 17 December 2009 - 16:29
Set it to something like 10 or something. Maps don't usually exceed 200, even in ZH.
#3
Posted 18 December 2009 - 06:37
Destiny, on 18 Dec 2009, 0:29, said:
Set it to something like 10 or something. Maps don't usually exceed 200, even in ZH.
That is not correct, different measurements are used for both, 300 sounds plausible enough, :3
And as to your problem, I don't mod RA3 (I don't even have it), but it's always a good idea to post codes.
#4
Posted 18 December 2009 - 08:05
here's the code:
and the ingame proof:
<?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="DATA:GlobalData/GlobalDefines.xml" /> <Include type="all" source="ART:RVTeslaTank.w3x" /> <Include type="all" source="ART:RUTeslaTank_D.xml" /> <Include type="instance" source="ART:EXTnkTrack.xml" /> <!-- Base Object --> <Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" /> </Includes> <!-- aka The Tesla Tank --> <GameObject id="SovietAntiVehicleVehicleTech2" inheritFrom="BaseVehicle" SelectPortrait="Portrait_SovietTeslaTank_big" ButtonImage="Button_SovietTeslaTank_small" Side="Soviet" SubGroupPriority="20" EditorSorting="UNIT" HealthBoxHeightOffset="25" BuildTime="18" CommandSet="SovietAntiVehicleVehicleTech2CommandSet" KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_BE_FAVORITE_UNIT T3_UNIT" WeaponCategory="CANNON" VoicePriority="188" EditorName="SovietAntiVehicleVehicleTech2" Description="Desc:SovietAntiVehicleVehicleTech2" TypeDescription="Type:SovietAntiVehicleVehicleTech2" UnitIntro="Soviet_TeslaTank_UnitIntro"> <DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:SovietAntiVehicleVehicleTech2</DisplayName> <GameDependency> <RequiredObject>SovietTechStructure</RequiredObject> </GameDependency> <ObjectResourceInfo> <BuildCost Account="=$ACCOUNT_ORE" Amount="1800"/> </ObjectResourceInfo> <ArmorSet Armor="SovietAntiVehicleVehicleTech2Armor" DamageFX="VehicleDamageFX" /> <!-- 25% faster than the apoc tank --> <LocomotorSet Locomotor="SovietAntiVehicleVehicleTech2Locomotor" Condition="NORMAL" Speed="62.5" /> <SkirmishAIInformation UnitBuilderStandardCombatUnit="true" /> <Draws> <TankDraw id="ModuleTag_Draw" OkToChangeModelColor="true" InitialRecoilSpeed="0.1" MaxRecoilDistance="0.1" RecoilDamping="2.0" RecoilSettleSpeed="3.0" ExtraPublicBone="FXTracksL FXTracksR FX_Weapon_01 FX_Weapon_02 FX_ExhaustL FX_ExhaustR" TrackMarks="EXTnkTrack" TrackMarksLeftBone="FXTracksL" TrackMarksRightBone="FXTracksR"> <TreadTerrainParticles>DefaultTankTerrainParticleMapping</TreadTerrainParticles> <ModelConditionState ParseCondStateType="PARSE_DEFAULT" RetainSubObjects="true"> <Model Name="RVTeslaTank" /> <WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_Weapon_" /> <WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="SECONDARY_WEAPON" BoneName="FX_Weapon_" /> <!-- <WeaponRecoilBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="fxbone06" /> <WeaponMuzzleFlash WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="fxbone06" /> --> <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_Weapon_" /> <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="SECONDARY_WEAPON" BoneName="FX_Weapon_" /> <Turret TurretNameKey="Bone_Turret" TurretPitch="GunPitch" TurretID="1" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW"> <Model Name="RVTeslaTank" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" RetainSubObjects="true" ConditionsYes="REALLYDAMAGED"> <Model Name="RVTeslaTank" /> <Texture Original="RUTeslaTank" New="RUTeslaTank_D" /> <ParticleSysBone BoneName="FXBONE06" FXParticleSystemTemplate="VehicleDamageSmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXBONE06" FXParticleSystemTemplate="VehicleDamageFire" FollowBone="true" /> <ParticleSysBone BoneName="FXBONE06" FXParticleSystemTemplate="VehicleDamageFire02" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="RVTeslaTank" /> </ModelConditionState> <!-- short circuit --> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="WEAPONSTATE_ONE"> <Model Name="RVTeslaTank" /> <ParticleSysBone BoneName="NONE" FXParticleSystemTemplate="SovietTesla_EMP" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableShowSubObjectPermanently("TreadsStop") CurDrawableHideSubObjectPermanently("TreadsMove") CurDrawableHideSubObjectPermanently("TreadsTurnLeft") CurDrawableHideSubObjectPermanently("TreadsTurnRight") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_LEFT_HIGH_SPEED"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableHideSubObjectPermanently("TreadsStop") CurDrawableHideSubObjectPermanently("TreadsMove") CurDrawableShowSubObjectPermanently("TreadsTurnLeft") CurDrawableHideSubObjectPermanently("TreadsTurnRight") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_RIGHT_HIGH_SPEED"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableHideSubObjectPermanently("TreadsStop") CurDrawableHideSubObjectPermanently("TreadsMove") CurDrawableHideSubObjectPermanently("TreadsTurnLeft") CurDrawableShowSubObjectPermanently("TreadsTurnRight") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_LEFT"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableHideSubObjectPermanently("TreadsStop") CurDrawableHideSubObjectPermanently("TreadsMove") CurDrawableShowSubObjectPermanently("TreadsTurnLeft") CurDrawableHideSubObjectPermanently("TreadsTurnRight") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_RIGHT"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableHideSubObjectPermanently("TreadsStop") CurDrawableHideSubObjectPermanently("TreadsMove") CurDrawableHideSubObjectPermanently("TreadsTurnLeft") CurDrawableShowSubObjectPermanently("TreadsTurnRight") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableHideSubObjectPermanently("TreadsStop") CurDrawableShowSubObjectPermanently("TreadsMove") CurDrawableHideSubObjectPermanently("TreadsTurnLeft") CurDrawableHideSubObjectPermanently("TreadsTurnRight") </Script> <ParticleSysBone BoneName="FXTracksR" FXParticleSystemTemplate="AlliedTankDirtAcc" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksL" FXParticleSystemTemplate="AlliedTankDirtAcc" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksR" FXParticleSystemTemplate="AlliedTankDustAcc" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksL" FXParticleSystemTemplate="AlliedTankDustAcc" FollowBone="true" /> <ParticleSysBone BoneName="FX_ExhaustL" FXParticleSystemTemplate="TeslaTankExhaust" FollowBone="true" /> <ParticleSysBone BoneName="FX_ExhaustR" FXParticleSystemTemplate="TeslaTankExhaust" FollowBone="true" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> </AnimationState> </TankDraw> </Draws> <Behaviors> <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotTurret ID="1"> <Weapon Ordering="PRIMARY_WEAPON" Template="SovietAntiVehicleVehicleTech2TeslaGun" ForbiddenObjectStatus="GENERIC_TOGGLE_STATE CHARGING_BASE_DEFENSES"/> <Weapon Ordering="SECONDARY_WEAPON" Template="SovietAntiVehicleVehicleTech2TeslaLinkGun"/> <TurretSettings TurretTurnRate="360" TurretPitchRate="20" AllowsPitch="true" PitchHeight="99%" MinimumPitch="-20d" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="10.0" MaxIdleScanAngle="90.0" ComeToHaltJiggle="3d"> <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" IdleScanDelay="=$FAST_IDLE_SCAN_DELAY"/> </TurretSettings> </WeaponSlotTurret> </WeaponSetUpdate> <Physics id="ModuleTag_Physics" /> <CreateObjectDie id="ModuleTag_CreateObjectDie" CreationList="SUAntiVehicleVehicleTech2_Die_OCL"> <DieMuxData DeathTypes="ALL" /> </CreateObjectDie> <DestroyDie id="ModuleTag_Die"> <DieMuxData DeathTypes="ALL" /> </DestroyDie> <FXListBehavior id="ModuleTag_FXList"> <DieMuxData DeathTypes="ALL" /> <Event Index="onDeath" FX="FX_SovietShipVehicleDie" /> <Event Index="onDeath" FX="FX_LargeBuildingDieExplosionRumble" /> </FXListBehavior> <!-- Allows unit to link with Tesla Coil --> <AttackAssistResponseBehavior id="ModuleTag_AttackAssistResponse" ObjectStatus="CHARGING_BASE_DEFENSES" WeaponSlotID="1" WeaponSlotType="SECONDARY_WEAPON"/> <StatusBitsUpgrade id="ModuleTag_VeterancyUpgrade" StatusToSet="WEAPON_UPGRADED_02"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </StatusBitsUpgrade> <SpecialPower id="ModuleTag_ToggleShortCircuit" SpecialPowerTemplate="SpecialPower_ToggleShortCircuit" UpdateModuleStartsAttack="true" /> <ToggleStatusSpecialAbilityUpdate id="ModuleTag_ToggleShortCircuitUpdate" SpecialPowerTemplate="SpecialPower_ToggleShortCircuit" Options="RECONSTITUTE_STORED_COMMAND"> <ToggleState> <SkirmishAiInfo ToggleHint="TOGGLE_DEFAULT"/> </ToggleState> <ToggleState ObjectStatus="GENERIC_TOGGLE_STATE IMMOBILE" AttributeModifier="AttributeModifer_ShortCircut" ModelConditions="WEAPONSTATE_ONE"> <SkirmishAiInfo ToggleHint="TOGGLE_AOE_ATTACK"> <StateWeapon Weapon="SovietHeavyAntiVehicleInfantryShortCircuit" AoeAttackEmanationLocation="EMANATE_FROM_SELF" IsDisablingAttack="true" AffectsFriendlies="true" AffectsSelf="false"/> </SkirmishAiInfo> </ToggleState> </ToggleStatusSpecialAbilityUpdate> <xi:include href="DATA:Includes/SovietCrushUpgradePlayerPower.xml" /> </Behaviors> <AI> <AIUpdate id="ModuleTag_AI" AutoAcquireEnemiesWhenIdle="YES" StateMachine="UnitAIStateMachine"> <UnitAITargetChooserData CanPickDynamicTargets="false" /> </AIUpdate> </AI> <Body> <ActiveBody id="ModuleTag_Body" MaxHealth="750" /> </Body> <ClientBehaviors> <ModelConditionAudioLoopClientBehavior id="ModuleTag_ShrunkenVoice"> <ModelConditionSound Sound="SOV_TeslaTank_VoiceShrunken" RequiredFlags="SHRINK_EFFECT" /> </ModelConditionAudioLoopClientBehavior> <ModelConditionAudioLoopClientBehavior id="ModuleTag_EMDisruptors"> <ModelConditionSound Sound="SOV_TeslaTrooper_EMDisruptorsLoopMS" RequiredFlags="WEAPONSTATE_ONE" ExcludedFlags="DYING" /> </ModelConditionAudioLoopClientBehavior> <ModelConditionSoundSelectorClientBehavior id="ModuleTag_EMdisruptorsOn"> <Override RequiredFlags="WEAPONSTATE_ONE"> <AudioArrayVoice> <AudioEntry Sound="SOV_TeslaTrooper_VoiceMoveSpecial" AudioType="voiceMove" /> <AudioEntry Sound="SOV_TeslaTrooper_VoiceAttackSpecial" AudioType="voiceAttack" /> </AudioArrayVoice> </Override> </ModelConditionSoundSelectorClientBehavior> </ClientBehaviors> <Geometry> <Shape Type="BOX" MajorRadius="20.0" MinorRadius="14.0" Height="12.0" ContactPointGeneration="VEHICLE"> <Offset x="-7.0" y="0.0" z="0.0" /> </Shape> </Geometry> <AudioArrayVoice> <AudioEntry Sound="SOV_TeslaTrooper_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="SOV_TeslaTank_VoiceCreate" AudioType="voiceCreated" /> <AudioEntry Sound="SOV_TeslaTank_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="SOV_TeslaTrooper_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" /> <AudioEntry Sound="SOV_TeslaTank_VoiceRetreat" AudioType="voiceRetreatToCastle" /> <AudioEntry Sound="SOV_TeslaTank_VoiceSelectMS" AudioType="voiceSelect" /> <AudioEntry Sound="SOV_TeslaTank_VoiceSelectBattleMS" AudioType="voiceSelectBattle" /> <!-- <AudioEntry Sound="SOV_TeslaTank_VoiceSelectUnderFireMS" AudioType="voiceSelectUnderFire" /> --> <ObjectSpecificEntry Sound="SOV_TeslaTrooper_VoiceMoveChargeTower" AudioType="voiceAttackUnit" TargetObject="SovietBaseDefenseAdvanced" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="SOV_TeslaTank_MoveLoopMS" AudioType="soundMoveLoop" /> <AudioEntry Sound="SOV_TeslaTank_MoveStart" AudioType="soundMoveStart" /> <AudioEntry Sound="SOV_HammerTank_IdleLoop" AudioType="soundAmbient" /> <AudioEntry Sound="VehicleCrush" AudioType="soundCrushing" /> <!-- <AudioEntry Sound="AudioEvent:MammothTankTurretMoveLoop" AudioType="soundTurretMoveLoop" /> --> </AudioArraySound> <VisionInfo VisionRange="200" ShroudClearingRange="500" /> <CrusherInfo id="id_CrusherInfo" CrusherLevel="20" CrushableLevel="20" CrushWeapon="SovietCrushWeapon" CrushDecelerationPercent="80%" /> </GameObject> </AssetDeclaration>
and the ingame proof:
NProject Mod -- Recolonize -- Tidal Wars
#5
Posted 18 December 2009 - 15:44
<?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="DATA:GlobalData/GlobalDefines.xml" /> <Include type="all" source="ART:RVTeslaTank.w3x" /> <Include type="all" source="ART:RUTeslaTank_D.xml" /> <Include type="instance" source="ART:EXTnkTrack.xml" /> <!-- Base Object --> <Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" /> </Includes> <!-- aka The Tesla Tank --> <GameObject id="SovietAntiVehicleVehicleTech2" inheritFrom="BaseVehicle" SelectPortrait="Portrait_SovietTeslaTank_big" ButtonImage="Button_SovietTeslaTank_small" Side="Soviet" SubGroupPriority="20" EditorSorting="UNIT" BuildTime="22" CommandSet="SovietAntiVehicleVehicleTech2CommandSet" KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_BE_FAVORITE_UNIT" RadarPriority="UNIT" ProductionQueueType="VEHICLE" UnitCategory="VEHICLE" WeaponCategory="CANNON" VoicePriority="188" EditorName="SovietAntiVehicleVehicleTech2" Description="Desc:SovietAntiVehicleVehicleTech2" TypeDescription="Type:SovietAntiVehicleVehicleTech2" HealthBoxHeightOffset="25" UnitIntro="Soviet_TeslaTank_UnitIntro"> <DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:SovietAntiVehicleVehicleTech2</DisplayName> <ObjectResourceInfo> <BuildCost Account="=$ACCOUNT_ORE" Amount="2200"/> </ObjectResourceInfo> <ArmorSet Armor="SovietAntiVehicleVehicleTech2Armor" DamageFX="VehicleDamageFX" /> <!-- 25% faster than the apoc tank --> <LocomotorSet Locomotor="SovietAntiVehicleVehicleTech2Locomotor" Condition="NORMAL" Speed="62.5" /> <SkirmishAIInformation UnitBuilderStandardCombatUnit="true" /> <Draws> <TankDraw id="ModuleTag_Draw" OkToChangeModelColor="true" InitialRecoilSpeed="0.1" MaxRecoilDistance="0.1" RecoilDamping="2.0" RecoilSettleSpeed="3.0" ExtraPublicBone="FXTracksL FXTracksR FX_Weapon_01 FX_Weapon_02 FX_ExhaustL FX_ExhaustR" TrackMarks="EXTnkTrack" TrackMarksLeftBone="FXTracksL" TrackMarksRightBone="FXTracksR"> <TreadTerrainParticles>DefaultTankTerrainParticleMapping</TreadTerrainParticles> <ModelConditionState ParseCondStateType="PARSE_DEFAULT" RetainSubObjects="true"> <Model Name="RVTeslaTank" /> <WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_Weapon_" /> <WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="SECONDARY_WEAPON" BoneName="FX_Weapon_" /> <!-- <WeaponRecoilBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="fxbone06" /> <WeaponMuzzleFlash WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="fxbone06" /> --> <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_Weapon_" /> <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="SECONDARY_WEAPON" BoneName="FX_Weapon_" /> <Turret TurretNameKey="Bone_Turret" TurretPitch="GunPitch" TurretID="1" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW"> <Model Name="RVTeslaTank" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" RetainSubObjects="true" ConditionsYes="REALLYDAMAGED"> <Model Name="RVTeslaTank" /> <Texture Original="RUTeslaTank" New="RUTeslaTank_D" /> <ParticleSysBone BoneName="FXBONE06" FXParticleSystemTemplate="VehicleDamageSmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXBONE06" FXParticleSystemTemplate="VehicleDamageFire" FollowBone="true" /> <ParticleSysBone BoneName="FXBONE06" FXParticleSystemTemplate="VehicleDamageFire02" FollowBone="true" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="RVTeslaTank" /> </ModelConditionState> <!-- short circuit --> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="WEAPONSTATE_ONE"> <Model Name="RVTeslaTank" /> <ParticleSysBone BoneName="NONE" FXParticleSystemTemplate="SovietTesla_EMP" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableShowSubObjectPermanently("TreadsStop") CurDrawableHideSubObjectPermanently("TreadsMove") CurDrawableHideSubObjectPermanently("TreadsTurnLeft") CurDrawableHideSubObjectPermanently("TreadsTurnRight") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_LEFT_HIGH_SPEED"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableHideSubObjectPermanently("TreadsStop") CurDrawableHideSubObjectPermanently("TreadsMove") CurDrawableShowSubObjectPermanently("TreadsTurnLeft") CurDrawableHideSubObjectPermanently("TreadsTurnRight") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_RIGHT_HIGH_SPEED"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableHideSubObjectPermanently("TreadsStop") CurDrawableHideSubObjectPermanently("TreadsMove") CurDrawableHideSubObjectPermanently("TreadsTurnLeft") CurDrawableShowSubObjectPermanently("TreadsTurnRight") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_LEFT"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableHideSubObjectPermanently("TreadsStop") CurDrawableHideSubObjectPermanently("TreadsMove") CurDrawableShowSubObjectPermanently("TreadsTurnLeft") CurDrawableHideSubObjectPermanently("TreadsTurnRight") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_RIGHT"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableHideSubObjectPermanently("TreadsStop") CurDrawableHideSubObjectPermanently("TreadsMove") CurDrawableHideSubObjectPermanently("TreadsTurnLeft") CurDrawableShowSubObjectPermanently("TreadsTurnRight") </Script> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING"> <!-- Circumvents blend issues when the arrow is being shown... --> <script> CurDrawableHideSubObjectPermanently("TreadsStop") CurDrawableShowSubObjectPermanently("TreadsMove") CurDrawableHideSubObjectPermanently("TreadsTurnLeft") CurDrawableHideSubObjectPermanently("TreadsTurnRight") </Script> <ParticleSysBone BoneName="FXTracksR" FXParticleSystemTemplate="AlliedTankDirtAcc" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksL" FXParticleSystemTemplate="AlliedTankDirtAcc" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksR" FXParticleSystemTemplate="AlliedTankDustAcc" FollowBone="true" /> <ParticleSysBone BoneName="FXTracksL" FXParticleSystemTemplate="AlliedTankDustAcc" FollowBone="true" /> <ParticleSysBone BoneName="FX_ExhaustL" FXParticleSystemTemplate="TeslaTankExhaust" FollowBone="true" /> <ParticleSysBone BoneName="FX_ExhaustR" FXParticleSystemTemplate="TeslaTankExhaust" FollowBone="true" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> </AnimationState> </TankDraw> </Draws> <Behaviors> <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotTurret ID="1"> <Weapon Ordering="PRIMARY_WEAPON" Template="SovietAntiVehicleVehicleTech2TeslaGun" ForbiddenObjectStatus="GENERIC_TOGGLE_STATE CHARGING_BASE_DEFENSES"/> <Weapon Ordering="SECONDARY_WEAPON" Template="SovietHeavyAntiVehicleInfantryTeslaLinkGun"/> <TurretSettings TurretTurnRate="360" TurretPitchRate="20" AllowsPitch="true" PitchHeight="99%" MinimumPitch="-20d" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="10.0" MaxIdleScanAngle="90.0" ComeToHaltJiggle="3d"> <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" IdleScanDelay="=$FAST_IDLE_SCAN_DELAY"/> </TurretSettings> </WeaponSlotTurret> </WeaponSetUpdate> <Physics id="ModuleTag_Physics" /> <CreateObjectDie id="ModuleTag_CreateObjectDie" CreationList="SUAntiVehicleVehicleTech2_Die_OCL"> <DieMuxData DeathTypes="ALL" /> </CreateObjectDie> <DestroyDie id="ModuleTag_Die"> <DieMuxData DeathTypes="ALL" /> </DestroyDie> <FXListBehavior id="ModuleTag_FXList"> <DieMuxData DeathTypes="ALL" /> <Event Index="onDeath" FX="FX_SovietShipVehicleDie" /> <Event Index="onDeath" FX="FX_LargeBuildingDieExplosionRumble" /> </FXListBehavior> <!-- Allows unit to link with Tesla Coil --> <AttackAssistResponseBehavior id="ModuleTag_AttackAssistResponse" ObjectStatus="CHARGING_BASE_DEFENSES" WeaponSlotID="1" WeaponSlotType="SECONDARY_WEAPON"/> <StatusBitsUpgrade id="ModuleTag_VeterancyUpgrade" StatusToSet="WEAPON_UPGRADED_02"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </StatusBitsUpgrade> <SpecialPower id="ModuleTag_ToggleShortCircuit" SpecialPowerTemplate="SpecialPower_ToggleShortCircuit" UpdateModuleStartsAttack="true" /> <ToggleStatusSpecialAbilityUpdate id="ModuleTag_ToggleShortCircuitUpdate" SpecialPowerTemplate="SpecialPower_ToggleShortCircuit" Options="RECONSTITUTE_STORED_COMMAND"> <ToggleState> <SkirmishAiInfo ToggleHint="TOGGLE_DEFAULT"/> </ToggleState> <ToggleState ObjectStatus="GENERIC_TOGGLE_STATE IMMOBILE" AttributeModifier="AttributeModifer_ShortCircut" ModelConditions="WEAPONSTATE_ONE"> <SkirmishAiInfo ToggleHint="TOGGLE_AOE_ATTACK"> <StateWeapon Weapon="SovietHeavyAntiVehicleInfantryShortCircuit" AoeAttackEmanationLocation="EMANATE_FROM_SELF" IsDisablingAttack="true" AffectsFriendlies="true" AffectsSelf="false"/> </SkirmishAiInfo> </ToggleState> </ToggleStatusSpecialAbilityUpdate> <xi:include href="DATA:Includes/SovietCrushUpgradePlayerPower.xml" /> </Behaviors> <AI> <AIUpdate id="ModuleTag_AI" AutoAcquireEnemiesWhenIdle="YES" StateMachine="UnitAIStateMachine"> <UnitAITargetChooserData CanPickDynamicTargets="false" /> </AIUpdate> </AI> <Body> <ActiveBody id="ModuleTag_Body" MaxHealth="750" /> </Body> <ClientBehaviors> <ModelConditionAudioLoopClientBehavior id="ModuleTag_ShrunkenVoice"> <ModelConditionSound Sound="SOV_TeslaTank_VoiceShrunken" RequiredFlags="SHRINK_EFFECT" /> </ModelConditionAudioLoopClientBehavior> <ModelConditionAudioLoopClientBehavior id="ModuleTag_EMDisruptors"> <ModelConditionSound Sound="SOV_TeslaTrooper_EMDisruptorsLoopMS" RequiredFlags="WEAPONSTATE_ONE" ExcludedFlags="DYING" /> </ModelConditionAudioLoopClientBehavior> <ModelConditionSoundSelectorClientBehavior id="ModuleTag_EMdisruptorsOn"> <Override RequiredFlags="WEAPONSTATE_ONE"> <AudioArrayVoice> <AudioEntry Sound="SOV_TeslaTrooper_VoiceMoveSpecial" AudioType="voiceMove" /> <AudioEntry Sound="SOV_TeslaTrooper_VoiceAttackSpecial" AudioType="voiceAttack" /> </AudioArrayVoice> </Override> </ModelConditionSoundSelectorClientBehavior> </ClientBehaviors> <Geometry> <Shape Type="BOX" MajorRadius="20.0" MinorRadius="14.0" Height="12.0" ContactPointGeneration="VEHICLE"> <Offset x="-7.0" y="0.0" z="0.0" /> </Shape> </Geometry> <AudioArrayVoice> <AudioEntry Sound="SOV_TeslaTrooper_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="SOV_TeslaTank_VoiceCreate" AudioType="voiceCreated" /> <AudioEntry Sound="SOV_TeslaTank_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="SOV_TeslaTrooper_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" /> <AudioEntry Sound="SOV_TeslaTank_VoiceRetreat" AudioType="voiceRetreatToCastle" /> <AudioEntry Sound="SOV_TeslaTank_VoiceSelectMS" AudioType="voiceSelect" /> <AudioEntry Sound="SOV_TeslaTank_VoiceSelectBattleMS" AudioType="voiceSelectBattle" /> <!-- <AudioEntry Sound="SOV_TeslaTank_VoiceSelectUnderFireMS" AudioType="voiceSelectUnderFire" /> --> <ObjectSpecificEntry Sound="SOV_TeslaTrooper_VoiceMoveChargeTower" AudioType="voiceAttackUnit" TargetObject="SovietBaseDefenseAdvanced" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="SOV_TeslaTank_MoveLoopMS" AudioType="soundMoveLoop" /> <AudioEntry Sound="SOV_TeslaTank_MoveStart" AudioType="soundMoveStart" /> <AudioEntry Sound="SOV_HammerTank_IdleLoop" AudioType="soundAmbient" /> <AudioEntry Sound="VehicleCrush" AudioType="soundCrushing" /> <!-- <AudioEntry Sound="AudioEvent:MammothTankTurretMoveLoop" AudioType="soundTurretMoveLoop" /> --> </AudioArraySound> <VisionInfo VisionRange="200" ShroudClearingRange="=$STANDARD_SHROUD_CLEAR" /> <CrusherInfo id="id_CrusherInfo" CrusherLevel="20" CrushableLevel="20" CrushWeapon="SovietCrushWeapon" CrushDecelerationPercent="80%" /> </GameObject> </AssetDeclaration>
is what it should be
#6
Posted 18 December 2009 - 15:59
$STANDARD_SHROUD_CLEAR is 500...
Now go out and procreate. IN THE NAME OF DOOM!
#7
Posted 18 December 2009 - 23:35
well, i made a minimod for him to test, because he said he put it in and the map always completely unshrouded(minus elevated areas) adn so i did a mini and checked and it didnt do it for me, so i sent him the source for it, and he got the same problem
So I don't know what it could be, unless he edited the GlobalDefines in SAGEXml, I dont know what it could be
So I don't know what it could be, unless he edited the GlobalDefines in SAGEXml, I dont know what it could be
#8
Posted 19 December 2009 - 05:18
the strangest thing is, I never edit those default xmls.
but lately, I manually input the tesla tank shroud clearing range to 500. and it's worked.
but lately, I manually input the tesla tank shroud clearing range to 500. and it's worked.
NProject Mod -- Recolonize -- Tidal Wars
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