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tesla tank


7 replies to this topic

#1 n5p29

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Posted 17 December 2009 - 14:54

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?

#2 Destiny

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Posted 17 December 2009 - 16:29

Set it to something like 10 or something. Maps don't usually exceed 200, even in ZH.
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#3 JJ

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Posted 18 December 2009 - 06:37

View PostDestiny, 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 n5p29

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Posted 18 December 2009 - 08:05

here's the code:
<?xml version=&#34;1.0&#34; encoding=&#34;utf-8&#34;?>
<AssetDeclaration xmlns=&#34;uri&#58;ea.com&#58;eala&#58;asset&#34; xmlns&#58;xsi=&#34;http&#58;//www.w3.org/2001/XMLSchema-instance&#34; xmlns&#58;xi=&#34;http&#58;//www.w3.org/2001/XInclude&#34;>
	<Tags></Tags>
	<Includes>
		<Include type=&#34;all&#34; source=&#34;DATA&#58;GlobalData/GlobalDefines.xml&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;RVTeslaTank.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;RUTeslaTank_D.xml&#34; />
		<Include
			type=&#34;instance&#34;
			source=&#34;ART&#58;EXTnkTrack.xml&#34; />
		<!-- Base Object -->
		<Include
			type=&#34;instance&#34;
			source=&#34;DATA&#58;BaseObjects/BaseVehicle.xml&#34; />
	</Includes>
	<!-- aka The Tesla Tank -->
	<GameObject
		id=&#34;SovietAntiVehicleVehicleTech2&#34;
		inheritFrom=&#34;BaseVehicle&#34;
		SelectPortrait=&#34;Portrait_SovietTeslaTank_big&#34;
		ButtonImage=&#34;Button_SovietTeslaTank_small&#34;
		Side=&#34;Soviet&#34;
		SubGroupPriority=&#34;20&#34;
		EditorSorting=&#34;UNIT&#34;		
		HealthBoxHeightOffset=&#34;25&#34;
		BuildTime=&#34;18&#34;
		CommandSet=&#34;SovietAntiVehicleVehicleTech2CommandSet&#34;
		KindOf=&#34;SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_BE_FAVORITE_UNIT T3_UNIT&#34;
		WeaponCategory=&#34;CANNON&#34;
		VoicePriority=&#34;188&#34;
		EditorName=&#34;SovietAntiVehicleVehicleTech2&#34;
		Description=&#34;Desc&#58;SovietAntiVehicleVehicleTech2&#34;
		TypeDescription=&#34;Type&#58;SovietAntiVehicleVehicleTech2&#34;
		UnitIntro=&#34;Soviet_TeslaTank_UnitIntro&#34;>
		<DisplayName xai&#58;joinAction=&#34;Replace&#34; xmlns&#58;xai=&#34;uri&#58;ea.com&#58;eala&#58;asset&#58;instance&#34;>Name&#58;SovietAntiVehicleVehicleTech2</DisplayName>
		<GameDependency>
			<RequiredObject>SovietTechStructure</RequiredObject>
		</GameDependency>
		<ObjectResourceInfo>
			<BuildCost Account=&#34;=$ACCOUNT_ORE&#34; Amount=&#34;1800&#34;/>
		</ObjectResourceInfo>
		<ArmorSet
			Armor=&#34;SovietAntiVehicleVehicleTech2Armor&#34;
			DamageFX=&#34;VehicleDamageFX&#34; />
		<!-- 25% faster than the apoc tank -->
		<LocomotorSet
			Locomotor=&#34;SovietAntiVehicleVehicleTech2Locomotor&#34;
			Condition=&#34;NORMAL&#34;
			Speed=&#34;62.5&#34; />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit=&#34;true&#34; />
		<Draws>
			<TankDraw
				id=&#34;ModuleTag_Draw&#34;
				OkToChangeModelColor=&#34;true&#34;
				InitialRecoilSpeed=&#34;0.1&#34;
				MaxRecoilDistance=&#34;0.1&#34;
				RecoilDamping=&#34;2.0&#34;
				RecoilSettleSpeed=&#34;3.0&#34;
				ExtraPublicBone=&#34;FXTracksL FXTracksR FX_Weapon_01 FX_Weapon_02 FX_ExhaustL FX_ExhaustR&#34;
				TrackMarks=&#34;EXTnkTrack&#34;
				TrackMarksLeftBone=&#34;FXTracksL&#34;
				TrackMarksRightBone=&#34;FXTracksR&#34;>
				<TreadTerrainParticles>DefaultTankTerrainParticleMapping</TreadTerrainParticles>

				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					RetainSubObjects=&#34;true&#34;>
					<Model
						Name=&#34;RVTeslaTank&#34; />
					<WeaponFireFXBone
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;PRIMARY_WEAPON&#34;
						BoneName=&#34;FX_Weapon_&#34; />
					<WeaponFireFXBone
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;SECONDARY_WEAPON&#34;
						BoneName=&#34;FX_Weapon_&#34; />
			<!--		<WeaponRecoilBone
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;PRIMARY_WEAPON&#34;
						BoneName=&#34;fxbone06&#34; />
					<WeaponMuzzleFlash
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;PRIMARY_WEAPON&#34;
						BoneName=&#34;fxbone06&#34; />	-->
					<WeaponLaunchBone
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;PRIMARY_WEAPON&#34;
						BoneName=&#34;FX_Weapon_&#34; />
					<WeaponLaunchBone
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;SECONDARY_WEAPON&#34;
						BoneName=&#34;FX_Weapon_&#34; />
					<Turret
						TurretNameKey=&#34;Bone_Turret&#34;
						TurretPitch=&#34;GunPitch&#34;
						TurretID=&#34;1&#34; />
				</ModelConditionState>

				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;FORMATION_PREVIEW&#34;>
					<Model
						Name=&#34;RVTeslaTank&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					RetainSubObjects=&#34;true&#34;
					ConditionsYes=&#34;REALLYDAMAGED&#34;>
					<Model
						Name=&#34;RVTeslaTank&#34; />
					<Texture
						Original=&#34;RUTeslaTank&#34;
						New=&#34;RUTeslaTank_D&#34; />
		  <ParticleSysBone
		   BoneName=&#34;FXBONE06&#34;
		   FXParticleSystemTemplate=&#34;VehicleDamageSmoke&#34;
		   FollowBone=&#34;true&#34; />
		  <ParticleSysBone
						BoneName=&#34;FXBONE06&#34;
						FXParticleSystemTemplate=&#34;VehicleDamageFire&#34;
						FollowBone=&#34;true&#34; />
		  <ParticleSysBone
						BoneName=&#34;FXBONE06&#34;
						FXParticleSystemTemplate=&#34;VehicleDamageFire02&#34;
						FollowBone=&#34;true&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DYING&#34;>
					<Model
						Name=&#34;RVTeslaTank&#34; />
				</ModelConditionState>
				<!-- short circuit -->
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;WEAPONSTATE_ONE&#34;>
					<Model
						Name=&#34;RVTeslaTank&#34; />
					<ParticleSysBone
						BoneName=&#34;NONE&#34;
						FXParticleSystemTemplate=&#34;SovietTesla_EMP&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TURN_LEFT_HIGH_SPEED&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TURN_RIGHT_HIGH_SPEED&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TURN_LEFT&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TURN_RIGHT&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;MOVING&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
					<ParticleSysBone
						BoneName=&#34;FXTracksR&#34;
						FXParticleSystemTemplate=&#34;AlliedTankDirtAcc&#34;
						FollowBone=&#34;true&#34; />
		  <ParticleSysBone
						BoneName=&#34;FXTracksL&#34;
						FXParticleSystemTemplate=&#34;AlliedTankDirtAcc&#34;
						FollowBone=&#34;true&#34; />
		  <ParticleSysBone
						BoneName=&#34;FXTracksR&#34;
						FXParticleSystemTemplate=&#34;AlliedTankDustAcc&#34;
						FollowBone=&#34;true&#34; />
		  <ParticleSysBone
						BoneName=&#34;FXTracksL&#34;
						FXParticleSystemTemplate=&#34;AlliedTankDustAcc&#34;
						FollowBone=&#34;true&#34; />
					<ParticleSysBone
						BoneName=&#34;FX_ExhaustL&#34;
						FXParticleSystemTemplate=&#34;TeslaTankExhaust&#34;
						FollowBone=&#34;true&#34; />
					<ParticleSysBone
						BoneName=&#34;FX_ExhaustR&#34;
						FXParticleSystemTemplate=&#34;TeslaTankExhaust&#34;
						FollowBone=&#34;true&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DYING&#34;>
				</AnimationState>
			</TankDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id=&#34;ModuleTag_WeaponSetUpdate&#34;>
				<WeaponSlotTurret
					ID=&#34;1&#34;>
					<Weapon
						Ordering=&#34;PRIMARY_WEAPON&#34;
						Template=&#34;SovietAntiVehicleVehicleTech2TeslaGun&#34; 
						ForbiddenObjectStatus=&#34;GENERIC_TOGGLE_STATE CHARGING_BASE_DEFENSES&#34;/>
					<Weapon
						Ordering=&#34;SECONDARY_WEAPON&#34;
						Template=&#34;SovietAntiVehicleVehicleTech2TeslaLinkGun&#34;/>
					<TurretSettings
						TurretTurnRate=&#34;360&#34;
						TurretPitchRate=&#34;20&#34;
						AllowsPitch=&#34;true&#34;
						PitchHeight=&#34;99%&#34;
						MinimumPitch=&#34;-20d&#34;
						MinIdleScanTime=&#34;1.0s&#34;
						MaxIdleScanTime=&#34;5.0s&#34;
						MinIdleScanAngle=&#34;10.0&#34;
						MaxIdleScanAngle=&#34;90.0&#34;
						ComeToHaltJiggle=&#34;3d&#34;>
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange=&#34;true&#34; 
							IdleScanDelay=&#34;=$FAST_IDLE_SCAN_DELAY&#34;/>
					</TurretSettings>
				</WeaponSlotTurret>				
			</WeaponSetUpdate>
			<Physics
				id=&#34;ModuleTag_Physics&#34; />
			
			<CreateObjectDie
				id=&#34;ModuleTag_CreateObjectDie&#34;
				CreationList=&#34;SUAntiVehicleVehicleTech2_Die_OCL&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; />
			</CreateObjectDie>


			<DestroyDie
			id=&#34;ModuleTag_Die&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; />
			</DestroyDie>
			<FXListBehavior
				id=&#34;ModuleTag_FXList&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; />
				<Event
					Index=&#34;onDeath&#34;
					FX=&#34;FX_SovietShipVehicleDie&#34; />
				<Event
					Index=&#34;onDeath&#34;
					FX=&#34;FX_LargeBuildingDieExplosionRumble&#34; />
			</FXListBehavior>

			<!-- Allows unit to link with Tesla Coil -->
			<AttackAssistResponseBehavior
				id=&#34;ModuleTag_AttackAssistResponse&#34;
				ObjectStatus=&#34;CHARGING_BASE_DEFENSES&#34;
				WeaponSlotID=&#34;1&#34;
				WeaponSlotType=&#34;SECONDARY_WEAPON&#34;/>
			
			<StatusBitsUpgrade
				id=&#34;ModuleTag_VeterancyUpgrade&#34;
				StatusToSet=&#34;WEAPON_UPGRADED_02&#34;>
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>

			<SpecialPower
				id=&#34;ModuleTag_ToggleShortCircuit&#34;
				SpecialPowerTemplate=&#34;SpecialPower_ToggleShortCircuit&#34;
				UpdateModuleStartsAttack=&#34;true&#34; />
			<ToggleStatusSpecialAbilityUpdate
				id=&#34;ModuleTag_ToggleShortCircuitUpdate&#34;
				SpecialPowerTemplate=&#34;SpecialPower_ToggleShortCircuit&#34;
				Options=&#34;RECONSTITUTE_STORED_COMMAND&#34;>

				<ToggleState>
					<SkirmishAiInfo
						ToggleHint=&#34;TOGGLE_DEFAULT&#34;/>
				</ToggleState>

				<ToggleState
					ObjectStatus=&#34;GENERIC_TOGGLE_STATE IMMOBILE&#34;
					AttributeModifier=&#34;AttributeModifer_ShortCircut&#34;
					ModelConditions=&#34;WEAPONSTATE_ONE&#34;>
					<SkirmishAiInfo
						ToggleHint=&#34;TOGGLE_AOE_ATTACK&#34;>
						<StateWeapon
							Weapon=&#34;SovietHeavyAntiVehicleInfantryShortCircuit&#34;
							AoeAttackEmanationLocation=&#34;EMANATE_FROM_SELF&#34;
							IsDisablingAttack=&#34;true&#34;
							AffectsFriendlies=&#34;true&#34;
							AffectsSelf=&#34;false&#34;/>
					</SkirmishAiInfo>
				</ToggleState>

			</ToggleStatusSpecialAbilityUpdate>

			<xi&#58;include
				href=&#34;DATA&#58;Includes/SovietCrushUpgradePlayerPower.xml&#34; />
		</Behaviors>
		<AI>
			<AIUpdate
				id=&#34;ModuleTag_AI&#34;
				AutoAcquireEnemiesWhenIdle=&#34;YES&#34;
				StateMachine=&#34;UnitAIStateMachine&#34;>
				<UnitAITargetChooserData
					CanPickDynamicTargets=&#34;false&#34; />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id=&#34;ModuleTag_Body&#34;
				MaxHealth=&#34;750&#34; />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id=&#34;ModuleTag_ShrunkenVoice&#34;>
				<ModelConditionSound Sound=&#34;SOV_TeslaTank_VoiceShrunken&#34; RequiredFlags=&#34;SHRINK_EFFECT&#34; />
			</ModelConditionAudioLoopClientBehavior>
			<ModelConditionAudioLoopClientBehavior id=&#34;ModuleTag_EMDisruptors&#34;>
				<ModelConditionSound Sound=&#34;SOV_TeslaTrooper_EMDisruptorsLoopMS&#34; RequiredFlags=&#34;WEAPONSTATE_ONE&#34; ExcludedFlags=&#34;DYING&#34; />
			</ModelConditionAudioLoopClientBehavior>
			<ModelConditionSoundSelectorClientBehavior id=&#34;ModuleTag_EMdisruptorsOn&#34;>
				<Override RequiredFlags=&#34;WEAPONSTATE_ONE&#34;>
					<AudioArrayVoice>
						<AudioEntry Sound=&#34;SOV_TeslaTrooper_VoiceMoveSpecial&#34; AudioType=&#34;voiceMove&#34; />
						<AudioEntry Sound=&#34;SOV_TeslaTrooper_VoiceAttackSpecial&#34; AudioType=&#34;voiceAttack&#34; />
					</AudioArrayVoice>
				</Override>
			</ModelConditionSoundSelectorClientBehavior>
		</ClientBehaviors>
		<Geometry>
			<Shape
				Type=&#34;BOX&#34;
				MajorRadius=&#34;20.0&#34;
				MinorRadius=&#34;14.0&#34;
				Height=&#34;12.0&#34;
				ContactPointGeneration=&#34;VEHICLE&#34;>
				<Offset
					x=&#34;-7.0&#34;
					y=&#34;0.0&#34;
					z=&#34;0.0&#34; />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound=&#34;SOV_TeslaTrooper_VoiceAttack&#34; AudioType=&#34;voiceAttack&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTank_VoiceCreate&#34; AudioType=&#34;voiceCreated&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTank_VoiceMove&#34; AudioType=&#34;voiceMove&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTrooper_VoiceMoveAttack&#34; AudioType=&#34;voiceAttackAfterMoving&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTank_VoiceRetreat&#34; AudioType=&#34;voiceRetreatToCastle&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTank_VoiceSelectMS&#34; AudioType=&#34;voiceSelect&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTank_VoiceSelectBattleMS&#34; AudioType=&#34;voiceSelectBattle&#34; />
			<!-- <AudioEntry Sound=&#34;SOV_TeslaTank_VoiceSelectUnderFireMS&#34; AudioType=&#34;voiceSelectUnderFire&#34; /> -->
			<ObjectSpecificEntry Sound=&#34;SOV_TeslaTrooper_VoiceMoveChargeTower&#34; AudioType=&#34;voiceAttackUnit&#34; TargetObject=&#34;SovietBaseDefenseAdvanced&#34; />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound=&#34;SOV_TeslaTank_MoveLoopMS&#34;
				AudioType=&#34;soundMoveLoop&#34; />
			<AudioEntry
				Sound=&#34;SOV_TeslaTank_MoveStart&#34;
				AudioType=&#34;soundMoveStart&#34; />
			<AudioEntry
				Sound=&#34;SOV_HammerTank_IdleLoop&#34;
				AudioType=&#34;soundAmbient&#34; />
			<AudioEntry
				Sound=&#34;VehicleCrush&#34;
				AudioType=&#34;soundCrushing&#34; />	
			<!-- <AudioEntry Sound=&#34;AudioEvent&#58;MammothTankTurretMoveLoop&#34; AudioType=&#34;soundTurretMoveLoop&#34; /> -->
		</AudioArraySound>
		<VisionInfo
			VisionRange=&#34;200&#34;
			ShroudClearingRange=&#34;500&#34; />
		<CrusherInfo
			id=&#34;id_CrusherInfo&#34;
			CrusherLevel=&#34;20&#34;
			CrushableLevel=&#34;20&#34;
			CrushWeapon=&#34;SovietCrushWeapon&#34;
			CrushDecelerationPercent=&#34;80%&#34; />
	</GameObject>
</AssetDeclaration>


and the ingame proof:
Posted Image

#5 R3ven

    Veteran

  • Project Team
  • 468 posts

Posted 18 December 2009 - 15:44

<?xml version=&#34;1.0&#34; encoding=&#34;utf-8&#34;?>
<AssetDeclaration xmlns=&#34;uri&#58;ea.com&#58;eala&#58;asset&#34; xmlns&#58;xsi=&#34;http&#58;//www.w3.org/2001/XMLSchema-instance&#34; xmlns&#58;xi=&#34;http&#58;//www.w3.org/2001/XInclude&#34;>
	<Tags></Tags>
	<Includes>
		<Include type=&#34;all&#34; source=&#34;DATA&#58;GlobalData/GlobalDefines.xml&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;RVTeslaTank.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;RUTeslaTank_D.xml&#34; />
		<Include
			type=&#34;instance&#34;
			source=&#34;ART&#58;EXTnkTrack.xml&#34; />
		<!-- Base Object -->
		<Include
			type=&#34;instance&#34;
			source=&#34;DATA&#58;BaseObjects/BaseVehicle.xml&#34; />
	</Includes>
	<!-- aka The Tesla Tank -->
	<GameObject
		id=&#34;SovietAntiVehicleVehicleTech2&#34;
		inheritFrom=&#34;BaseVehicle&#34;
		SelectPortrait=&#34;Portrait_SovietTeslaTank_big&#34;
		ButtonImage=&#34;Button_SovietTeslaTank_small&#34;
		Side=&#34;Soviet&#34;
		SubGroupPriority=&#34;20&#34;
		EditorSorting=&#34;UNIT&#34;		
		BuildTime=&#34;22&#34;
		CommandSet=&#34;SovietAntiVehicleVehicleTech2CommandSet&#34;
		KindOf=&#34;SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_BE_FAVORITE_UNIT&#34;
		RadarPriority=&#34;UNIT&#34;
		ProductionQueueType=&#34;VEHICLE&#34;
		UnitCategory=&#34;VEHICLE&#34;
		WeaponCategory=&#34;CANNON&#34;
		VoicePriority=&#34;188&#34;
		EditorName=&#34;SovietAntiVehicleVehicleTech2&#34;
		Description=&#34;Desc&#58;SovietAntiVehicleVehicleTech2&#34;
		TypeDescription=&#34;Type&#58;SovietAntiVehicleVehicleTech2&#34;
		HealthBoxHeightOffset=&#34;25&#34;
		UnitIntro=&#34;Soviet_TeslaTank_UnitIntro&#34;>
		<DisplayName xai&#58;joinAction=&#34;Replace&#34; xmlns&#58;xai=&#34;uri&#58;ea.com&#58;eala&#58;asset&#58;instance&#34;>Name&#58;SovietAntiVehicleVehicleTech2</DisplayName>
		<ObjectResourceInfo>
			<BuildCost Account=&#34;=$ACCOUNT_ORE&#34; Amount=&#34;2200&#34;/>
		</ObjectResourceInfo>
		<ArmorSet
			Armor=&#34;SovietAntiVehicleVehicleTech2Armor&#34;
			DamageFX=&#34;VehicleDamageFX&#34; />
		<!-- 25% faster than the apoc tank -->
		<LocomotorSet
			Locomotor=&#34;SovietAntiVehicleVehicleTech2Locomotor&#34;
			Condition=&#34;NORMAL&#34;
			Speed=&#34;62.5&#34; />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit=&#34;true&#34; />
		<Draws>
			<TankDraw
				id=&#34;ModuleTag_Draw&#34;
				OkToChangeModelColor=&#34;true&#34;
				InitialRecoilSpeed=&#34;0.1&#34;
				MaxRecoilDistance=&#34;0.1&#34;
				RecoilDamping=&#34;2.0&#34;
				RecoilSettleSpeed=&#34;3.0&#34;
				ExtraPublicBone=&#34;FXTracksL FXTracksR FX_Weapon_01 FX_Weapon_02 FX_ExhaustL FX_ExhaustR&#34;
				TrackMarks=&#34;EXTnkTrack&#34;
				TrackMarksLeftBone=&#34;FXTracksL&#34;
				TrackMarksRightBone=&#34;FXTracksR&#34;>
				<TreadTerrainParticles>DefaultTankTerrainParticleMapping</TreadTerrainParticles>

				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					RetainSubObjects=&#34;true&#34;>
					<Model
						Name=&#34;RVTeslaTank&#34; />
					<WeaponFireFXBone
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;PRIMARY_WEAPON&#34;
						BoneName=&#34;FX_Weapon_&#34; />
					<WeaponFireFXBone
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;SECONDARY_WEAPON&#34;
						BoneName=&#34;FX_Weapon_&#34; />
			<!--		<WeaponRecoilBone
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;PRIMARY_WEAPON&#34;
						BoneName=&#34;fxbone06&#34; />
					<WeaponMuzzleFlash
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;PRIMARY_WEAPON&#34;
						BoneName=&#34;fxbone06&#34; />	-->
					<WeaponLaunchBone
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;PRIMARY_WEAPON&#34;
						BoneName=&#34;FX_Weapon_&#34; />
					<WeaponLaunchBone
						WeaponSlotID=&#34;1&#34;
						WeaponSlotType=&#34;SECONDARY_WEAPON&#34;
						BoneName=&#34;FX_Weapon_&#34; />
					<Turret
						TurretNameKey=&#34;Bone_Turret&#34;
						TurretPitch=&#34;GunPitch&#34;
						TurretID=&#34;1&#34; />
				</ModelConditionState>

				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;FORMATION_PREVIEW&#34;>
					<Model
						Name=&#34;RVTeslaTank&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					RetainSubObjects=&#34;true&#34;
					ConditionsYes=&#34;REALLYDAMAGED&#34;>
					<Model
						Name=&#34;RVTeslaTank&#34; />
					<Texture
						Original=&#34;RUTeslaTank&#34;
						New=&#34;RUTeslaTank_D&#34; />
		  <ParticleSysBone
		   BoneName=&#34;FXBONE06&#34;
		   FXParticleSystemTemplate=&#34;VehicleDamageSmoke&#34;
		   FollowBone=&#34;true&#34; />
		  <ParticleSysBone
						BoneName=&#34;FXBONE06&#34;
						FXParticleSystemTemplate=&#34;VehicleDamageFire&#34;
						FollowBone=&#34;true&#34; />
		  <ParticleSysBone
						BoneName=&#34;FXBONE06&#34;
						FXParticleSystemTemplate=&#34;VehicleDamageFire02&#34;
						FollowBone=&#34;true&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DYING&#34;>
					<Model
						Name=&#34;RVTeslaTank&#34; />
				</ModelConditionState>
				<!-- short circuit -->
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;WEAPONSTATE_ONE&#34;>
					<Model
						Name=&#34;RVTeslaTank&#34; />
					<ParticleSysBone
						BoneName=&#34;NONE&#34;
						FXParticleSystemTemplate=&#34;SovietTesla_EMP&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TURN_LEFT_HIGH_SPEED&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TURN_RIGHT_HIGH_SPEED&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TURN_LEFT&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TURN_RIGHT&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;MOVING&#34;>
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<script>
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsStop&#34;&#41;
						CurDrawableShowSubObjectPermanently&#40;&#34;TreadsMove&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnLeft&#34;&#41;
						CurDrawableHideSubObjectPermanently&#40;&#34;TreadsTurnRight&#34;&#41;
					</Script>
					<ParticleSysBone
						BoneName=&#34;FXTracksR&#34;
						FXParticleSystemTemplate=&#34;AlliedTankDirtAcc&#34;
						FollowBone=&#34;true&#34; />
		  <ParticleSysBone
						BoneName=&#34;FXTracksL&#34;
						FXParticleSystemTemplate=&#34;AlliedTankDirtAcc&#34;
						FollowBone=&#34;true&#34; />
		  <ParticleSysBone
						BoneName=&#34;FXTracksR&#34;
						FXParticleSystemTemplate=&#34;AlliedTankDustAcc&#34;
						FollowBone=&#34;true&#34; />
		  <ParticleSysBone
						BoneName=&#34;FXTracksL&#34;
						FXParticleSystemTemplate=&#34;AlliedTankDustAcc&#34;
						FollowBone=&#34;true&#34; />
					<ParticleSysBone
						BoneName=&#34;FX_ExhaustL&#34;
						FXParticleSystemTemplate=&#34;TeslaTankExhaust&#34;
						FollowBone=&#34;true&#34; />
					<ParticleSysBone
						BoneName=&#34;FX_ExhaustR&#34;
						FXParticleSystemTemplate=&#34;TeslaTankExhaust&#34;
						FollowBone=&#34;true&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DYING&#34;>
				</AnimationState>
			</TankDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id=&#34;ModuleTag_WeaponSetUpdate&#34;>
				<WeaponSlotTurret
					ID=&#34;1&#34;>
					<Weapon
						Ordering=&#34;PRIMARY_WEAPON&#34;
						Template=&#34;SovietAntiVehicleVehicleTech2TeslaGun&#34; 
						ForbiddenObjectStatus=&#34;GENERIC_TOGGLE_STATE CHARGING_BASE_DEFENSES&#34;/>
					<Weapon
						Ordering=&#34;SECONDARY_WEAPON&#34;
						Template=&#34;SovietHeavyAntiVehicleInfantryTeslaLinkGun&#34;/>
					<TurretSettings
						TurretTurnRate=&#34;360&#34;
						TurretPitchRate=&#34;20&#34;
						AllowsPitch=&#34;true&#34;
						PitchHeight=&#34;99%&#34;
						MinimumPitch=&#34;-20d&#34;
						MinIdleScanTime=&#34;1.0s&#34;
						MaxIdleScanTime=&#34;5.0s&#34;
						MinIdleScanAngle=&#34;10.0&#34;
						MaxIdleScanAngle=&#34;90.0&#34;
						ComeToHaltJiggle=&#34;3d&#34;>
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange=&#34;true&#34; 
							IdleScanDelay=&#34;=$FAST_IDLE_SCAN_DELAY&#34;/>
					</TurretSettings>
				</WeaponSlotTurret>				
			</WeaponSetUpdate>
			<Physics
				id=&#34;ModuleTag_Physics&#34; />
			
			<CreateObjectDie
				id=&#34;ModuleTag_CreateObjectDie&#34;
				CreationList=&#34;SUAntiVehicleVehicleTech2_Die_OCL&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; />
			</CreateObjectDie>


			<DestroyDie
			id=&#34;ModuleTag_Die&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; />
			</DestroyDie>
			<FXListBehavior
				id=&#34;ModuleTag_FXList&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; />
				<Event
					Index=&#34;onDeath&#34;
					FX=&#34;FX_SovietShipVehicleDie&#34; />
				<Event
					Index=&#34;onDeath&#34;
					FX=&#34;FX_LargeBuildingDieExplosionRumble&#34; />
			</FXListBehavior>

			<!-- Allows unit to link with Tesla Coil -->
			<AttackAssistResponseBehavior
				id=&#34;ModuleTag_AttackAssistResponse&#34;
				ObjectStatus=&#34;CHARGING_BASE_DEFENSES&#34;
				WeaponSlotID=&#34;1&#34;
				WeaponSlotType=&#34;SECONDARY_WEAPON&#34;/>
			
			<StatusBitsUpgrade
				id=&#34;ModuleTag_VeterancyUpgrade&#34;
				StatusToSet=&#34;WEAPON_UPGRADED_02&#34;>
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>

			<SpecialPower
				id=&#34;ModuleTag_ToggleShortCircuit&#34;
				SpecialPowerTemplate=&#34;SpecialPower_ToggleShortCircuit&#34;
				UpdateModuleStartsAttack=&#34;true&#34; />
			<ToggleStatusSpecialAbilityUpdate
				id=&#34;ModuleTag_ToggleShortCircuitUpdate&#34;
				SpecialPowerTemplate=&#34;SpecialPower_ToggleShortCircuit&#34;
				Options=&#34;RECONSTITUTE_STORED_COMMAND&#34;>

				<ToggleState>
					<SkirmishAiInfo
						ToggleHint=&#34;TOGGLE_DEFAULT&#34;/>
				</ToggleState>

				<ToggleState
					ObjectStatus=&#34;GENERIC_TOGGLE_STATE IMMOBILE&#34;
					AttributeModifier=&#34;AttributeModifer_ShortCircut&#34;
					ModelConditions=&#34;WEAPONSTATE_ONE&#34;>
					<SkirmishAiInfo
						ToggleHint=&#34;TOGGLE_AOE_ATTACK&#34;>
						<StateWeapon
							Weapon=&#34;SovietHeavyAntiVehicleInfantryShortCircuit&#34;
							AoeAttackEmanationLocation=&#34;EMANATE_FROM_SELF&#34;
							IsDisablingAttack=&#34;true&#34;
							AffectsFriendlies=&#34;true&#34;
							AffectsSelf=&#34;false&#34;/>
					</SkirmishAiInfo>
				</ToggleState>

			</ToggleStatusSpecialAbilityUpdate>

			<xi&#58;include
				href=&#34;DATA&#58;Includes/SovietCrushUpgradePlayerPower.xml&#34; />
		</Behaviors>
		<AI>
			<AIUpdate
				id=&#34;ModuleTag_AI&#34;
				AutoAcquireEnemiesWhenIdle=&#34;YES&#34;
				StateMachine=&#34;UnitAIStateMachine&#34;>
				<UnitAITargetChooserData
					CanPickDynamicTargets=&#34;false&#34; />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id=&#34;ModuleTag_Body&#34;
				MaxHealth=&#34;750&#34; />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id=&#34;ModuleTag_ShrunkenVoice&#34;>
				<ModelConditionSound Sound=&#34;SOV_TeslaTank_VoiceShrunken&#34; RequiredFlags=&#34;SHRINK_EFFECT&#34; />
			</ModelConditionAudioLoopClientBehavior>
			<ModelConditionAudioLoopClientBehavior id=&#34;ModuleTag_EMDisruptors&#34;>
				<ModelConditionSound Sound=&#34;SOV_TeslaTrooper_EMDisruptorsLoopMS&#34; RequiredFlags=&#34;WEAPONSTATE_ONE&#34; ExcludedFlags=&#34;DYING&#34; />
			</ModelConditionAudioLoopClientBehavior>
			<ModelConditionSoundSelectorClientBehavior id=&#34;ModuleTag_EMdisruptorsOn&#34;>
				<Override RequiredFlags=&#34;WEAPONSTATE_ONE&#34;>
					<AudioArrayVoice>
						<AudioEntry Sound=&#34;SOV_TeslaTrooper_VoiceMoveSpecial&#34; AudioType=&#34;voiceMove&#34; />
						<AudioEntry Sound=&#34;SOV_TeslaTrooper_VoiceAttackSpecial&#34; AudioType=&#34;voiceAttack&#34; />
					</AudioArrayVoice>
				</Override>
			</ModelConditionSoundSelectorClientBehavior>
		</ClientBehaviors>
		<Geometry>
			<Shape
				Type=&#34;BOX&#34;
				MajorRadius=&#34;20.0&#34;
				MinorRadius=&#34;14.0&#34;
				Height=&#34;12.0&#34;
				ContactPointGeneration=&#34;VEHICLE&#34;>
				<Offset
					x=&#34;-7.0&#34;
					y=&#34;0.0&#34;
					z=&#34;0.0&#34; />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound=&#34;SOV_TeslaTrooper_VoiceAttack&#34; AudioType=&#34;voiceAttack&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTank_VoiceCreate&#34; AudioType=&#34;voiceCreated&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTank_VoiceMove&#34; AudioType=&#34;voiceMove&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTrooper_VoiceMoveAttack&#34; AudioType=&#34;voiceAttackAfterMoving&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTank_VoiceRetreat&#34; AudioType=&#34;voiceRetreatToCastle&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTank_VoiceSelectMS&#34; AudioType=&#34;voiceSelect&#34; />
			<AudioEntry Sound=&#34;SOV_TeslaTank_VoiceSelectBattleMS&#34; AudioType=&#34;voiceSelectBattle&#34; />
			<!-- <AudioEntry Sound=&#34;SOV_TeslaTank_VoiceSelectUnderFireMS&#34; AudioType=&#34;voiceSelectUnderFire&#34; /> -->
			<ObjectSpecificEntry Sound=&#34;SOV_TeslaTrooper_VoiceMoveChargeTower&#34; AudioType=&#34;voiceAttackUnit&#34; TargetObject=&#34;SovietBaseDefenseAdvanced&#34; />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound=&#34;SOV_TeslaTank_MoveLoopMS&#34;
				AudioType=&#34;soundMoveLoop&#34; />
			<AudioEntry
				Sound=&#34;SOV_TeslaTank_MoveStart&#34;
				AudioType=&#34;soundMoveStart&#34; />
			<AudioEntry
				Sound=&#34;SOV_HammerTank_IdleLoop&#34;
				AudioType=&#34;soundAmbient&#34; />
			<AudioEntry
				Sound=&#34;VehicleCrush&#34;
				AudioType=&#34;soundCrushing&#34; />	
			<!-- <AudioEntry Sound=&#34;AudioEvent&#58;MammothTankTurretMoveLoop&#34; AudioType=&#34;soundTurretMoveLoop&#34; /> -->
		</AudioArraySound>
		<VisionInfo
			VisionRange=&#34;200&#34;
			ShroudClearingRange=&#34;=$STANDARD_SHROUD_CLEAR&#34; />
		<CrusherInfo
			id=&#34;id_CrusherInfo&#34;
			CrusherLevel=&#34;20&#34;
			CrushableLevel=&#34;20&#34;
			CrushWeapon=&#34;SovietCrushWeapon&#34;
			CrushDecelerationPercent=&#34;80%&#34; />
	</GameObject>
</AssetDeclaration>


is what it should be

#6 Golan

    <Charcoal tiles available>

  • Member Test
  • 3300 posts

Posted 18 December 2009 - 15:59

$STANDARD_SHROUD_CLEAR is 500...
Now go out and procreate. IN THE NAME OF DOOM!

#7 R3ven

    Veteran

  • Project Team
  • 468 posts

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 :P

#8 n5p29

    Lurker

  • Project Leader
  • 1417 posts
  • Projects: NProject Mod, Recolonize, Tidal Wars

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.



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