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?


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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