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#1 Umbrella Secrets

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Posted 17 November 2010 - 02:34

I'm trying to add tentacles acting as tiberium and I keep getting this error when I compile my mod.
"ModelCondictionState" does not fit ScriptedModelDraw? Also if my model has a looping animation to it and I extracted just that model with the animation both mesh and the animation do I have to state it?

here is 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;>
	<Tags></Tags>
	<Includes>
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;TE_Veincell.w3x&#34; />
		<Include
						type=&#34;all&#34;
						source=&#34;ART&#58;TE_Veincell_A.w3x&#34; />
	
	</Includes>
	<GameObject
		id=&#34;Veincell&#34;
		Side=&#34;Neutral&#34;
		EditorSorting=&#34;MISC_NATURAL&#34;
		KindOf=&#34;IMMOBILE SELECTABLE HARVESTABLE IGNORE_FOR_VICTORY TIBERIUM NOT_AUTOACQUIRABLE NO_COLLIDE SHADOW_ULTRA_HIGH_ONLY DO_NOT_CLASSIFY&#34;
		IsHarvestable=&#34;true&#34;
		RadarPriority=&#34;STRUCTURE&#34;
		EditorName=&#34;Veincell&#34;
		SelectPortrait=&#34;Portrait_GreenTiberium&#34;
		ButtonImage=&#34;Portrait_GreenTiberium&#34;
		BuildTime=&#34;1&#34;
		Description=&#34;Desc&#58;VeinTentacle&#34;>
		<DisplayName>Name&#58;VeinCell</DisplayName>
		<ArmorSet
			Armor=&#34;TiberiumCrystalArmor&#34; 
			DamageFX=&#34;VehicleDamageFX&#34;/>
		<Draws>
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;RUBBLE&#34;>
					<Model
						Name=&#34;&#34; 
					/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Model
						Name=&#34;TE_Veincell_A&#34; />
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
				</AnimationState>
					<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_GROWING&#34;
					Flags=&#34;START_FRAME_LAST&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;									AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34;
						/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34; 
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34; 
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>			
			<RandomModelCondition
				id=&#34;Random_Model&#34;
				Conditions=&#34;TIBERIUM_CRYSTAL_TYPE1 TIBERIUM_CRYSTAL_TYPE2 TIBERIUM_CRYSTAL_TYPE3 TIBERIUM_CRYSTAL_TYPE4 TIBERIUM_CRYSTAL_TYPE5&#34; />
			<TiberiumCrystal
				id=&#34;ModuleTag_TibCrystalBehavior&#34;
				NumBoxes=&#34;50&#34;
				ValuePerBox=&#34;7&#34;
				GrowthStages=&#34;3&#34;
				GrowthTimePerStage=&#34;3s&#34;
				TimeBetweenGrowthStages=&#34;30s&#34;>
				<RadarColor R=&#34;110&#34; G=&#34;75&#34; B=&#34;4&#34; />
			</TiberiumCrystal>
			<FireWeaponUpdate
				id=&#34;ModuleTag_CrystalWeapon&#34;>
				<FireWeaponNugget
					WeaponName=&#34;TiberiumCrystalWeapon&#34;
					FireDelay=&#34;3s&#34;
				/>				
			</FireWeaponUpdate>
			<AttributeModifierPoolUpdate 
				id=&#34;DefaultAttributeModifierPoolUpdate&#34;/>
			<DestroyDie 
				id=&#34;Crystal_Death&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34;
				/>
			</DestroyDie>			
			<PassiveAreaEffectBehavior
				id=&#34;ModuleTag_PassiveAreaEffectBehaviorUpdate&#34;
				EffectRadius=&#34;50.0&#34;
				SurveyDelayFrames=&#34;15&#34;
				HealingPercentPerSecond=&#34;4%&#34;>
				<AllowFilter
					Rule=&#34;NONE&#34;
					Include=&#34;HEALED_BY_TIBERIUM&#34;/>
			</PassiveAreaEffectBehavior>
			<FXListBehavior
				id=&#34;ModuleTag_FXList&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; 
					DeathTypesForbidden=&#34;EXTRA_8&#34; />
				<Event
					Index=&#34;onDeath&#34;
					FX=&#34;FX_TibCellDeathGreen&#34; />				
			</FXListBehavior>
		</Behaviors>
		<Body>
			<ActiveBody
				id=&#34;ModuleTag_02&#34;
				MaxHealth=&#34;5000.0&#34; />
		</Body>		
		<Geometry
			IsSmall=&#34;false&#34;>
			<Shape
				Type=&#34;CYLINDER&#34;
				MajorRadius=&#34;22.0&#34;
				Height=&#34;18.0&#34;>
				<Offset
					x=&#34;3.0&#34;
					y=&#34;0&#34;
					z=&#34;0&#34; />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound=&#34;TiberiumCrystal_Select&#34; AudioType=&#34;voiceSelect&#34; />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound=&#34;TiberiumCrystal_AmbientDelayedLoop&#34; AudioType=&#34;soundAmbient&#34; />		
		</AudioArraySound>
	
		<VisionInfo
			VisionRange=&#34;0&#34; />
	</GameObject>
</AssetDeclaration>

Edited by Umbrella Secrets, 17 November 2010 - 02:40.

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#2 R3ven

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Posted 17 November 2010 - 02:42

				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />


You forgot to close this modelconditionstate.

#3 Umbrella Secrets

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Posted 17 November 2010 - 02:52

Thank you, it is working now I just have to test it. :P I would have never caught that coding error.
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#4 Sgt. Rho

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Posted 17 November 2010 - 12:55

Also I at least get compiler errors when the capitalisation of tags don't match. You got <scriptedModelDraw> and </ScriptedModelDraw> :P

#5 Umbrella Secrets

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Posted 17 November 2010 - 13:07

View PostSgt. Rho, on 17 Nov 2010, 7:55, said:

Also I at least get compiler errors when the capitalisation of tags don't match. You got <scriptedModelDraw> and </ScriptedModelDraw> :P


It gets even weirder, on notepad it is right, but when I copy and paste on the quote tags it wouldn't let me capitalize the "s?" I guess it wanted me to have another error. :P
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#6 Slightly Wonky Robob

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Posted 17 November 2010 - 16:32

For future reference, I would suggest using an XML validator, to check your syntax.
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#7 Umbrella Secrets

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Posted 17 November 2010 - 21:15

I have another error, but this time it is on the vein cell. I'm trying to do an idle animation state and a animation state that is growing. I keep getting this error when I compile my mod. "Critical: XML validation error encountered in 'c:\program files\electronic arts\command & conquer 3\mod sdk\mods\tiberiumsecrets\data\terrian\veincell.xml' near line 58:
The element 'ScriptedModelDraw' in namespace 'uri:ea.com:eala:asset' has invalid child element 'ModelConditionState' in namespace 'uri:ea.com:eala:asset'. List of possible elements expected: 'AnimationState, TimeOfDayTexture, RandomTexture, BurntTexture, AttachModel, EmbedPortal' in namespace 'uri:ea.com:eala:asset'."

I tried the xml validator and everything was okay.

<?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;>
	<Tags></Tags>
	<Includes>
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;TE_Veincell.w3x&#34; />
		<Include 	
			type=&#34;all&#34;
			source=&#34;ART&#58;TE_Veincell_A.w3x&#34; />
		
	
	</Includes>
	<GameObject
		id=&#34;Veincell&#34;
		Side=&#34;Neutral&#34;
		EditorSorting=&#34;MISC_NATURAL&#34;
		KindOf=&#34;IMMOBILE SELECTABLE HARVESTABLE IGNORE_FOR_VICTORY TIBERIUM NOT_AUTOACQUIRABLE NO_COLLIDE SHADOW_ULTRA_HIGH_ONLY DO_NOT_CLASSIFY&#34;
		IsHarvestable=&#34;true&#34;
		RadarPriority=&#34;STRUCTURE&#34;
		EditorName=&#34;Veincell&#34;
		SelectPortrait=&#34;Portrait_GreenTiberium&#34;
		ButtonImage=&#34;Portrait_GreenTiberium&#34;
		BuildTime=&#34;1&#34;
		Description=&#34;Desc&#58;VeinTentacle&#34;>
		<DisplayName>Name&#58;VeinCell</DisplayName>
		<ArmorSet
			Armor=&#34;TiberiumCrystalArmor&#34; 
			DamageFX=&#34;VehicleDamageFX&#34;/>
		<Draws>
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;RUBBLE&#34;>
					<Model
						Name=&#34;&#34; 
					/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
				</AnimationState>
					<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_GROWING&#34;
					Flags=&#34;START_FRAME_LAST&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;									AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34;
						/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34; 
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34; 
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>			
			<RandomModelCondition
				id=&#34;Random_Model&#34;
				Conditions=&#34;TIBERIUM_CRYSTAL_TYPE1 TIBERIUM_CRYSTAL_TYPE2 TIBERIUM_CRYSTAL_TYPE3 TIBERIUM_CRYSTAL_TYPE4 TIBERIUM_CRYSTAL_TYPE5&#34; />
			<TiberiumCrystal
				id=&#34;ModuleTag_TibCrystalBehavior&#34;
				NumBoxes=&#34;50&#34;
				ValuePerBox=&#34;7&#34;
				GrowthStages=&#34;3&#34;
				GrowthTimePerStage=&#34;3s&#34;
				TimeBetweenGrowthStages=&#34;30s&#34;>
				<RadarColor R=&#34;110&#34; G=&#34;75&#34; B=&#34;4&#34; />
			</TiberiumCrystal>
			<FireWeaponUpdate
				id=&#34;ModuleTag_CrystalWeapon&#34;>
				<FireWeaponNugget
					WeaponName=&#34;TiberiumCrystalWeapon&#34;
					FireDelay=&#34;3s&#34;
				/>				
			</FireWeaponUpdate>
			<AttributeModifierPoolUpdate 
				id=&#34;DefaultAttributeModifierPoolUpdate&#34;/>
			<DestroyDie 
				id=&#34;Crystal_Death&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34;
				/>
			</DestroyDie>			
			<PassiveAreaEffectBehavior
				id=&#34;ModuleTag_PassiveAreaEffectBehaviorUpdate&#34;
				EffectRadius=&#34;50.0&#34;
				SurveyDelayFrames=&#34;15&#34;
				HealingPercentPerSecond=&#34;4%&#34;>
				<AllowFilter
					Rule=&#34;NONE&#34;
					Include=&#34;HEALED_BY_TIBERIUM&#34;/>
			</PassiveAreaEffectBehavior>
			<FXListBehavior
				id=&#34;ModuleTag_FXList&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; 
					DeathTypesForbidden=&#34;EXTRA_8&#34; />
				<Event
					Index=&#34;onDeath&#34;
					FX=&#34;FX_TibCellDeathGreen&#34; />				
			</FXListBehavior>
		</Behaviors>
		<Body>
			<ActiveBody
				id=&#34;ModuleTag_02&#34;
				MaxHealth=&#34;5000.0&#34; />
		</Body>		
		<Geometry
			IsSmall=&#34;false&#34;>
			<Shape
				Type=&#34;CYLINDER&#34;
				MajorRadius=&#34;22.0&#34;
				Height=&#34;18.0&#34;>
				<Offset
					x=&#34;3.0&#34;
					y=&#34;0&#34;
					z=&#34;0&#34; />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound=&#34;TiberiumCrystal_Select&#34; AudioType=&#34;voiceSelect&#34; />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound=&#34;TiberiumCrystal_AmbientDelayedLoop&#34; AudioType=&#34;soundAmbient&#34; />		
		</AudioArraySound>
	
		<VisionInfo
			VisionRange=&#34;0&#34; />
	</GameObject>
</AssetDeclaration>

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#8 R3ven

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Posted 17 November 2010 - 22:11

You have a PARSE_DEFAULT animation state for every one of your model condition states, make them PARSE_NORMAL except for the very first animation state, and also put all your animation states after all of your model condition states.

Edited by R3ven, 17 November 2010 - 22:14.


#9 Umbrella Secrets

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Posted 17 November 2010 - 22:28

Still didn't work: :P

<?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;>
	<Tags></Tags>
	<Includes>
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;TE_Veincell.w3x&#34; />
		<Include 	
			type=&#34;all&#34;
			source=&#34;ART&#58;TE_Veincell_A.w3x&#34; />
		
	
	</Includes>
	<GameObject
		id=&#34;Veincell&#34;
		Side=&#34;Neutral&#34;
		EditorSorting=&#34;MISC_NATURAL&#34;
		KindOf=&#34;IMMOBILE SELECTABLE HARVESTABLE IGNORE_FOR_VICTORY TIBERIUM NOT_AUTOACQUIRABLE NO_COLLIDE SHADOW_ULTRA_HIGH_ONLY DO_NOT_CLASSIFY&#34;
		IsHarvestable=&#34;true&#34;
		RadarPriority=&#34;STRUCTURE&#34;
		EditorName=&#34;Veincell&#34;
		SelectPortrait=&#34;Portrait_GreenTiberium&#34;
		ButtonImage=&#34;Portrait_GreenTiberium&#34;
		BuildTime=&#34;1&#34;
		Description=&#34;Desc&#58;VeinTentacle&#34;>
		<DisplayName>Name&#58;VeinCell</DisplayName>
		<ArmorSet
			Armor=&#34;TiberiumCrystalArmor&#34; 
			DamageFX=&#34;VehicleDamageFX&#34;/>
		<Draws>
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
					<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;RUBBLE&#34;>
					<Model
						Name=&#34;&#34; 
					/>
				</ModelConditionState>
					<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;>
					<Animation
						AnimationName=&#34;&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
				</AnimationState>
					<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_GROWING&#34;
					Flags=&#34;START_FRAME_LAST&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;									AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34;
						/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34; 
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34; 
						AnimationBlendTime=&#34;0&#34;
					/>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>			
			<RandomModelCondition
				id=&#34;Random_Model&#34;
				Conditions=&#34;TIBERIUM_CRYSTAL_TYPE1 TIBERIUM_CRYSTAL_TYPE2 TIBERIUM_CRYSTAL_TYPE3 TIBERIUM_CRYSTAL_TYPE4 TIBERIUM_CRYSTAL_TYPE5&#34; />
			<TiberiumCrystal
				id=&#34;ModuleTag_TibCrystalBehavior&#34;
				NumBoxes=&#34;50&#34;
				ValuePerBox=&#34;7&#34;
				GrowthStages=&#34;3&#34;
				GrowthTimePerStage=&#34;3s&#34;
				TimeBetweenGrowthStages=&#34;30s&#34;>
				<RadarColor R=&#34;110&#34; G=&#34;75&#34; B=&#34;4&#34; />
			</TiberiumCrystal>
			<FireWeaponUpdate
				id=&#34;ModuleTag_CrystalWeapon&#34;>
				<FireWeaponNugget
					WeaponName=&#34;TiberiumCrystalWeapon&#34;
					FireDelay=&#34;3s&#34;
				/>				
			</FireWeaponUpdate>
			<AttributeModifierPoolUpdate 
				id=&#34;DefaultAttributeModifierPoolUpdate&#34;/>
			<DestroyDie 
				id=&#34;Crystal_Death&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34;
				/>
			</DestroyDie>			
			<PassiveAreaEffectBehavior
				id=&#34;ModuleTag_PassiveAreaEffectBehaviorUpdate&#34;
				EffectRadius=&#34;50.0&#34;
				SurveyDelayFrames=&#34;15&#34;
				HealingPercentPerSecond=&#34;4%&#34;>
				<AllowFilter
					Rule=&#34;NONE&#34;
					Include=&#34;HEALED_BY_TIBERIUM&#34;/>
			</PassiveAreaEffectBehavior>
			<FXListBehavior
				id=&#34;ModuleTag_FXList&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; 
					DeathTypesForbidden=&#34;EXTRA_8&#34; />
				<Event
					Index=&#34;onDeath&#34;
					FX=&#34;FX_TibCellDeathGreen&#34; />				
			</FXListBehavior>
		</Behaviors>
		<Body>
			<ActiveBody
				id=&#34;ModuleTag_02&#34;
				MaxHealth=&#34;5000.0&#34; />
		</Body>		
		<Geometry
			IsSmall=&#34;false&#34;>
			<Shape
				Type=&#34;CYLINDER&#34;
				MajorRadius=&#34;22.0&#34;
				Height=&#34;18.0&#34;>
				<Offset
					x=&#34;3.0&#34;
					y=&#34;0&#34;
					z=&#34;0&#34; />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound=&#34;TiberiumCrystal_Select&#34; AudioType=&#34;voiceSelect&#34; />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound=&#34;TiberiumCrystal_AmbientDelayedLoop&#34; AudioType=&#34;soundAmbient&#34; />		
		</AudioArraySound>
	
		<VisionInfo
			VisionRange=&#34;0&#34; />
	</GameObject>
</AssetDeclaration>

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#10 Chronosheep

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Posted 17 November 2010 - 23:17

For each draw, the first ModelConditionState and AnimationState must be PARSE_DEFAULT.
You can only have one PARSE_DEFAULT ModelCondition/AnimationState (one for each), and it has to be first in the order.

I also wouldn't mix ModelConditionStates and AnimationStates... I don't know if it affects the compiling, but it sure makes the code more messy.

Edited by Chronosheep, 17 November 2010 - 23:19.

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#11 Umbrella Secrets

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Posted 18 November 2010 - 00:28

I did what you said and I think that fixed a lot of problems, but I think there is one last one. The compiler keeps saying "Animation not declared" line 86.
I have done everything to try and fix it but no luck.

<?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;>
	<Tags></Tags>
	<Includes>
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;TE_Veincell.w3x&#34; />
		<Include 	
			type=&#34;all&#34;
			source=&#34;ART&#58;TE_Veincell_A.w3x&#34; />
		
	
	</Includes>
	<GameObject
		id=&#34;Veincell&#34;
		Side=&#34;Neutral&#34;
		EditorSorting=&#34;MISC_NATURAL&#34;
		KindOf=&#34;IMMOBILE SELECTABLE HARVESTABLE IGNORE_FOR_VICTORY TIBERIUM NOT_AUTOACQUIRABLE NO_COLLIDE SHADOW_ULTRA_HIGH_ONLY DO_NOT_CLASSIFY&#34;
		IsHarvestable=&#34;true&#34;
		RadarPriority=&#34;STRUCTURE&#34;
		EditorName=&#34;Veincell&#34;
		SelectPortrait=&#34;Portrait_GreenTiberium&#34;
		ButtonImage=&#34;Portrait_GreenTiberium&#34;
		BuildTime=&#34;1&#34;
		Description=&#34;Desc&#58;VeinTentacle&#34;>
		<DisplayName>Name&#58;VeinCell</DisplayName>
		<ArmorSet
			Armor=&#34;TiberiumCrystalArmor&#34; 
			DamageFX=&#34;VehicleDamageFX&#34;/>
		<Draws>
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;RUBBLE&#34;>
					<Model
						Name=&#34;&#34; 
					/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
				</AnimationState>	
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
						<Animation
							AnimationName=&#34;TE_Veincell&#34;
							Animation=&#34;LOOP&#34; />
				</AnimationState>
						<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
						<Animation
							AnimationName=&#34;TE_Veincell&#34;
							Animation=&#34;LOOP&#34; />
				</AnimationState>
						<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
						<Animation
							AnimationName=&#34;TE_Veincell&#34;
							Animation=&#34;LOOP&#34; />
				</AnimationState>
						<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
						<Animation
							AnimationName=&#34;TE_Veincell&#34;
							Animation=&#34;LOOP&#34; />
				</AnimationState>
						<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
						<Animation
							AnimationName=&#34;TE_Veincell&#34;
							Animation=&#34;LOOP&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_GROWING&#34;
					Flags=&#34;START_FRAME_LAST&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;									AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34;
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34; 
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;MANUAL&#34; 
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>			
			<RandomModelCondition
				id=&#34;Random_Model&#34;
				Conditions=&#34;TIBERIUM_CRYSTAL_TYPE1 TIBERIUM_CRYSTAL_TYPE2 TIBERIUM_CRYSTAL_TYPE3 TIBERIUM_CRYSTAL_TYPE4 TIBERIUM_CRYSTAL_TYPE5&#34; />
			<TiberiumCrystal
				id=&#34;ModuleTag_TibCrystalBehavior&#34;
				NumBoxes=&#34;50&#34;
				ValuePerBox=&#34;7&#34;
				GrowthStages=&#34;3&#34;
				GrowthTimePerStage=&#34;3s&#34;
				TimeBetweenGrowthStages=&#34;30s&#34;>
				<RadarColor R=&#34;110&#34; G=&#34;75&#34; B=&#34;4&#34; />
			</TiberiumCrystal>
			<FireWeaponUpdate
				id=&#34;ModuleTag_CrystalWeapon&#34;>
				<FireWeaponNugget
					WeaponName=&#34;TiberiumCrystalWeapon&#34;
					FireDelay=&#34;3s&#34;
				/>				
			</FireWeaponUpdate>
			<AttributeModifierPoolUpdate 
				id=&#34;DefaultAttributeModifierPoolUpdate&#34;/>
			<DestroyDie 
				id=&#34;Crystal_Death&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34;
				/>
			</DestroyDie>			
			<PassiveAreaEffectBehavior
				id=&#34;ModuleTag_PassiveAreaEffectBehaviorUpdate&#34;
				EffectRadius=&#34;50.0&#34;
				SurveyDelayFrames=&#34;15&#34;
				HealingPercentPerSecond=&#34;4%&#34;>
				<AllowFilter
					Rule=&#34;NONE&#34;
					Include=&#34;HEALED_BY_TIBERIUM&#34;/>
			</PassiveAreaEffectBehavior>
			<FXListBehavior
				id=&#34;ModuleTag_FXList&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; 
					DeathTypesForbidden=&#34;EXTRA_8&#34; />
				<Event
					Index=&#34;onDeath&#34;
					FX=&#34;FX_TibCellDeathGreen&#34; />				
			</FXListBehavior>
		</Behaviors>
		<Body>
			<ActiveBody
				id=&#34;ModuleTag_02&#34;
				MaxHealth=&#34;5000.0&#34; />
		</Body>		
		<Geometry
			IsSmall=&#34;false&#34;>
			<Shape
				Type=&#34;CYLINDER&#34;
				MajorRadius=&#34;22.0&#34;
				Height=&#34;18.0&#34;>
				<Offset
					x=&#34;3.0&#34;
					y=&#34;0&#34;
					z=&#34;0&#34; />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound=&#34;TiberiumCrystal_Select&#34; AudioType=&#34;voiceSelect&#34; />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound=&#34;TiberiumCrystal_AmbientDelayedLoop&#34; AudioType=&#34;soundAmbient&#34; />		
		</AudioArraySound>
	
		<VisionInfo
			VisionRange=&#34;0&#34; />
	</GameObject>
</AssetDeclaration>

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#12 Sgt. Rho

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Posted 18 November 2010 - 12:39

You don't need a model condition state for every crystal type.

And you don't have anything in the Parse_Default animation state.

#13 Umbrella Secrets

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Posted 18 November 2010 - 13:34

Just get rid of all the modelcondictionstates and keep the one that says default?
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#14 Sgt. Rho

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Posted 18 November 2010 - 14:32

Actually I just noticed that I have those model condition states too...Oh well, nevermind my previous advice then. The error might be the model itself. Did you export the model as Hierachical Model or as Animated model? Because it seems the model has no animation.

Edited by Sgt. Rho, 18 November 2010 - 14:34.


#15 Umbrella Secrets

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Posted 18 November 2010 - 14:39

View PostSgt. Rho, on 18 Nov 2010, 9:32, said:

Actually I just noticed that I have those model condition states too...Oh well, nevermind my previous advice then. The error might be the model itself. Did you export the model as Hierachical Model or as Animated model? Because it seems the model has no animation.


I'm wondering the same thing, I exported it as a Hierachical Animated Model. I can't get the animation to work in w3x viewer though. Do all models need a skeleton when animated at different stages?

Edited by Umbrella Secrets, 18 November 2010 - 14:41.

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#16 Sgt. Rho

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Posted 18 November 2010 - 14:49

Hmm, weird. Try Re-Exporting, and using a skeleton, it might work.

#17 Umbrella Secrets

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Posted 18 November 2010 - 15:08

No luck, should I export the dummy objects as well?

Edit: got it working it needed a skeleton and I had to extract the dummy objects that were controlling the animations. :P

Thanks for all the help everyone I appericate it :P

Edited by Umbrella Secrets, 18 November 2010 - 15:35.

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#18 Umbrella Secrets

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Posted 18 November 2010 - 22:01

I'm still having problems with this 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;>
	<Tags></Tags>
	<Includes>
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;TE_Veincell.w3x&#34; />
		<Include 	
			type=&#34;all&#34;
			source=&#34;ART&#58;TE_Veincell_A.w3x&#34; />
		
	
	</Includes>
	<GameObject
		id=&#34;Veincell&#34;
		Side=&#34;Neutral&#34;
		EditorSorting=&#34;MISC_NATURAL&#34;
		KindOf=&#34;IMMOBILE SELECTABLE HARVESTABLE IGNORE_FOR_VICTORY TIBERIUM NOT_AUTOACQUIRABLE NO_COLLIDE SHADOW_ULTRA_HIGH_ONLY DO_NOT_CLASSIFY&#34;
		IsHarvestable=&#34;true&#34;
		RadarPriority=&#34;STRUCTURE&#34;
		EditorName=&#34;Veincell&#34;
		SelectPortrait=&#34;Portrait_GreenTiberium&#34;
		ButtonImage=&#34;Portrait_GreenTiberium&#34;
		BuildTime=&#34;1&#34;
		Description=&#34;Desc&#58;VeinTentacle&#34;>
		<DisplayName>Name&#58;VeinCell</DisplayName>
		<ArmorSet
			Armor=&#34;TiberiumCrystalArmor&#34; 
			DamageFX=&#34;VehicleDamageFX&#34;/>
		<Draws>
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;RUBBLE&#34;>
					<Model
						Name=&#34;&#34; 
					/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Model
						Name=&#34;TE_Veincell&#34; />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					StateName=&#34;STATE_bored&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;
					StateName=&#34;STATE_bored&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell&#34;
						AnimationMode=&#34;LOOP&#34; />
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;
					StateName=&#34;STATE_bored&#34;>	
						<Animation
							AnimationName=&#34;TE_Veincell&#34;
							Animation=&#34;LOOP&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;
					StateName=&#34;STATE_bored&#34;>	
						<Animation
							AnimationName=&#34;TE_Veincell&#34;
							Animation=&#34;LOOP&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;
					StateName=&#34;STATE_bored&#34;>	
						<Animation
							AnimationName=&#34;TE_Veincell&#34;
							Animation=&#34;LOOP&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;
					StateName=&#34;STATE_bored&#34;>	
						<Animation
							AnimationName=&#34;TE_Veincell&#34;
							Animation=&#34;LOOP&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_GROWING&#34;
					Flags=&#34;START_FRAME_LAST&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;ONCE&#34;									AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE1&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;ONCE&#34;
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE2&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;ONCE&#34;
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE3&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;ONCE&#34;
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE4&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;ONCE&#34; 
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;TIBERIUM_CRYSTAL_TYPE5&#34;>
					<Animation
						AnimationName=&#34;TE_Veincell_A&#34;
						AnimationMode=&#34;ONCE&#34; 
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>			
			<RandomModelCondition
				id=&#34;Random_Model&#34;
				Conditions=&#34;TIBERIUM_CRYSTAL_TYPE1 TIBERIUM_CRYSTAL_TYPE2 TIBERIUM_CRYSTAL_TYPE3 TIBERIUM_CRYSTAL_TYPE4 TIBERIUM_CRYSTAL_TYPE5&#34; />
			<TiberiumCrystal
				id=&#34;ModuleTag_TibCrystalBehavior&#34;
				NumBoxes=&#34;50&#34;
				ValuePerBox=&#34;7&#34;
				GrowthStages=&#34;3&#34;
				GrowthTimePerStage=&#34;3s&#34;
				TimeBetweenGrowthStages=&#34;30s&#34;>
				<RadarColor R=&#34;110&#34; G=&#34;75&#34; B=&#34;4&#34; />
			</TiberiumCrystal>
			<FireWeaponUpdate
				id=&#34;ModuleTag_CrystalWeapon&#34;>
				<FireWeaponNugget
					WeaponName=&#34;TiberiumCrystalWeapon&#34;
					FireDelay=&#34;3s&#34;
				/>				
			</FireWeaponUpdate>
			<AttributeModifierPoolUpdate 
				id=&#34;DefaultAttributeModifierPoolUpdate&#34;/>
			<DestroyDie 
				id=&#34;Crystal_Death&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34;
				/>
			</DestroyDie>			
			<PassiveAreaEffectBehavior
				id=&#34;ModuleTag_PassiveAreaEffectBehaviorUpdate&#34;
				EffectRadius=&#34;50.0&#34;
				SurveyDelayFrames=&#34;15&#34;
				HealingPercentPerSecond=&#34;4%&#34;>
				<AllowFilter
					Rule=&#34;NONE&#34;
					Include=&#34;HEALED_BY_TIBERIUM&#34;/>
			</PassiveAreaEffectBehavior>
			<FXListBehavior
				id=&#34;ModuleTag_FXList&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; 
					DeathTypesForbidden=&#34;EXTRA_8&#34; />
				<Event
					Index=&#34;onDeath&#34;
					FX=&#34;FX_TibCellDeathGreen&#34; />				
			</FXListBehavior>
		</Behaviors>
		<Body>
			<ActiveBody
				id=&#34;ModuleTag_02&#34;
				MaxHealth=&#34;5000.0&#34; />
		</Body>		
		<Geometry
			IsSmall=&#34;false&#34;>
			<Shape
				Type=&#34;CYLINDER&#34;
				MajorRadius=&#34;22.0&#34;
				Height=&#34;18.0&#34;>
				<Offset
					x=&#34;3.0&#34;
					y=&#34;0&#34;
					z=&#34;0&#34; />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound=&#34;TiberiumCrystal_Select&#34; AudioType=&#34;voiceSelect&#34; />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound=&#34;TiberiumCrystal_AmbientDelayedLoop&#34; AudioType=&#34;soundAmbient&#34; />		
		</AudioArraySound>
	
		<VisionInfo
			VisionRange=&#34;0&#34; />
	</GameObject>
</AssetDeclaration>

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#19 R3ven

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Posted 19 November 2010 - 00:00

You have multiple animation states with the same ConditionYes="" . Try removing the duplicates.

#20 Umbrella Secrets

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Posted 20 November 2010 - 03:06

It works perfectly I did what you said :P but I have one more question, I promise this will be the last for a while. How do I have the veinhole effect vehicles and structures not infantry?

Edited by Umbrella Secrets, 20 November 2010 - 03:07.

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#21 Sgt. Rho

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Posted 20 November 2010 - 16:36

With a filter.
	<WeaponTemplate
		id=&#34;TiberiumCrystalWeapon&#34;
		Name=&#34;TiberiumCrystalWeapon&#34; 
		RadiusDamageAffects=&#34;ALLIES ENEMIES NEUTRALS NOT_SIMILAR&#34; >
		<PreAttackDelay
			MinSeconds=&#34;1.0s&#34;
			MaxSeconds=&#34;2.5s&#34; 
		/>
		<FiringDuration
			MinSeconds=&#34;0s&#34;
			MaxSeconds=&#34;0s&#34; 
		/>
		<Nuggets>
			<DamageNugget 
				Damage=&#34;5.0&#34; 
				Radius=&#34;20.0&#34; 
				UnderAttackOverrideEvaEvent=&#34;DamagedByTiberium&#34;
				DamageType=&#34;TIBERIUM&#34; 
				DeathType=&#34;BURNED&#34;>
				<SpecialObjectFilter
					Rule=&#34;ANY&#34;
					Exclude=&#34;HORDE&#34; 
					Include=&#34;INFANTRY&#34;>
					<ExcludeThing>AlienBuzzers</ExcludeThing>
					<ExcludeThing>AlienBuzzers_Slaved</ExcludeThing>
					<ExcludeThing>AlienAssimilator</ExcludeThing>
					<ExcludeThing>AlienMastermind</ExcludeThing>
					<ExcludeThing>AlienRazorDrones</ExcludeThing>
					<ExcludeThing>AlienRazorDroneSquad</ExcludeThing>
					<ExcludeThing>AlienShockTrooper</ExcludeThing>
					<ExcludeThing>AlienShockTrooperSquad</ExcludeThing>
					<ExcludeThing>MutantMarauder</ExcludeThing>
					<ExcludeThing>MutantMarauderSquad</ExcludeThing>
					<ExcludeThing>Viceroid</ExcludeThing>
					<ExcludeThing>GDIZoneTrooper</ExcludeThing>
					<ExcludeThing>GDIZoneTrooperSquad</ExcludeThing>
				</SpecialObjectFilter>
			</DamageNugget>
		</Nuggets>
	</WeaponTemplate>


^This affects all but some special infantry.




<WeaponTemplate
		id=&#34;TiberiumVeinWeapon&#34;
		Name=&#34;TiberiumVeinWeapon&#34; 
		RadiusDamageAffects=&#34;ALLIES ENEMIES NEUTRALS NOT_SIMILAR&#34; >
		<PreAttackDelay
			MinSeconds=&#34;1.0s&#34;
			MaxSeconds=&#34;2.5s&#34; 
		/>
		<FiringDuration
			MinSeconds=&#34;0s&#34;
			MaxSeconds=&#34;0s&#34; 
		/>
		<Nuggets>
			<DamageNugget 
				Damage=&#34;5.0&#34; 
				Radius=&#34;20.0&#34; 
				UnderAttackOverrideEvaEvent=&#34;DamagedByTiberium&#34;
				DamageType=&#34;TIBERIUM&#34; 
				DeathType=&#34;BURNED&#34;>
				<SpecialObjectFilter
					Rule=&#34;ANY&#34;
					Exclude=&#34;INFANTRY&#34; 
					Include=&#34;VEHICLE STRUCTURE&#34;>
				</SpecialObjectFilter>
			</DamageNugget>
		</Nuggets>
	</WeaponTemplate>


^This would affect all Vehicles and Structures, but not Infantry.

#22 Umbrella Secrets

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Posted 20 November 2010 - 22:44

Do I put this in the veincell part (tiberiumcrystal) or the main body that grows the veins? This is the vein hole code that grows the tiberium. It still effects infantry like normal tiberium.

By the way I will had all of you in the credits when I finish the mod for helping me so much. :xD:

<?xml version=&#34;1.0&#34; encoding=&#34;us-ascii&#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;>
	<Tags></Tags>
	<Includes>
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;TE_VeinHole.W3X&#34; />
	</Includes>
	<GameObject
		id=&#34;VeinHole&#34;
		Side=&#34;Neutral&#34;
		EditorSorting=&#34;MISC_NATURAL&#34;
		KindOf=&#34;STRUCTURE IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CAN_CAST_REFLECTIONS TIBERIUM_FIELD CAN_SEE_THROUGH_STRUCTURE&#34;
		EditorName=&#34;VeinHole&#34;>
		<DisplayName>Vein_Hole</DisplayName>
		<ArmorSet
			Armor=&#34;NoArmor&#34; />
		<Draws>
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw&#34;>
				<ModelConditionState
					id=&#34;DefaultState&#34;
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;TE_VeinHole&#34; />
					<ParticleSysBone
						id=&#34;TibTreeAura&#34;
						BoneName=&#34;Bone01&#34;
						FXParticleSystemTemplate=&#34;TibTreeAura&#34;
						FollowBone=&#34;true&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					StateName=&#34;STATE_bored&#34;>
					<Animation
						AnimationName=&#34;TE_VeinHole&#34;
						AnimationMode=&#34;LOOP&#34; />
				</AnimationState>
			</ScriptedModelDraw>
	
		</Draws>
		<Behaviors>
		
			<TiberiumField
				id=&#34;tib_field&#34;
				Radius=&#34;999999999&#34;
				FieldResolution=&#34;40&#34;
				MaxFieldMoney=&#34;999999999&#34;
				StartingFieldMoney=&#34;4000&#34;
				ThingToSpawn=&#34;VeinCell&#34;
				SpawnOffset=&#34;.5&#34;
				ClusterScaleFactor=&#34;.5&#34;
				ClusterPowerFactor=&#34;.5&#34;
				CrystalGrowthRate=&#34;20&#34; >
				<!-- The DamageFilter is simply an on/off switch for the crystal weapons.
			<WeaponTemplate
		id=&#34;TiberiumVeinWeapon&#34;
		Name=&#34;TiberiumVeinWeapon&#34;
		RadiusDamageAffects=&#34;ALLIES ENEMIES NEUTRALS NOT_SIMILAR&#34; >
		<PreAttackDelay
			MinSeconds=&#34;1.0s&#34;
			MaxSeconds=&#34;2.5s&#34;
		/>
		<FiringDuration
			MinSeconds=&#34;0s&#34;
			MaxSeconds=&#34;0s&#34;
		/>
		<Nuggets>
			<DamageNugget
				Damage=&#34;5.0&#34;
				Radius=&#34;20.0&#34;
				UnderAttackOverrideEvaEvent=&#34;DamagedByTiberium&#34;
				DamageType=&#34;TIBERIUM&#34;
				DeathType=&#34;BURNED&#34;>
				<SpecialObjectFilter
					Rule=&#34;ANY&#34;
					Exclude=&#34;INFANTRY&#34;
					Include=&#34;VEHICLE STRUCTURE&#34;>
				</SpecialObjectFilter>
			</DamageNugget>
		</Nuggets>
	</WeaponTemplate>
				If something matching the filter is found within the field, the weapons are turned on. -->
			
				<!-- The HealFilter works similar to the damage filter. It turns on or off
						 the PassiveAreaEffectBehavior of the cystals if a matching object is found in the field. -->
				<HealFilter Rule=&#34;NONE&#34;
							Include=&#34;HEALED_BY_TIBERIUM&#34;/>
			</TiberiumField>
	</Behaviors>
	<Body>
		<ActiveBody
			id=&#34;ModuleTag_02&#34;
			MaxHealth=&#34;100.0&#34; />
	</Body>
	<Geometry
		IsSmall=&#34;false&#34;>
		<Shape
			Type=&#34;CYLINDER&#34;
				MajorRadius=&#34;27.0&#34;
				Height=&#34;20.0&#34;></Shape>
		</Geometry>
		<VisionInfo
			VisionRange=&#34;0&#34; />
		<ProjectedBuildabilityInfo
					Radius=&#34;25.0&#34;
					BuildPlacementTypes=&#34;TIBERIUM_FIELD&#34;
					StatusToReject=&#34;HAS_TIBERIUM_GROWTH_MOD&#34;/>		
	</GameObject>
</AssetDeclaration>

Edited by Umbrella Secrets, 20 November 2010 - 22:46.

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#23 Sgt. Rho

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Posted 20 November 2010 - 23:51

No, none of that. It's a weapon, it goes to the Weapon.XML

#24 Umbrella Secrets

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Posted 21 November 2010 - 01:25

I got a game crash.

Here is the veincell code (part of it) I think it might be this:
Also I added the weapon template in weapon.xml and compiled the whole thing with my mod.

</TiberiumCrystal>
				<FireWeaponUpdate
				id=&#34;ModuleTag_CrystalWeapon&#34;>
				<FireWeaponNugget
					WeaponName=&#34;TiberiumVeinWeapon&#34;
					FireDelay=&#34;3s&#34;
				/>				
			</FireWeaponUpdate>
			<AttributeModifierPoolUpdate...


This is a part of the vein hole field code:
	<TiberiumField
				id=&#34;tib_field&#34;
				Radius=&#34;999999999&#34;
				FieldResolution=&#34;40&#34;
				MaxFieldMoney=&#34;999999999&#34;
				StartingFieldMoney=&#34;4000&#34;
				ThingToSpawn=&#34;VeinCell&#34;
				SpawnOffset=&#34;.5&#34;
				ClusterScaleFactor=&#34;.5&#34;
				ClusterPowerFactor=&#34;.5&#34;
				CrystalGrowthRate=&#34;20&#34; >
				<!-- The DamageFilter is simply an on/off switch for the crystal weapons.
					If something matching the filter is found within the field, the weapons are turned on. -->
				<DamageFilter
					Rule=&#34;ANY&#34;
					Include=&#34;VEHICLE STRUCTURE&#34;>
				<ExcludeThing>NODHarvester</ExcludeThing>
				</DamageFilter>
			
				<!-- The HealFilter works similar to the damage filter. It turns on or off
						 the PassiveAreaEffectBehavior of the cystals if a matching object is found in the field. -->
				<HealFilter Rule=&#34;NONE&#34;
							Include=&#34;HEALED_BY_TIBERIUM&#34;/>
			</TiberiumField>

Edited by Umbrella Secrets, 21 November 2010 - 01:27.

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#25 Sgt. Rho

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Posted 21 November 2010 - 02:42

Hmm, I see nothing wrong with that code TBH. What does the crash message say?

Edited by Sgt. Rho, 21 November 2010 - 02:46.




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