"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="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <Tags></Tags> <Includes> <Include type="all" source="ART:TE_Veincell.w3x" /> <Include type="all" source="ART:TE_Veincell_A.w3x" /> </Includes> <GameObject id="Veincell" Side="Neutral" EditorSorting="MISC_NATURAL" KindOf="IMMOBILE SELECTABLE HARVESTABLE IGNORE_FOR_VICTORY TIBERIUM NOT_AUTOACQUIRABLE NO_COLLIDE SHADOW_ULTRA_HIGH_ONLY DO_NOT_CLASSIFY" IsHarvestable="true" RadarPriority="STRUCTURE" EditorName="Veincell" SelectPortrait="Portrait_GreenTiberium" ButtonImage="Portrait_GreenTiberium" BuildTime="1" Description="Desc:VeinTentacle"> <DisplayName>Name:VeinCell</DisplayName> <ArmorSet Armor="TiberiumCrystalArmor" DamageFX="VehicleDamageFX"/> <Draws> <scriptedModelDraw id="ModuleTag_Draw"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="TE_Veincell" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="RUBBLE"> <Model Name="" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_CRYSTAL_TYPE1"> <Model Name="TE_Veincell" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_CRYSTAL_TYPE2"> <Model Name="TE_Veincell" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_CRYSTAL_TYPE3"> <Model Name="TE_Veincell" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_CRYSTAL_TYPE4"> <Model Name="TE_Veincell_A" /> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_CRYSTAL_TYPE5"> <Model Name="TE_Veincell" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_DEFAULT"> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_GROWING" Flags="START_FRAME_LAST"> <Animation AnimationName="TE_Veincell_A" AnimationMode="MANUAL" AnimationBlendTime="0" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_CRYSTAL_TYPE1"> <Animation AnimationName="TE_Veincell_A" AnimationMode="MANUAL" AnimationBlendTime="0" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_CRYSTAL_TYPE2"> <Animation AnimationName="TE_Veincell_A" AnimationMode="MANUAL" AnimationBlendTime="0" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_CRYSTAL_TYPE3"> <Animation AnimationName="TE_Veincell_A" AnimationMode="MANUAL" AnimationBlendTime="0" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_CRYSTAL_TYPE4"> <Animation AnimationName="TE_Veincell_A" AnimationMode="MANUAL" AnimationBlendTime="0" /> </AnimationState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TIBERIUM_CRYSTAL_TYPE5"> <Animation AnimationName="TE_Veincell_A" AnimationMode="MANUAL" AnimationBlendTime="0" /> </AnimationState> </ScriptedModelDraw> </Draws> <Behaviors> <RandomModelCondition id="Random_Model" Conditions="TIBERIUM_CRYSTAL_TYPE1 TIBERIUM_CRYSTAL_TYPE2 TIBERIUM_CRYSTAL_TYPE3 TIBERIUM_CRYSTAL_TYPE4 TIBERIUM_CRYSTAL_TYPE5" /> <TiberiumCrystal id="ModuleTag_TibCrystalBehavior" NumBoxes="50" ValuePerBox="7" GrowthStages="3" GrowthTimePerStage="3s" TimeBetweenGrowthStages="30s"> <RadarColor R="110" G="75" B="4" /> </TiberiumCrystal> <FireWeaponUpdate id="ModuleTag_CrystalWeapon"> <FireWeaponNugget WeaponName="TiberiumCrystalWeapon" FireDelay="3s" /> </FireWeaponUpdate> <AttributeModifierPoolUpdate id="DefaultAttributeModifierPoolUpdate"/> <DestroyDie id="Crystal_Death"> <DieMuxData DeathTypes="ALL" /> </DestroyDie> <PassiveAreaEffectBehavior id="ModuleTag_PassiveAreaEffectBehaviorUpdate" EffectRadius="50.0" SurveyDelayFrames="15" HealingPercentPerSecond="4%"> <AllowFilter Rule="NONE" Include="HEALED_BY_TIBERIUM"/> </PassiveAreaEffectBehavior> <FXListBehavior id="ModuleTag_FXList"> <DieMuxData DeathTypes="ALL" DeathTypesForbidden="EXTRA_8" /> <Event Index="onDeath" FX="FX_TibCellDeathGreen" /> </FXListBehavior> </Behaviors> <Body> <ActiveBody id="ModuleTag_02" MaxHealth="5000.0" /> </Body> <Geometry IsSmall="false"> <Shape Type="CYLINDER" MajorRadius="22.0" Height="18.0"> <Offset x="3.0" y="0" z="0" /> </Shape> </Geometry> <AudioArrayVoice> <AudioEntry Sound="TiberiumCrystal_Select" AudioType="voiceSelect" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="TiberiumCrystal_AmbientDelayedLoop" AudioType="soundAmbient" /> </AudioArraySound> <VisionInfo VisionRange="0" /> </GameObject> </AssetDeclaration>
Edited by Umbrella Secrets, 17 November 2010 - 02:40.