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Airpad help


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#1 Umbrella Secrets

    Experimenting

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  • 658 posts
  • Projects: I'm with the Mapper Guild Projects

Posted 17 December 2010 - 16:49

I've been having trouble lately with getting aircraft to build right on my airpad structure. For some reason when I build my aircraft the building plays the door animation one time and not for the other aircraft (I'm using a main door animation instead of four pad animations). Also my aircraft just spawn at were on one of the pads that is part of the building. One last thing is that I can't call back my aircraft to land either. The bones I named for my model are "Runway0Park0Han" "Runway1Parking0" and so on.

Here is the code to my Airpad:
As always, thank you for any help |8

<?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;AST_Airpad.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;ASAirpad_D2S.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;ASAirpad_D2S.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;ASAirpad_D2A.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;ASAirpad_D3A.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;ASAirpad_D3S.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;ASAirpad_BLDS.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;ASAirpad_BLDA.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;ASAirpad_Do.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;ASAirpad_DoCl.w3x&#34; />
		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;ASAirpad_DoOp.w3x&#34; />
		
		<!-- Base Object -->
		<Include
			type=&#34;instance&#34;
			source=&#34;DATA&#58;BaseObjects/BaseStructure.xml&#34; />
	</Includes>
	<GameObject
		id=&#34;AlienWarpBeacon&#34;
		inheritFrom=&#34;BaseStructure&#34;
		SelectPortrait=&#34;Portrait_ALIENGravityStabilizer&#34;
		ButtonImage=&#34;Portrait_ALIENGravityStabilizer&#34;
		Side=&#34;ALIEN&#34;
		EditorSorting=&#34;STRUCTURE&#34;
		BuildCost=&#34;2000&#34;
		BuildTime=&#34;20&#34;
		EnergyProduction=&#34;-7&#34;
		CommandSet=&#34;AlienWarpBeaconCommandSet&#34;
		KindOf=&#34;PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION FS_FACTORY AUTO_RALLYPOINT FS_WAR_FACTORY CAN_CAST_REFLECTIONS COVER NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI&#34;
		RadarPriority=&#34;STRUCTURE&#34;
		PlacementViewAngle=&#34;-45d&#34;
		ThreatLevel=&#34;1.0&#34;
		BuildCompletion=&#34;PLACED_BY_PLAYER&#34;
		ProductionQueueType=&#34;MAIN_STRUCTURE&#34;
		BuildPlacementTypeFlag=&#34;MAIN_STRUCTURE&#34;
		EditorName=&#34;GDIWarFactory&#34;
		Description=&#34;Desc&#58;GDIWarFactory&#34;
		TypeDescription=&#34;Type&#58;GDIWarFactory&#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;GDIWarFactory</DisplayName>
		<GameDependency>
			<RequiredObject>AlienControlCenter</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor=&#34;AlienWarpBeaconArmor&#34;
			DamageFX=&#34;FactionStructureDamageFX&#34; />
		<SkirmishAIInformation
			BaseBuildingLocation=&#34;FRONT&#34; />
		<Draws>
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw&#34;
				OkToChangeModelColor=&#34;true&#34;
				ExtraPublicBone=&#34;Runway0Park0Han Runway0Park1Han Runway1Park0Han Runway1Park1Han Runway0Parking0 Runway0Parking1 Runway1Parking0 Runway1Parking1&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;AST_Airpad&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;STRUCTURE_UNPACKING&#34;>
					<Model
						Name=&#34;ASAirpad_BLDS&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;RUBBLE&#34;>
					<Model
						Name=&#34;ASAirpad_D3S&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;REALLYDAMAGED&#34;>
					<Model
						Name=&#34;ASAirpad_D2S&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DAMAGED&#34;>
					<Model
						Name=&#34;AST_Airpad&#34; />
					<Texture
						Original=&#34;AST_Airpad_D&#34;
						New=&#34;AST_Airpad_D2&#34; />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<!-- no anim -->
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;STRUCTURE_UNPACKING&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_BLDA&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;RUBBLE&#34;
					StateName=&#34;STATE_Rubble&#34;
					Flags=&#34;START_FRAME_LAST&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_D3A&#34;
						AnimationMode=&#34;MANUAL&#34; />
					<script>
						Prev = CurDrawablePrevAnimationState&#40;&#41;;
						if Prev ~= &#34;STATE_Rubble&#34; and Prev ~= &#34;TRANS_IntoRubble&#34; then
						CurDrawableSetTransitionAnimState&#40;&#34;TRANS_IntoRubble&#34;&#41;
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;REALLYDAMAGED&#34;
					StateName=&#34;STATE_ReallyDamaged&#34;
					Flags=&#34;START_FRAME_LAST&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_D2A&#34;
						AnimationMode=&#34;MANUAL&#34; />
					<script>
						Prev = CurDrawablePrevAnimationState&#40;&#41;;
						if Prev ~= &#34;STATE_ReallyDamaged&#34; and Prev ~= &#34;TRANS_IntoReallyDamaged&#34; then
						CurDrawableSetTransitionAnimState&#40;&#34;TRANS_IntoReallyDamaged&#34;&#41;
						end
					</Script>
				</AnimationState>				
				<AnimationState
					ParseCondStateType=&#34;PARSE_TRANSITION&#34;
					StateName=&#34;TRANS_IntoReallyDamaged&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_D2A&#34;
						AnimationMode=&#34;ONCE&#34;
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_TRANSITION&#34;
					StateName=&#34;TRANS_IntoRubble&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_D3A&#34;
						AnimationMode=&#34;ONCE&#34;
						AnimationBlendTime=&#34;0&#34; />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- DRAW DOOR01 -->
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw_Door01&#34;
				OkToChangeModelColor=&#34;true&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;ASAirpad_Do&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;STRUCTURE_UNPACKING&#34;>
					<Model
						Name=&#34;&#34; />
				</ModelConditionState>

				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					Flags=&#34;START_FRAME_FIRST&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoOp&#34;
						AnimationMode=&#34;MANUAL&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;STRUCTURE_UNPACKING&#34;>
					<Animation
						AnimationName=&#34;&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_WAITING_OPEN&#34;
					Flags=&#34;START_FRAME_FIRST&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;MANUAL&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_OPENING&#34;
					StateName=&#34;STATE_Open&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoOp&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_CLOSING&#34;
					StateName=&#34;STATE_Closed&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DYING&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>				
			</ScriptedModelDraw>
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw_Door02&#34;
				OkToChangeModelColor=&#34;true&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;ASAirpad_Do&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;STRUCTURE_UNPACKING&#34;>
					<Model
						Name=&#34;&#34; />
				</ModelConditionState>

				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					Flags=&#34;START_FRAME_FIRST&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoOp&#34;
						AnimationMode=&#34;MANUAL&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;STRUCTURE_UNPACKING&#34;>
					<Animation
						AnimationName=&#34;&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_WAITING_OPEN&#34;
					Flags=&#34;START_FRAME_FIRST&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;MANUAL&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_OPENING&#34;
					StateName=&#34;STATE_Open&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoOp&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_CLOSING&#34;
					StateName=&#34;STATE_Closed&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DYING&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>				
			</ScriptedModelDraw>
			<!-- draw a decal when this thing is selected -->
			<!-- This is duplicated in several files. Please do a search and update those too -->
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw_Door03&#34;
				OkToChangeModelColor=&#34;true&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;ASAirpad_Do&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;STRUCTURE_UNPACKING&#34;>
					<Model
						Name=&#34;&#34; />
				</ModelConditionState>

				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					Flags=&#34;START_FRAME_FIRST&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoOp&#34;
						AnimationMode=&#34;MANUAL&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;STRUCTURE_UNPACKING&#34;>
					<Animation
						AnimationName=&#34;&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_WAITING_OPEN&#34;
					Flags=&#34;START_FRAME_FIRST&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;MANUAL&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_OPENING&#34;
					StateName=&#34;STATE_Open&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoOp&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_CLOSING&#34;
					StateName=&#34;STATE_Closed&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DYING&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>				
			</ScriptedModelDraw>
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw_Door04&#34;
				OkToChangeModelColor=&#34;true&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model
						Name=&#34;ASAirpad_Do&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;STRUCTURE_UNPACKING&#34;>
					<Model
						Name=&#34;&#34; />
				</ModelConditionState>

				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;
					Flags=&#34;START_FRAME_FIRST&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoOp&#34;
						AnimationMode=&#34;MANUAL&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;STRUCTURE_UNPACKING&#34;>
					<Animation
						AnimationName=&#34;&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_WAITING_OPEN&#34;
					Flags=&#34;START_FRAME_FIRST&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;MANUAL&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_OPENING&#34;
					StateName=&#34;STATE_Open&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoOp&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DOOR_1_CLOSING&#34;
					StateName=&#34;STATE_Closed&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>
				<AnimationState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;DYING&#34;>
					<Animation
						AnimationName=&#34;ASAirpad_DoCl&#34;
						AnimationMode=&#34;ONCE&#34; />
				</AnimationState>				
			</ScriptedModelDraw>
			<scriptedModelDraw
				id=&#34;ModuleTag_Draw_Selected_Repair_Decal&#34;
				OkToChangeModelColor=&#34;true&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;>
					<Model Name=&#34;&#34; />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;SELECTED&#34;>
					<Model Name=&#34;FXInvisBone&#34; /> 
					<ShadowInfo
						Type=&#34;ADDITIVE_DECAL&#34;
						SizeX=&#34;=$REPAIR_DRONE_HOME_DECAL_SIZE&#34;
						SizeY=&#34;=$REPAIR_DRONE_HOME_DECAL_SIZE&#34;
						OverrideLODVisibility=&#34;true&#34;
						MaxHeight=&#34;200&#34;
						UseHouseColor=&#34;true&#34;
						LocalPlayerOnly=&#34;true&#34;
						Texture=&#34;Decal_Rig_CO&#34; 
					/>
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<FXListBehavior
				id=&#34;ModuleTag_FXList&#34;>
				<DieMuxData
					DeathTypes=&#34;ALL&#34; />
				<Event
					Index=&#34;onTransitionToDamaged&#34;
					FX=&#34;FX_AlienBuildingDamagedL&#34; />
				<Event
					Index=&#34;onTransitionToReallyDamaged&#34;
					FX=&#34;FX_AlienBuildingDamagedL&#34; />
				<Event
					Index=&#34;onTransitionToRubble&#34;
					FX=&#34;FX_AlienBuildingRubbleL&#34; />
			</FXListBehavior>
			<ProductionUpdate
				id=&#34;ProductionUpdateModuleTag&#34;
				GiveNoXP=&#34;true&#34;
				Type=&#34;AIRCRAFT&#34;
				NumDoorAnimations=&#34;1&#34;
				DoorOpeningTime=&#34;0.66s&#34;
				DoorWaitOpenTime=&#34;3.00s&#34;
				DoorCloseTime=&#34;0.66s&#34; />
			<RecallUnitsSpecialPower
				id=&#34;ModuleTag_RecallSpecialPower&#34;
				PlayReturnVoiceFromRecalledUnit=&#34;false&#34;
				SpecialPowerTemplate=&#34;SpecialPower_RecallAllAircraft&#34; />
			<SpawnBehavior
				id=&#34;ModuleTag_SpawnRepairDrones&#34;
				SpawnNumberData=&#34;3&#34;
				InitialBurst=&#34;3&#34;
				SpawnReplaceDelayData=&#34;10s&#34;
				SpawnedRequireSpawner=&#34;true&#34;
				KillSpawnsOnCaptured=&#34;true&#34;
				SpawnInsideBuilding=&#34;true&#34;
				KillSpawnsOnDisabled=&#34;true&#34;>
				<Die
					DeathTypes=&#34;ALL&#34; />
				<SpawnTemplate>AlienRepairAircraftDrone</SpawnTemplate>
			</SpawnBehavior>
						<!--				
			<QueueProductionExitUpdate
				id=&#34;ModuleTag_07&#34;
				ExitDelay=&#34;1&#34;>
				<UnitCreatePoint
					x=&#34;0.0&#34;
					y=&#34;0.0&#34; />
				<NaturalRallyPoint
					x=&#34;0.0&#34;
					y=&#34;0.0&#34;
					z=&#34;100.0&#34; />
			</QueueProductionExitUpdate>
-->
			<ParkingPlaceBehavior
				id=&#34;ModuleTag_ParkingPlaceBehavior&#34;
				HealAmount=&#34;0&#34;
				NumRows=&#34;2&#34;
				NumCols=&#34;2&#34;
				ApproachHeight=&#34;0&#34;
				ParkInHangars=&#34;false&#34;
				DoorOpenTime=&#34;2s&#34;
				DoorCloseTime=&#34;2s&#34;
				LowersOntoParkingPlaceOnProduction=&#34;true&#34;>
				<DefaultRallyPointOffset
					x=&#34;73.0&#34;
					y=&#34;0.0&#34;
					z=&#34;0&#34; />
				<CanParkHereFilter
					Rule=&#34;ALL&#34;
					Relationship=&#34;SAME_PLAYER&#34;
					Exclude=&#34;SUMMONED TRANSPORT&#34; />
			</ParkingPlaceBehavior>
			<StructureUnpackUpdate
				UnpackTime=&#34;2.0s&#34; />
			<SlowDeath
				id=&#34;ModuleTag_Death&#34;
				SinkDelay=&#34;4.0s&#34;
				SinkRate=&#34;4.0&#34;
				DestructionDelay=&#34;8.0s&#34;>
				<Sound Type=&#34;INITIAL&#34; List=&#34;ALI_Building_Die&#34; />
				<DieMuxData
					DeathTypes=&#34;ALL&#34; />
			</SlowDeath>
			<xi&#58;include
				href=&#34;DATA&#58;Includes/GenericBuildingRepair.xml&#34; />
			<xi&#58;include
				href=&#34;DATA&#58;Includes/GenericEngineerContain.xml&#34; />
			<xi&#58;include
				href=&#34;DATA&#58;Includes/GenericAlienBuildingDestruction.xml&#34; />
			<xi&#58;include
				href=&#34;DATA&#58;Includes/GenericAlienBuildingSuicide.xml&#34; />
		</Behaviors>
		<AI>
			<!-- needed for special powers -->
			<AIUpdate
				id=&#34;ModuleTag_AIUpdate&#34;
				AutoAcquireEnemiesWhenIdle=&#34;NO&#34; />
		</AI>
		<Body>
			<ActiveBody
				id=&#34;ModuleTag_Body&#34;
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