Here is the code to my turret:
<?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:AST_Turret1.w3x" /> <Include type="all" source="ART:ASTurret1_BLDS.w3x" /> <Include type="all" source="ART:ASTurret1_BLDA.w3x" /> <Include type="all" source="ART:GBWatchTwrD3_SN.w3x" /> <Include type="all" source="ART:GBWatchTwrD3_AN.w3x" /> <Include type="all" source="ART:FXspotlight.w3x" /> <Include type="all" source="ART:GBWatchTwr_A.w3x" /> <Include type="all" source="ART:GBWatchTwrG.w3x" /> <Include type="all" source="ART:GBWatchTwrG_A.w3x" /> <Include type="all" source="ART:GBWatchTwrGD3.w3x" /> <Include type="all" source="ART:FXTracerGDI.xml" /> <Include type="all" source="DATA:GlobalData/GlobalDefines.xml" /> <!-- Base Object --> <Include type="instance" source="DATA:BaseObjects/BaseStructure.xml" /> </Includes> <GameObject id="AlienBuzzerHive" inheritFrom="BaseStructure" SelectPortrait="Portrait_GDIWatchTower" ButtonImage="Portrait_GDIWatchTower" Side="ALIEN" EditorSorting="STRUCTURE" TransportSlotCount="1" BuildCost="600" BuildTime="6" EnergyProduction="-5" CommandSet="GDIWatchTowerCommandSet" KindOf="STRUCTURE CAN_ATTACK SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_BASE_DEFENSE POWERED AUTO_ACQUIRABLE_BY_AI COVER CAN_SEE_THROUGH_STRUCTURE ATTACK_NEEDS_LINE_OF_SIGHT LINE_OF_SIGHT_IGNORES_BUILDINGS" RadarPriority="STRUCTURE" PlacementViewAngle="225d" CampnessValue="=$CAMPNESS_DEFENSIVE_STRUCTURE" ProductionQueueType="OTHER_STRUCTURE" BuildPlacementTypeFlag="OTHER_STRUCTURE" EditorName="Turret1" WeaponCategory="GUN" TypeDescription="Type:GDIWatchTower" Description="Desc:GDIWatchTower"> <DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIWatchTower</DisplayName> <GameDependency> <RequiredObject>AlienPowerProjector</RequiredObject> </GameDependency> <ArmorSet Armor="AlienBuzzerHiveArmor" DamageFX="FactionStructureDamageFX" /> <SkirmishAIInformation BaseBuildingLocation="SPREAD" /> <Draws> <!-- DRAW GUN --> <scriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true" ExtraPublicBone="FXMuzzle FXMuzzle2 FXMuzzleFlash FXMuzzleFlash2"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="AST_Turret1" /> <WeaponFireFXBone WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMuzzle FXMuzzle2" /> <WeaponMuzzleFlash WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMuzzleFlash FXMuzzleFlash2" /> <WeaponLaunchBone WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMuzzle FXMuzzle2" /> <Turret TurretNameKey="Turret" TurretPitch="Barrel1 Barrel2" TurretID="1" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING"> <Model Name="ASTurret1_BLDS" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED"> <Model Name="GBWatchTwrG" /> <Texture Original="GBWatchTwr" New="GBWatchTowerD" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED"> <Model Name="GBWatchTwrG" /> <Texture Original="GBWatchTwr" New="GBWatchTowerD" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Model Name="GBWatchTwrGD3" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="BUILD_PLACEMENT_CURSOR"> <!-- no anim --> <script> CurDrawableHideSubObject("MuzzleFlash_01") CurDrawableHideSubObject("MuzzleFlash_02") </Script> </AnimationState> <!-- BUILDUP ANIMATION --> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="STRUCTURE_UNPACKING"> <Animation AnimationName="ASTurret1_BLDA" AnimationMode="ONCE" /> </AnimationState> <!-- DYING ANIMATION --> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING"> <Animation AnimationName="GBWatchTwrGD3" AnimationMode="ONCE" /> <ParticleSysBone BoneName="NONE" FXParticleSystemTemplate="Des_Small" FollowBone="false" /> </AnimationState> </ScriptedModelDraw> <SpotlightDraw id="ModuleTag_Spotlight" AttachToBoneInAnotherModule="Bone_Spotlite" RefreshTime="2.0s" SweepTime="1.0s"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="FXspotlight" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="BUILD_PLACEMENT_CURSOR"> <Model Name="" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="BUILD_PLACEMENT_CURSOR"> <script> CurDrawableHideSubObject("Plane01") </Script> </AnimationState> </SpotlightDraw> <TracerModelDraw id="ModuleTag_TracerModelDraw" MinLength="35.0" MaxLength="35.0" Width="5.0" MinSpeed="30" MaxSpeed="40" SweepSpeed="1.0" SpreadAngle="4.0" MinTracersPerFrame="1" MaxTracersPerFrame="1" FrameLifeTime="10" WeaponSlotType="PRIMARY_WEAPON" Texture="FXTracerGDI" UseAdditiveBlending="true" TracerHitFx="FX_BulletHitLargeGDI"> <HeadColor r="1.0" g="1.0" b="1.0" a="1.0" /> <TailColor r="0.0" g="0.0" b="0.0" /> </TracerModelDraw> </Draws> <Behaviors> <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotTurret ID="1"> <Weapon Ordering="PRIMARY_WEAPON" Template="GDIWatchTowerGun" /> <TurretSettings TurretTurnRate="100" TurretPitchRate="100" AllowsPitch="true" MinimumPitch="360d" PitchHeight="0%" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0"> <TurretAITargetChooserData StartupDelay="1.0s"/> </TurretSettings> </WeaponSlotTurret> </WeaponSetUpdate> <!-- slow death must be defined before the structure topple. --> <SlowDeath id="ModuleTag_Death" SinkDelay="4.0s" SinkRate="4.0" DestructionDelay="10.0s"> <Sound Type="INITIAL" List="HumanFaction_SmallBuilding_DieMS" /> <DieMuxData DeathTypes="ALL" /> </SlowDeath> <FXListBehavior id="ModuleTag_FXList"> <DieMuxData DeathTypes="ALL" /> <Event Index="onDeath" FX="FX_TEMPLarge" /> <Event Index="onTransitionToDamaged" FX="FX_BuildDamaged_Small" /> <Event Index="onTransitionToReallyDamaged" FX="FX_BuildDamaged_Small" /> <Event Index="onTransitionToRubble" FX="FX_BuildRubble_Small" /> </FXListBehavior> <StructureUnpackUpdate UnpackTime="1.5s" /> <StealthDetectorUpdate id="ModuleTag_StealthDetect" DetectionRange="100" /> <xi:include href="DATA:Includes/GenericBuildingRepair.xml" /> <xi:include href="DATA:Includes/GenericGDIBuildingSuicide.xml" /> <xi:include href="DATA:Includes/RepairAlliesEngineerContain.xml" /> </Behaviors> <AI> <AIUpdate id="ModuleTag_AI" AutoAcquireEnemiesWhenIdle="YES" AILuaEventsList="GDIWatchTowerFunctions"> <UnitAITargetChooserData CanPickDynamicTargets="false" SympathyRange="25.0" IdleScanDelay="0.2s" /> </AIUpdate> </AI> <Body> <ActiveBody id="ModuleTag_Body" MaxHealth="2400" /> </Body> <Geometry IsSmall="false"> <Shape Type="BOX" MajorRadius="17.0" MinorRadius="9" Height="48.0" ContactPointGeneration="STRUCTURE"> <Offset x="-3.0" y="0" z="0" /> </Shape> </Geometry> <AudioArrayVoice> <AudioEntry Sound="AudioEvent:GDI_WatchTowerSelect" AudioType="voiceSelect" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" /> <AudioEntry Sound="HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" /> </AudioArraySound> <ShadowInfo Type="VOLUME" /> <VisionInfo VisionRange="350" ShroudClearingRange="500" /> </GameObject> </AssetDeclaration>
Also here is a pic to show what I mean. The muzzle flashes stay on all the time and the bullets fly out from the middle.
Any help would be greatly appericated
Edited by Umbrella Secrets, 07 January 2011 - 01:22.