Pls, if someone could direct me to what i've done wrong.
Here is the xml i have :
<?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="instance" source="DATA:BaseObjects/BaseStructure.xml" /> <Include type="all" source="DATA:GlobalData/GlobalDefines.xml" /> <Include type="all" source="ART:BB_EuropeCoastalGun.W3X" /> <Include type="all" source="ART:EXSovietShell.W3X" /> <Include type="instance" source="DATA:Civilian/Yucatan_YU/Props/YU_HotelDebris.xml" /> <Include type="instance" source="DATA:Civilian/Brighton_Beach_BB/Props/BB_EuropeCoastalGun_Collapse.xml" /> </Includes> <GameObject id="AlliedBaseDefenseArtillery" inheritFrom="BaseStructure" SelectPortrait="Portrait_EuropeCoastalGun" ButtonImage="Button_EuropeCoastalGun" Side="Allies" EditorSorting="STRUCTURE" BuildTime="40" EnergyProduction="-50" CommandSet="AlliedBaseDefenseAdvancedCommandSet" KindOf="-NOT_AUTOACQUIRABLE +FS_BASE_DEFENSE +POWERED +CAN_ATTACK +CAN_SEE_THROUGH_STRUCTURE +LINE_OF_SIGHT_IGNORES_BUILDINGS" RadarPriority="STRUCTURE" PlacementViewAngle="315d" CampnessValue="=$CAMPNESS_DEFENSIVE_STRUCTURE" ProductionQueueType="OTHER_STRUCTURE" BuildPlacementTypeFlag="OTHER_STRUCTURE" EditorName="AlliedBaseDefenseArtillery" WeaponCategory="CANNON" TypeDescription="Type:AlliedBaseDefenseArtillery" Description="Desc:AlliedBaseDefenseArtillery"> <DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:AlliedBaseDefenseArtillery</DisplayName> <GameDependency> <!-- <RequiredObject>AlliedTechStructure</RequiredObject> --> <RequiredObject>AlliedPowerPlant</RequiredObject> </GameDependency> <ObjectResourceInfo> <BuildCost Account="=$ACCOUNT_ORE" Amount="2500"/> </ObjectResourceInfo> <ArmorSet Armor="AlliedAdvancedBaseDefenseArmor" DamageFX="FactionStructureDamageFX" /> <SkirmishAIInformation BaseBuildingLocation="DEFENSE" > <ConstructionBaseSelectionCriteria ExcludedBaseTypes="NO_BUILD_RADIUS" PreferredBaseTypes="ENEMIES_IN_BASE UNDER_ATTACK" SortOrder="PREFER_MOST_RECENTLY_ATTACKED" /> </SkirmishAIInformation> <Draws> <scriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true" ExtraPublicBone="BONE_CONTACT_POINT_01 BONE_CONTACT_POINT_02 BONE_CONTACT_POINT_03 BONE_CONTACT_POINT_04 BONE_CONTACT_POINT_05 BONE_CONTACT_POINT_06 BONE_CONTACT_POINT_07 BONE_CONTACT_POINT_08 BONE_CONTACT_POINT_09 BONE_CONTACT_POINT_10 BONE_CONTACT_POINT_11 BONE_CONTACT_POINT_12 BONE_CONTACT_POINT_13 BONE_CONTACT_POINT_14 BONE_CONTACT_POINT_15 BONE_CONTACT_POINT_16 BONE_CONTACT_POINT_17 BONE_CONTACT_POINT_18 BONE_CONTACT_POINT_19 BONE_CONTACT_POINT_20"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="BB_EuropeCoastalGun" /> <WeaponFireFXBone WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_FireWeapon" /> <!-- <WeaponMuzzleFlash WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_Weapon_" /> --> <WeaponLaunchBone WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_FireWeapon" /> <Turret TurretNameKey="Bone_Pivot_rotate" TurretPitch="Bone_Pivot_Tilt" TurretID="1" /> </ModelConditionState> <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FIRING_OR_RELOADING_A"> <Animation AnimationName="BB_EuropeCoastalGun" AnimationMode="ONCE"/> </AnimationState> </ScriptedModelDraw> </Draws> <Behaviors> <WeaponSetUpdate id="ModuleTag_Weapon01SetUpdate"> <WeaponSlotTurret ID="1"> <Weapon Ordering="PRIMARY_WEAPON" Template="BB_EuropeCoastalGunWeapon"/> <TurretSettings TurretTurnRate="90" MinimumPitch="-20d" AllowsPitch="true" TurretPitchRate="90" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="10.0" MaxIdleScanAngle="25.0" ComeToHaltJiggle="0d" MaxDeflectionClockwise="25d" MaxDeflectionAntiClockwise="25d"> <TurretAITargetChooserData IdleScanDelay="=$FAST_IDLE_SCAN_DELAY" CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotTurret> </WeaponSetUpdate> <Physics id="ModuleTag_Physics"/> <BuildingDestructionBehavior id="ModuleTag_BuildingDestruction"> <DieMuxData DeathTypes="ALL" /> <Item BonePrefix="BONE_CONTACT_POINT_" FX="FX_BuildingDebrisExplosion" CreationObject="AlliedBarracks_Debris" FlingVelocity="100.0"/> </BuildingDestructionBehavior> <FXListBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList"> <DieMuxData DeathTypes="ALL" /> <Event Index="onDeath" FX="FX_Civ_Explosion_Small" /> </FXListBehavior> <CreateObjectDie id="ModuleTag_CreateObjectDie" CreationList="BB_EuropeCoastalGun_Die_OCL"> <DieMuxData DeathTypes="ALL" /> </CreateObjectDie> <xi:include href="DATA:Includes/GenericEngineerContain.xml" /> <xi:include href="DATA:Includes/GenericBuildingRepair.xml" /> <!-- civ buildings should have a CreateObjectDie to make a collapse version. --> <DestroyDie id="ModuleTag_DestroyDie"> <DieMuxData DeathTypes="ALL" /> </DestroyDie> </Behaviors> <AI> <AIUpdate id="ModuleTag_AIUpdate" AutoAcquireEnemiesWhenIdle="YES" StateMachine="OffensiveStructureAIStateMachine"> <UnitAITargetChooserData/> </AIUpdate> </AI> <Body> <ActiveBody id="ModuleTag_ActiveBody" MaxHealth="3000.0" /> </Body> <Geometry IsSmall="false"> <Shape Type= "BOX" MajorRadius = "30.0" MinorRadius = "30.0" Height = "40.0" ContactPointGeneration="STRUCTURE" > <Offset x = "0.0" y = "0.0" z = "0.0" /> </Shape> </Geometry> <AudioArrayVoice> <AudioEntry Sound="A01_CoastalGun_SelectMS" AudioType="voiceSelect" /> <AudioEntry Sound="BuildingRepaired" AudioType="voiceDefectingTowards" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" /> <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" /> </AudioArraySound> <VisionInfo VisionRange="1000" ShroudClearingRange="700" /> </GameObject> <ObjectCreationList id="BB_EuropeCoastalGun_Die_OCL"> <CreateObject Options="IGNORE_ALL_OBJECTS" Disposition="LIKE_EXISTING RANDOM_FORCE" Count="1" MinForceMagnitude="1.0" MaxForceMagnitude="2.0" MinForcePitch="90d" MaxForcePitch="75d"> <CreateObject>BB_EuropeCoastalGun_Collapse</CreateObject> </CreateObject> </ObjectCreationList> <GameObject id="FXCostalGunProjectile" Side="ALLIED" EditorName="FXCostalGunProjectile"> <ArmorSet Armor="NoArmor" /> <Draws> <scriptedModelDraw id="ModuleTag_ScriptedModelDraw"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="EXSovietShell" /> </ModelConditionState> </ScriptedModelDraw> </Draws> <Behaviors> <ProjectileUpdate id="ModuleTag_ProjectileUpdate" StateMachine="StraightLineProjectile" MinTargetDistance="5"> <Movement> <MoveInStraightLine MuzzleVelocity="50.0" /> </Movement> </ProjectileUpdate> <DestroyDie id="ModuleTag_Die"> <DieMuxData DeathTypes="ALL" /> </DestroyDie> <FXListBehavior id="ModuleTag_FXLists"> <DieMuxData DeathTypes="ALL" /> <Event Index="onDeath" FX="FX_CostalGunImpact" /> <Event Index="onTerrainCollision" FX="FX_CostalGunImpact"/> </FXListBehavior> </Behaviors> <Body> <PropBody id="ModuleTag_Body" /> </Body> <VisionInfo VisionRange="0" /> </GameObject> <!-- GroundHitFX with CameraShake --> <FXList id="FX_CostalGunImpact"> <NuggetList> <Sound Value="A01_CoastalGun_ImpactExplosion"/> <ParticleSystem Particle="Soviet_SPC_Artillery_XP_Add" OrientToObject="false" /> <ParticleSystem Particle="Soviet_SPC_Artillery_XP_Add2" OrientToObject="false" /> <ParticleSystem Particle="Soviet_SPC_Dome_Fire_Light2" OrientToObject="false" /> <ParticleSystem Particle="Soviet_SPC_Artillery_XP_Flash" OrientToObject="false" /> <ParticleSystem Particle="Soviet_SPC_Artillery_XP_Smoke" OrientToObject="false" /> <ParticleSystem Particle="Soviet_SPC_Artillery_XP_Embers" OrientToObject="false" /> <ParticleSystem Particle="Soviet_SPC_Artilery_XP_Burst" OrientToObject="false" /> <ParticleSystem Particle="Torpedo_Hit_water" OnlyIfOnWater ="true"> </ParticleSystem> <ParticleSystem Particle="SovietV4RocketExplosionWake" OnlyIfOnWater ="true"> </ParticleSystem> <ParticleSystem Particle="SovietV4RocketExplosionWaterMist" OnlyIfOnWater ="true"> </ParticleSystem> </NuggetList> </FXList> <WeaponTemplate id="BB_EuropeCoastalGunWeapon" AttackRange="1000.0" MinimumAttackRange="80" WeaponSpeed="800" AcceptableAimDelta="25d" FireSound="A01_CoastalGun_Fire" FireFX="FX_Soviet_Apoc_Gun" FireVeteranFX="FX_Soviet_Apoc_Gun" RadiusDamageAffects="ENEMIES NEUTRALS" CanFireWhileMoving="true" ClipSize="2" PreAttackType="PER_CLIP" Flags="NOT_ATTRACTED_BY_MAGNETS" ReAcquireDetailType="PER_SHOT" ShotsPerBarrel="1" ProjectileCollidesWith="ENEMIES NEUTRAL STRUCTURES WALLS" RequiredAntiMask="ANTI_GROUND ANTI_STRUCTURE ANTI_WATER ANTI_SUBMERGED"> <PreAttackDelay MinSeconds="0.1s" MaxSeconds="0.1s" /> <ClipReloadTime MinSeconds="4s" MaxSeconds="4s" /> <Nuggets> <ProjectileNugget ProjectileTemplate="FXCostalGunProjectile" WarheadTemplate="BB_EuropeCoastalGunWeaponWarhead"> </ProjectileNugget> <SuppressionNugget Radius="70.0" Suppression="70" DurationSeconds="5s" /> <InformTargetNugget /> </Nuggets> </WeaponTemplate> <WeaponTemplate id="BB_EuropeCoastalGunWeaponWarhead" ProjectileCollidesWith = "ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" RequiredAntiMask="ANTI_GROUND ANTI_STRUCTURE ANTI_WATER ANTI_SUBMERGED" Flags=""> <Nuggets> <DamageNugget Damage="300.0" Radius="60.0" DamageType="EXPLOSIVE" DeathType="EXPLODED" /> </Nuggets> </WeaponTemplate> </AssetDeclaration>
Edited by Bob, 07 September 2011 - 20:18.