

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.