Allied Costal gun - no model ingame
Anubis
07 Sep 2011
I'm new to RA3 modding ( started a few hours ago tbh
), and i got into a problem i can't seem to fix. I'm currently trying to add the allies costal gun from the campaign as a new defense structure. Made the new xml ( with a new name and all ), added it to the logiccommand and logiccommandset xml's and i can build it and it even works code wise ( has a weapon and turns from what i can tell since it fires in different locations ), but it has no model when i build it. So i get a invisible turret that works from every other point
.
Pls, if someone could direct me to what i've done wrong.
Here is the xml i have :
Edited by Bob, 07 September 2011 - 20:18.


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.
SorataZ
07 Sep 2011
A missing model is almost universially a missing declaration but comparing it to the original file I have I dont see a mistake in there. I'll check this and come back to you later.
May I ask what it is based on?
Edited by SorataZ, 07 September 2011 - 21:51.
May I ask what it is based on?
Edited by SorataZ, 07 September 2011 - 21:51.
Anubis
07 Sep 2011
I based it on the prism tower. And changed every parameter that i thought needed changed.
Bibber
08 Sep 2011
The assets need to be fixed. I recommend to use my SDK Expansion.
Quote
Fix Assets
If you use assets in your mod that refer to data of the World Builder stream (e.g. civilian structures), the models of these assets might become invisible ingame.
Tick this option to fix these assets.
If you use assets in your mod that refer to data of the World Builder stream (e.g. civilian structures), the models of these assets might become invisible ingame.
Tick this option to fix these assets.
Anubis
09 Sep 2011
Nvm. Found it. Now to try and use it

Edited by Anubis, 09 September 2011 - 06:40.