zocom7
  • zocom7
  • 62% (Friendly)
  • Private Topic Starter
14 years ago
I am having trouble getting the Spartan working with its unpack ability into a turret. The compilation of the mod is a success but once I built the unit ingame, the game crashes. I do not know which part of the coding is either missing or wrong. The main problem for me is trying to get another "model condition state" working by having the Spartan to get a second weapon (with a different bone) after unpacking into a turret but that led to an asset error when loading the mod stating that either one "model condition state" or "animation state" must be defined as one default state.

Although I did copy the MCV and Rig codings for the unpack ability, something else may be missing.


Spartan.xml

<?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="ART:Spartan/GUVEHICLEY_SKN.w3x" />
		<Include type="all" source="ART:Spartan/GUVEHICLEY_DPLY.w3x" />
		<!--<Include type="all" source="ART:Spartan/GUVEHICLEY_DPLY_AN.w3x" />-->
		<Include type="all" source="ART:NUBeam.xml" />
		<Include type="all" source="ART:FXWhiteSquare.xml" />
		<Include type="all" source="ART:FXRailGunCoreMask.xml" />
		<Include type="all" source="ART:FXRailGunCoreDistortion.xml" />
		<Include type="instance" source="ART:EXTnkTrack.xml" />
		<Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="GDISpartan"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_GDISpartan"
		ButtonImage="Portrait_GDISpartan"
		Side="GDI"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="100"
		BuildTime="3"
		CommandSet="GDISpartanCommandSet"
		CommandPoints="100" 
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"
		RadarPriority="UNIT"
		ThreatLevel="10"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		VoicePriority="184"
		EditorName="GDISpartan"
		Description="Desc:GDISpartan"
		TypeDescription="Type:GDISpartan">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDISpartan</DisplayName>
		<ArmorSet
			Armor="GDIPredatorTankArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="GDIPredatorTankLocomotor"
			Condition="NORMAL"
			Speed="60.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<!-- BONE_TREAD_FRONT_LEFT and BONE_TREAD_FRONT_RIGHT have no effect -->
			<TankDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				ExtraPublicBone="FXTracksL FXTracksR FXMUZZLEFLASH"
				TrackMarks="EXTnkTrack"
				TrackMarksLeftBone="FXTracksL"
				TrackMarksRightBone="FXTracksR"
				TreadAnimationRate="0.15"
				TreadDriveSpeedFraction="0.25"
				TreadPivotSpeedFraction="0.9">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					RetainSubObjects="true">
					<Model
						Name="GUVEHICLEY_SKN" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="F8C60ACD" />
					<WeaponRecoilBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="F8C60ACD" />						
					<WeaponMuzzleFlash
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="F8C60ACD" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="F8C60ACD" />
					<Turret
						TurretNameKey="Turret"
						TurretPitch="Barrel"
						TurretID="1" />
				</ModelConditionState>
				<!--<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					RetainSubObjects="true">
					<Model
						Name="GUVEHICLEY_DPLY" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="AA55F6CC" />
					<WeaponRecoilBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="AA55F6CC" />						
					<WeaponMuzzleFlash
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="AA55F6CC" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="AA55F6CC" />
					<Turret
						TurretNameKey="Turret"
						TurretPitch="Barrel"
						TurretID="2" />
				</ModelConditionState>-->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="UNPACKING REALLYDAMAGED">
					<Model
						Name="GUVEHICLEY_DPLY" />
					<Texture
						Original="GUVEHICLEY"
						New="GUVEHICLEY_D" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="UNPACKING">
					<Model Name="GUVEHICLEY_DPLY" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING USER_5">
					<Model
						Name="GUVEHICLEY_SKN" />
					<Texture
						Original="GUVEHICLEY"
						New="GUVEHICLEY_D" />						
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="REALLYDAMAGED USER_5">
					<Model
						Name="GUVEHICLEY_SKN" />
					<Texture
						Original="GUVEHICLEY"
						New="GUVEHICLEY_D" />
					<ParticleSysBone
						BoneName="BARREL"
						FXParticleSystemTemplate="GDIPredDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BARREL"
						FXParticleSystemTemplate="GDIPredDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BARREL"
						FXParticleSystemTemplate="GDIPredDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GUVEHICLEY_SKN" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GUVEHICLEY_SKN" />
					<Texture
						Original="GUVEHICLEY"
						New="GUVEHICLEY_D" />
					<ParticleSysBone
						BoneName="BARREL"
						FXParticleSystemTemplate="GDIPredDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BARREL"
						FXParticleSystemTemplate="GDIPredDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="BARREL"
						FXParticleSystemTemplate="GDIPredDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>	
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					RetainSubObjects="true"
					ConditionsYes="USER_5">
					<Model
						Name="GUVEHICLEY_SKN" />
					<Texture
						Original="GUVEHICLEY"
						New="GUVEHICLEY" />						
				</ModelConditionState>
				<!--<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING DAMAGED REALLYDAMAGED">
					<Model
						Name="GUVEHICLEY_DPLY" />
					<Texture
						Original="GUVEHICLEY"
						New="GUVEHICLEY_D" />
				</ModelConditionState>-->
				<!--<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="" />
				</ModelConditionState>-->	
				<!--<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
					<Model
						Name="GUVEHICLEY_DPLY" />
				</ModelConditionState>-->
				<!-- <ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING DAMAGED">
					<Model
						Name="GUVEHICLEY_DPLY" />
					<Texture
						Original="GUVEHICLEY"
						New="GUVEHICLEY_D" />
				</ModelConditionState> -->
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="GUVEHICLEY_DPLY"
						AnimationMode="ONCE" />
				</AnimationState>
				<!--<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					Flags="START_FRAME_LAST"
					ConditionsYes="UNPACKING">
					<Animation
						AnimationName="GUVEHICLEY_DPLY"
						AnimationMode="ONCE_BACKWARDS" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Small"
						FollowBone="true" />
				</AnimationState>-->
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<Script>
						CurDrawableShowSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsLeft")
						CurDrawableHideSubObject("TreadsRight")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableShowSubObject("TreadsLeft")
						CurDrawableHideSubObject("TreadsRight")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableHideSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsLeft")
						CurDrawableShowSubObject("TreadsRight")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<!-- Circumvents blend issues when the arrow is being shown... -->
					<Script>
						CurDrawableHideSubObject("TreadsStop")
						CurDrawableShowSubObject("TreadsMove")
						CurDrawableHideSubObject("TreadsLeft")
						CurDrawableHideSubObject("TreadsRight")
					</Script>
				</AnimationState>
				<LeftTread>"TreadsL"</LeftTread>
				<RightTread>"TreadsR"</RightTread>
			</TankDraw>
			<ScriptedModelDraw
				id="ModuleTag_FX">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="TreadDustPred"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="TreadDirt"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<LaserDraw
				id="ModuleTag_LaserDistort"
				UseDistortionShader="true"
				Texture1_UTile="1"
				Texture1_VTile=".5"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate=".2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile=".01"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="1"
				Texture2_NumFrames="1"
				Texture2_FrameRate="1"
				LaserWidth="50">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXRailGunCoreDistortion</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXRailGunCoreMask</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
		</Draws>
		<Behaviors>
			<ProductionUpdate id="ProductionUpdateModuleTag" GiveNoXP="true" />
			<WeaponSetUpdate id="ModuleTag_WeaponSetUpdate">
	<WeaponSlotTurret ID="1"> <Weapon Ordering="PRIMARY_WEAPON" Template="GDIPredatorTankCannon" Upgrade="Upgrade_Pack" />
          <TurretSettings TurretTurnRate="360" TurretPitchRate="20" AllowsPitch="true" PitchHeight="99%" MinimumPitch="-20d" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0">
	<TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotTurret>
	<!--<WeaponSlotTurret ID="2"> <Weapon Ordering="PRIMARY_WEAPON" Template="GDIPredatorTankCannon" Upgrade="Upgrade_UnPack" />
	<TurretSettings TurretTurnRate="360" TurretPitchRate="20" AllowsPitch="true" PitchHeight="99%" MinimumPitch="-20d" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0">
	<TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings>  </WeaponSlotTurret>-->
	</WeaponSetUpdate>
      
      <SlowDeath id="ModuleTag_Death" SinkDelay="3s" SinkRate="1.0" DestructionDelay="7s">
        <OCL Type="INITIAL">
          <OCL>OCL_GDIPredatorTankDebris</OCL>
        </OCL>
	<DieMuxData DeathTypes="ALL" DeathTypesForbidden="TOPPLED" />
	<Sound Type="INITIAL" List="GDI_Generic_VoiceDieMS" />
      </SlowDeath>
      <FXListBehavior id="ModuleTag_FXList">
        <DieMuxData DeathTypes="ALL" />
        <Event Index="onDeath" FX="FX_GDIMammothExplode" />
      </FXListBehavior>
      <SpecialPower id="ModuleTag_GiveUnpackUpgradeSpecialPowerTrigger" SpecialPowerTemplate="SpecialPower_GrantUnpackUpgrade" UpdateModuleStartsAttack="true" SetModelCondition="UNPACKING" SetModelConditionTime="4.0s" DisableDuringAnimDuration="true" />
      <GiveOrRestoreUpgradeSpecialPower id="ModuleTag_GiveUnpackUpgradeSpecialPowerUpdate" SpecialPowerTemplate="SpecialPower_GrantUnpackUpgrade" UpgradeToGive="Upgrade_UnPack" PreparationTime="4.0s" 
      Options="SHOW_PREPARATION_PROGRESS MUST_FINISH_ABILITY" />
      <SpecialPower id="ModuleTag_GivePackUpgradeSpecialPowerTrigger" SpecialPowerTemplate="SpecialPower_GrantPackUpgrade" UpdateModuleStartsAttack="true" SetModelCondition="PACKING" SetModelConditionTime="4.0s" DisableDuringAnimDuration="true" />
      <GiveOrRestoreUpgradeSpecialPower id="ModuleTag_GivePackUpgradeSpecialPowerUpdate" SpecialPowerTemplate="SpecialPower_GrantPackUpgrade" UpgradeToGive="Upgrade_Pack" PreparationTime="4.0s" 
      Options="SHOW_PREPARATION_PROGRESS MUST_FINISH_ABILITY" />
      <LocomotorSetUpgrade id="ModuleTag_AttributeModifierDeployed2">
        <TriggeredBy>Upgrade_UnPack</TriggeredBy>
      </LocomotorSetUpgrade>
      <AttributeModifierUpgrade id="ModuleTag_AttributeModifierDeployed" AttributeModifier="AttributeModifier_SpartanDeployed">
        <TriggeredBy>Upgrade_UnPack</TriggeredBy>
      </AttributeModifierUpgrade>
      <RemoveUpgradeUpgrade id="ModuleTag_RemoveUpgradeUpgrade1">
        <UpgradeToRemove>Upgrade_Pack</UpgradeToRemove>
        <TriggeredBy>Upgrade_UnPack</TriggeredBy>
      </RemoveUpgradeUpgrade>
      <RemoveUpgradeUpgrade id="ModuleTag_RemoveUpgradeUpgrade2">
        <UpgradeToRemove>Upgrade_UnPack</UpgradeToRemove>
        <TriggeredBy>Upgrade_Pack</TriggeredBy>
      </RemoveUpgradeUpgrade>
      <AISpecialPowerUpdate id="ModuleTag_SpartanUnpackAI" CommandButtonName="Command_UnpackSpartan" 
      SpecialPowerAIType="SPECIAL_POWER_BASIC_SELF_BUFF" SpecialPowerRadius="200.0" 
      AllyUnitInclude="NEUTRAL_TECH" EnemyUnitExclude="CAN_ATTACK" />
      <ArmorUpgrade id="ModuleTag_RemoveDirectionalArmor" ArmorSetFlag="PLAYER_UPGRADE">
        <TriggeredBy>Upgrade_UnPack</TriggeredBy>
      </ArmorUpgrade>
			
			<!--<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotTurret
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIPredatorTankCannon" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="40"
						AllowsPitch="true"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<LaserState
				id="ModuleTag_LaserState"
				LaserId="0"></LaserState>
			<Physics
				id="ModuleTag_Physics" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="1.0"
				DestructionDelay="7s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_GDIPredatorTankDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
				<Sound
					Type="INITIAL"
					List="GDI_Generic_VoiceDieMS" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIMammothExplode" />
			</FXListBehavior>
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_5">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>-->
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="GDIPredatorFunctions">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="4000" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="18.0"
				MinorRadius="12.0"
				Height="10.0"
				ContactPointGeneration="VEHICLE" />
		</Geometry>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior
				id="ModuleTag_MCALCB">
				<ModelConditionSound
					Sound="GDI_MCVPackBed"
					RequiredFlags="UNPACKING" />
			</ModelConditionAudioLoopClientBehavior>
			<AnimationSoundClientBehavior
				id="AnimationSoundCB" >
				<Sound
					Sound="GDI_MCVPack1"
					Animation="GUVEHICLEY_DPLY_AN"
					Frame="84" />
				<Sound
					Sound="GDI_MCVPack2"
					Animation="GUVEHICLEY_DPLY_AN"
					Frame="52" />
				<Sound
					Sound="GDI_MCVPack3"
					Animation="GUVEHICLEY_DPLY_AN"
					Frame="12" />
				<Sound
					Sound="GDI_MCVPack4"
					Animation="GUVEHICLEY_DPLY_AN"
					Frame="20" />
				<Sound
					Sound="GDI_MCVPack5"
					Animation="GUVEHICLEY_DPLY_AN"
					Frame="1" />
			</AnimationSoundClientBehavior>				
		</ClientBehaviors>
		<AudioArrayVoice>
			<AudioEntry Sound="GDI_Spartan_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="GDI_Spartan_VoiceCreate" AudioType="voiceCreated" />
			<AudioEntry Sound="GDI_Spartan_VoiceCreate" AudioType="voiceFullyCreated" />
			<AudioEntry Sound="GDI_Spartan_VoiceMove" AudioType="voiceGuard" />
			<AudioEntry Sound="GDI_Spartan_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
			<AudioEntry Sound="GDI_Spartan_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="GDI_Spartan_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="GDI_Spartan_VoiceSelect" AudioType="voiceSelect" />
			<AudioEntry Sound="GDI_Spartan_VoiceSelectBattle" AudioType="voiceSelectBattle" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="PredatorIdleLoop" AudioType="soundAmbient" />
			<AudioEntry Sound="PredatorMoveStart" AudioType="soundMoveStart" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
	</GameObject>
	
	<AttributeModifier
		id="AttributeModifier_SpartanDeployed"
		Category="NONE"
		ObjectStatusToSet="DEPLOYED IMMOBILE"
		ModelConditionsSet="DEPLOYED">
		<Modifier Type="ARMOR" Value="75%"/>
	</AttributeModifier>
</AssetDeclaration>

UnitAbilityButtonTemplates.xml

	<UnitAbilityButtonTemplateStore
		id="UnitAbilityButtonTemplateStore">
		<Templates>
			<SpecialPowerButton
				Id="Command_UnPackSpartan">
				<State
					Image="Button_AbilityUnPack"
					Title="NAME:AbilityUnPackRig"
					Description="DESC:AbilityUnPackRig" />
			</SpecialPowerButton>
		</Templates>
	</UnitAbilityButtonTemplateStore>

Logic Command

	<LogicCommand
		Type="UNIT_BUILD"
		id="Command_ConstructGDISpartan">
		<Object>GDISpartan</Object>
	</LogicCommand>
	  <LogicCommand
		Type="SPECIAL_POWER"
		id="Command_UnpackSpartan">
		<SpecialPower>SpecialPower_GrantUnpackUpgrade</SpecialPower>
	</LogicCommand>
	<LogicCommandSet
		id="GDISpartanCommandSet">
		<Cmd>Command_AttackMove</Cmd>
		<Cmd>Command_UnpackSpartan</Cmd>
	</LogicCommandSet>
Sponsor
Bibber
  • Bibber
  • 59.75% (Neutral)
  • Private
14 years ago
Dude, in the official forums 4 days ago:

You have 2 model condition states or animation states on one object set as default.

Lauren wrote:


You should follow Lauren's advice in that thread, then... I can see 2 animation states with ParseCondStateType="PARSE_DEFAULT"

Chronosheep wrote:


You still have 2 AnimationStates defined as ParseCondStateType="PARSE_DEFAULT". Only 1 is allowed.
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zocom7
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14 years ago
I have done and changed that, but that was not the case.

Another modder who currently is working with some C&C4 units told me I need to add another game object xml for the deployed unit (as a structure).
Bibber
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14 years ago
That is not worth to mention because it should be totally clear. Don't tell me you never knew that MCV and Construction Yard are two different GameObjects. And if you would have taken a look into the xsd, you would know that the ReplaceSelfUpgrade module replaces the current object with another.
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