unnem
  • unnem
  • 50.25% (Neutral)
  • Private Topic Starter
12 years ago
I'm having alot of problems cuz im trying to make more complicated things but this one shouldn't happend...
My structure is moving O_o
0 scripts with that building in world builder
no locomotor
kindof - immobile, structure
structurebody behavior
and yet! it's moving in game and i have no idea why it's doing that!
Code:

Object XXXXXXXXX
  ; ***DESIGN parameters ***

  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState     = NONE
      Model            = XXX_XXX_XXX
      Animation        = XXX_XXX_XXX.XXX_XXX_XXX
      AnimationMode    = LOOP
      ParticleSysBone  = FXBONE01 XXXPortal
      ParticleSysBone  = FXBONE02 XXXPortalFlareXXX
      HideSubObject    = FXBONE01 FXBONE02
    End
    ConditionState     = POST_COLLAPSE
      Model            = NONE
    End
;under construction <i><b>*censored*</b></i>
    ConditionState     = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model            = XXX_XXX_XXX
      ParticleSysBone  = Smoke01 ZombieConstructionSmokeBig
      Flags            = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION 
      ParticleSysBone    = Smoke01 ZombieConstructionSmokeBig
      Model              = NONE
    End
;end under construction <i><b>*censored*</b></i>
  End

  DisplayName     = OBJECT:XXX
  Side            = Zombie
  EditorSorting   = STRUCTURE
  TransportSlotCount = 0

  ArmorSet
    Conditions      = None
    Armor                 = XXXArmorSmall
    DamageFX              = XXXDamageFXSmall
  End
  
  BuildCost       = 50000
  BuildTime       = 360.0          ;in seconds    
  EnergyProduction    = 100
  VisionRange         = 300.0           ; Shroud clearing distance
  ShroudClearingRange = 300
  
  ExperienceValue     = 150 150 150 150  ; Experience point value at each level

  RadarPriority = UNIT
  KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BARRACKS SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT
  
  ; *** ENGINEERING Parameters ***
  Body                = StructureBody ModuleTag_10
    MaxHealth         = 5500.0
    InitialHealth     = 5500.0

    SubdualDamageCap = 2700
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End
  
  
  CommandSet = XXXCommandSet
  
  Behavior = ProductionUpdate ModuleTag_03
    QuantityModifier = DamagedZombiekr 5
    QuantityModifier = HammerZombiekr 5
    QuantityModifier = FastZombiekr 5
    QuantityModifier = BurningZombielrskr 2
    QuantityModifier = BurningZombierskr 3
  End
  
  Behavior = DefaultProductionExitUpdate ModuleTag_03andHalf
    UnitCreatePoint    = X:  0.0  Y:  0.0   Z:-25.0
    NaturalRallyPoint  = X:  0.0  Y:  0.0   Z:0.0
  End
  
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 500.0
  End
  
  Behavior = DestroyDie ModuleTag_05
    DeathTypes = NONE
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_06
    MinCollapseDelay        = 1000
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
  End

  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes = ALL
    ProbabilityModifier  = 50
    DestructionDelay  = 3000
    DestructionDelayVariance  = 100
    FX     = INITIAL    FX_MOABFinalExplosion
    FX     = MIDPOINT   FX_MOABIgnite
    FX     = FINAL      FX_XXXPulse
    Weapon = INITIAL    XXXAirGasBig
    Weapon = MIDPOINT   XXXDetonationWeapon1
    Weapon = FINAL      XXXDetonationWeapon2
  End

  Behavior = FlammableUpdate ModuleTag_07
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  
  Geometry = Box
  GeometryIsSmall = No
  GeometryMajorRadius = 140.0
  GeometryMinorRadius = 140.0
  GeometryHeight = 90.0
  Shadow = SHADOW_DECAL
  ShadowTexture = XXX_Decal
  ShadowSizeX = 300
  ShadowSizeY = 300
  BuildCompletion = PLACED_BY_PLAYER
  
End

///////////////////////
-Structure is moving when units can't get thru some area because this blocking them so it moves. but why? normal power plant not moving at all or any another building.
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unnem
  • unnem
  • 50.25% (Neutral)
  • Private Topic Starter
12 years ago
nobody really knows?
i tried alot of things and nothing works :/ that structure still moving when something is going to collide with it.
Annihilationzh
12 years ago
Basic debug technique:

When something doesn't work, start over from scratch. If it still doesn't work, do it step-by-step until you isolate the problem.

That's how I fix everything.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
unnem
  • unnem
  • 50.25% (Neutral)
  • Private Topic Starter
12 years ago
ok i just did everything like its done in power plant or particle cannon still structure is moving...
Annihilationzh
12 years ago
So if you switch the art code of the power plant with your new structure, what happens?
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
unnem
  • unnem
  • 50.25% (Neutral)
  • Private Topic Starter
12 years ago
i just compared my structure to airf_powerplant and deleted / added few things.
the only difference is geometry radius, model, animations etc.

when one of my zombies are coming closer to structure and trying to hit it that structure is just moving back.
same if structure is blocking way to something and some unit wants to get thru this.

this donesnt have locomotor and have immobile+structure kindof.