Posted by: unnem - Wednesday, April 24, 2013 7:53:21 AM
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: [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 shit 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 shit 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 [/code] /////////////////////// -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.

Posted by: unnem - Tuesday, April 30, 2013 6:06:50 AM
nobody really knows? i tried alot of things and nothing works :/ that structure still moving when something is going to collide with it.

Posted by: Annihilationzh - Tuesday, April 30, 2013 1:26:37 PM
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.

Posted by: unnem - Wednesday, May 1, 2013 8:30:35 AM
ok i just did everything like its done in power plant or particle cannon still structure is moving...

Posted by: Annihilationzh - Wednesday, May 1, 2013 11:20:03 AM
So if you switch the art code of the power plant with your new structure, what happens?

Posted by: unnem - Wednesday, May 1, 2013 12:36:25 PM
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.