GEN.ZOOL
Vehicle DriverJoined : 21 Jun 2020Location : Classified Location on board HMSS ZURU
Posted: Fri Nov 27, 2020 1:30 am Post subject:
(CNC3TW) Adding the Component Tower: I need a hand please
Subject description: Trying to add the Component Tower to my MOD, and somehow crashing the game...
I'm trying to make the XML Data for the Component Tower, and most of the way there but something's missing somehow.
Knowing me, it's something strait forward and obvious that I've overlooked.
By the nature of what it is, this isn't strait forward.
Firstly, the Base Unit is weaponless.
Secondly, there are three weapon Turrets.
Thirdly, each Turret is meant to have its own stats, meaning Range and Attack and even Weapon Class are all different.
Firstly, here is the XML Data from my Structure (BBComponentTower.xml)
Code:
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xi="http://www.w3.org/2001/XInclude">
<Includes>
<Include type="all" source="ART:BB/BBWallModuleComponentTower/BBComponentTower.w3x" />
<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
<!-- Base Object -->
<Include type="instance" source="DATA:BaseObjects/BaseStructure.xml" />
</Includes>
<!--It is assumed that this is a Cannon Weapon for now until RAILGUN is designated-->
<GameObject
id="CCSComponentTower"
inheritFrom="BaseStructure"
Side="CCS"
EditorSorting="STRUCTURE"
BuildCost="1000"
BuildTime="5"
SelectPortrait="Portrait_GDIWallHub"
ButtonImage="Portrait_GDIWallHub"
EnergyProduction="-5"
EnergyBonus="-4"
CommandSet="CCSComponentTowerCommandSet"
KindOf="STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE SCORE WALL_HUB CAN_SHOOT_OVER_WALLS CAN_SEE_THROUGH_STRUCTURE POWERED AUTO_ACQUIRABLE_BY_AI COVER CAN_CAST_REFLECTIONS RESIST_EMP"
RadarPriority="STRUCTURE"
WeaponCategory="CANNON"
PlacementViewAngle="225d"
BuildCompletion="PLACED_BY_PLAYER"
CampnessValue="=$CAMPNESS_WALL"
ProductionQueueType="OTHER_STRUCTURE"
BuildPlacementTypeFlag="OTHER_STRUCTURE"
EditorName="CCSComponentTower"
Description="Desc:CCSComponentTower"
TypeDescription="Type:CCSComponentTower">
<DisplayName
xai:joinAction="Replace"
xmlns:xai="uri:ea.com:eala:asset:instance">Name:CCSComponentTower</DisplayName>
<ArmorSet
Armor="GDIWallArmor"
DamageFX="FactionStructureDamageFX" />
<SkirmishAIInformation
BaseBuildingLocation="FRONT" />
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true"
UseStandardModelNames="true"
StaticModelLODMode="true">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="BBComponentTower_SKN" />
<!--Component Tower MG, Copied from GDIKodiak--><!--
<WeaponFireFXBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX_TurretDWeapon" />
<WeaponRecoilBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX_TurretDWeapon" />
<WeaponMuzzleFlash
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX_TurretDWeapon" />
<WeaponLaunchBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX_TurretDWeapon" />--><!--
<Turret
TurretNameKey="Bone_Turret"
TurretPitch="Turret_Pitch"
TurretID="1" />-->
<!--Component Tower MG, Copied from GDIWatchTower-->
<WeaponFireFXBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="MG_BARRELS" />
<WeaponMuzzleFlash
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="WEAPONA" />
<WeaponLaunchBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="MG_BARRELS" />
<Turret
TurretNameKey="MG_TURRET"
TurretPitch="MG_TURRETEL"
TurretID="1" />
<!--Component Tower AT, Copied from GDIGolumCannon-->
<WeaponFireFXBone
WeaponSlotID="2"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="AT_BARREL" />
<WeaponRecoilBone
WeaponSlotID="2"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="WEAPONB" />
<WeaponLaunchBone
WeaponSlotID="2"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="AT_BARREL" />
<Turret
TurretNameKey="AT_TURRET"
TurretPitch="AT_TURRETEL"
TurretID="2" />
<!--Component Tower AA, Copied from GDIAABattery-->
<WeaponFireFXBone
WeaponSlotID="3"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX_Weapon_" />
<WeaponRecoilBone
WeaponSlotID="3"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX_Weapon_" />
<WeaponMuzzleFlash
WeaponSlotID="3"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX_Weapon_" />
<WeaponLaunchBone
WeaponSlotID="3"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX_Weapon_" />
<Turret
TurretNameKey="AA_TURRET"
TurretPitch="AA_TURRETEL"
TurretID="3" />
</ModelConditionState>
<!-- BUILD UP -->
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="STRUCTURE_UNPACKING">
<Model
Name="BBComponentTower_SKN" />
</ModelConditionState><!--
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="RUBBLE">
<Model
Name="BBWallHub_D3" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="REALLYDAMAGED">
<Model
Name="BBWallHub_D2" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DAMAGED">
<Model
Name="BBWallHub" />
<Texture
Original="BBWall"
New="BBWall_D" />
</ModelConditionState>-->
<AnimationState
ParseCondStateType="PARSE_DEFAULT">
<!-- no anim -->
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="STRUCTURE_UNPACKING">
<Animation
AnimationName="BBComponentTower_BuildUpHellRising"
AnimationMode="ONCE" />
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="Con_Small"
FollowBone="true" />
</AnimationState>
<!--NOT INSTALLED YET-->
<!--
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="RUBBLE"
StateName="STATE_Rubble"
Flags="START_FRAME_LAST">
<Animation
AnimationName="BBWallHub_D3"
AnimationMode="MANUAL" />
<Script>
Prev = CurDrawablePrevAnimationState();
if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="REALLYDAMAGED"
StateName="STATE_ReallyDamaged"
Flags="START_FRAME_LAST">
<Animation
AnimationName="BBWallHub_D2"
AnimationMode="MANUAL" />
<Script>
Prev = CurDrawablePrevAnimationState();
if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_IntoReallyDamaged">
<Animation
AnimationName="BBWallHub_D2"
AnimationMode="ONCE"
AnimationBlendTime="0" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_IntoRubble">
<Animation
AnimationName="BBWallHub_D3"
AnimationMode="ONCE"
AnimationBlendTime="0" />
</AnimationState>-->
</ScriptedModelDraw>
</Draws>
<Behaviors>
<!--Weapons-->
<WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate">
<WeaponSlotTurret
ID="1"
WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
<Weapon
Ordering="PRIMARY_WEAPON"
Template="GDIWatchTowerGun"
ObjectStatus="WEAPON_UPGRADED_01" />
<TurretSettings
TurretTurnRate="200"
TurretPitchRate="100"
AllowsPitch="true"
MinimumPitch="-30d"
PitchHeight="90%"
MinIdleScanTime="1.0s"
MaxIdleScanTime="5.0s"
MinIdleScanAngle="0.0"
MaxIdleScanAngle="90.0">
</TurretSettings>
</WeaponSlotTurret>
<WeaponSlotTurret
ID="2"
WeaponChoiceCriteria="PREFER_MOST_DAMAGE"><!--
AllowInterleavedFiring="false"
InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
WeaponChoiceCriteria="PREFER_MOST_DAMAGE"
<Weapon
Ordering="PRIMARY_WEAPON"
Template="GDIGolemCannon" />-->
<!-- dummy weapon left in to preserve saved games. THANK YOU EA FOR LEAVING THIS IN-->
<Weapon
Ordering="PRIMARY_WEAPON"
Template="GDIGolemCannonRailgun"
ObjectStatus="WEAPON_UPGRADED_02" />
<TurretSettings
TurretTurnRate="200"
TurretPitchRate="100"
AllowsPitch="true"
MinimumPitch="-30d"
PitchHeight="90%"
MinIdleScanTime="1.0s"
MaxIdleScanTime="5.0s"
MinIdleScanAngle="0.0"
MaxIdleScanAngle="90.0">
</TurretSettings>
</WeaponSlotTurret>
</WeaponSetUpdate>
<!--Weapons END-->
<GettingBuilt
id="ModuleTag_04"
UseSpawnTimerWithoutWorker="true">
<PercentOfBuildCostToRebuildInfo></PercentOfBuildCostToRebuildInfo>
<SelfAudio></SelfAudio>
</GettingBuilt>
<SlowDeath
id="ModuleTag_Death"
SinkDelay="3.0s"
SinkRate="4.0"
DestructionDelay="8.0s">
<Sound Type="INITIAL" List="HumanFaction_SmallBuilding_DieMS" />
<DieMuxData
DeathTypes="ALL" />
</SlowDeath>
<FXListBehavior
id="ModuleTag_FXList">
<DieMuxData
DeathTypes="ALL" />
<Event
Index="onTransitionToDamaged"
FX="FX_BuildDamaged_Small" />
<Event
Index="onTransitionToReallyDamaged"
FX="FX_BuildDamaged_Small" />
<Event
Index="onTransitionToRubble"
FX="FX_BuildRubble_Small" />
</FXListBehavior>
<!--Required in order to allow Components to be Apllied from Upgrade-->
<ProductionUpdate
id="ModuleTag_ProductionUpdate"
Type="UPGRADE"
GiveNoXP="true" />
<!--Component Turrets-->
<SubObjectsUpgrade
id="ModuleTag_Upgrade_CCSComponentTowerAA"
ShowSubObjects="AA_TURRET01 AA_TURRETEL AABARREL01 AABARREL02 AABARREL03 AABARREL04"
HideSubObjects="TurretInterlayer MG_TURRET MG_TURRETEL MG_BARRELS01 MG_BARRELS02 AT_TURRET AT_TURRETEL AT_BARREL03 AT_BARREL04">
<CustomAnimAndDuration
AnimState="USER_1">
</CustomAnimAndDuration>
<TriggeredBy>Upgrade_CCSComponentTowerAA</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_Upgrade_CCSComponentTowerMG"
ShowSubObjects="TurretInterlayer MG_TURRET MG_TURRETEL MG_BARRELS01 MG_BARRELS02"
HideSubObjects="AA_TURRET01 AA_TURRETEL AABARREL01 AABARREL02 AABARREL03 AABARREL04 AT_TURRET AT_TURRETEL AT_BARREL03 AT_BARREL04">
<CustomAnimAndDuration
AnimState="USER_2">
</CustomAnimAndDuration>
<TriggeredBy>Upgrade_CCSComponentTowerMG</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_Upgrade_CCSComponentTowerAT"
ShowSubObjects="TurretInterlayer AT_TURRET AT_TURRETEL AT_BARREL03 AT_BARREL04"
HideSubObjects="AA_TURRET01 AA_TURRETEL AABARREL01 AABARREL02 AABARREL03 AABARREL04 MG_TURRET MG_TURRETEL MG_BARRELS01 MG_BARRELS02">
<CustomAnimAndDuration
AnimState="USER_3">
</CustomAnimAndDuration>
<TriggeredBy>Upgrade_CCSComponentTowerAT</TriggeredBy>
</SubObjectsUpgrade>
<!--Power Usage from Component Towers-->
<PowerUpgrade
id="ModuleTag_ComponentTowerMG01">
<TriggeredBy>Upgrade_CCSComponentTowerMG</TriggeredBy>
</PowerUpgrade>
<PowerUpgrade
id="ModuleTag_ComponentTowerAT01">
<TriggeredBy>Upgrade_CCSComponentTowerAT</TriggeredBy>
</PowerUpgrade>
<PowerUpgrade
id="ModuleTag_ComponentTowerAT02">
<TriggeredBy>Upgrade_CCSComponentTowerAT</TriggeredBy>
</PowerUpgrade>
<PowerUpgrade
id="ModuleTag_ComponentTowerAA01">
<TriggeredBy>Upgrade_CCSComponentTowerAA</TriggeredBy>
</PowerUpgrade>
<PowerUpgrade
id="ModuleTag_ComponentTowerAA02">
<TriggeredBy>Upgrade_CCSComponentTowerAA</TriggeredBy>
</PowerUpgrade>
<PowerUpgrade
id="ModuleTag_ComponentTowerAA03">
<TriggeredBy>Upgrade_CCSComponentTowerAA</TriggeredBy>
</PowerUpgrade>
<!--To Prevent Things going wrong-->
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeaponMG"
StatusToSet="WEAPON_UPGRADED_01"
StatusToClear="WEAPON_UPGRADED_02 WEAPON_UPGRADED_03">
<TriggeredBy>Upgrade_CCSComponentTowerMG</TriggeredBy>
</StatusBitsUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeaponAT"
StatusToSet="WEAPON_UPGRADED_02"
StatusToClear="WEAPON_UPGRADED_01 WEAPON_UPGRADED_03">
<TriggeredBy>Upgrade_CCSComponentTowerAT</TriggeredBy>
</StatusBitsUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeaponAA"
StatusToSet="WEAPON_UPGRADED_03"
StatusToClear="WEAPON_UPGRADED_01 WEAPON_UPGRADED_02">
<TriggeredBy>Upgrade_CCSComponentTowerAA</TriggeredBy>
</StatusBitsUpgrade>
<!--To Allow Component Swap-->
<RemoveUpgradeUpgrade
id="ModuleTag_UpgradeUpdateMGAT">
<TriggeredBy>Upgrade_CCSComponentTowerAT</TriggeredBy>
<UpgradeToRemove>Upgrade_CCSComponentTowerMG</UpgradeToRemove>
</RemoveUpgradeUpgrade>
<RemoveUpgradeUpgrade
id="ModuleTag_UpgradeUpdateMGAA">
<TriggeredBy>Upgrade_CCSComponentTowerAA</TriggeredBy>
<UpgradeToRemove>Upgrade_CCSComponentTowerMG</UpgradeToRemove>
</RemoveUpgradeUpgrade>
<RemoveUpgradeUpgrade
id="ModuleTag_UpgradeUpdateATMG">
<TriggeredBy>Upgrade_CCSComponentTowerMG</TriggeredBy>
<UpgradeToRemove>Upgrade_CCSComponentTowerAT</UpgradeToRemove>
</RemoveUpgradeUpgrade>
<RemoveUpgradeUpgrade
id="ModuleTag_UpgradeUpdateATAA">
<TriggeredBy>Upgrade_CCSComponentTowerAA</TriggeredBy>
<UpgradeToRemove>Upgrade_CCSComponentTowerAT</UpgradeToRemove>
</RemoveUpgradeUpgrade>
<RemoveUpgradeUpgrade
id="ModuleTag_UpgradeUpdateAAMG">
<TriggeredBy>Upgrade_CCSComponentTowerMG</TriggeredBy>
<UpgradeToRemove>Upgrade_CCSComponentTowerAA</UpgradeToRemove>
</RemoveUpgradeUpgrade>
<RemoveUpgradeUpgrade
id="ModuleTag_UpgradeUpdateAAAT">
<TriggeredBy>Upgrade_CCSComponentTowerAT</TriggeredBy>
<UpgradeToRemove>Upgrade_CCSComponentTowerAA</UpgradeToRemove>
</RemoveUpgradeUpgrade>
<!--Taken From NODLaserCannon KW-->
<ModelConditionUpgrade
id="ModuleTag_ShowTurretMG"
AddConditionFlags="USER_11"
RemoveConditionFlags="USER_10 USER_12 USER_13"><!--Was USER_5 and USER_7 respecitively, now using USER_11 and USER_10 respecitively-->
<TriggeredBy>Upgrade_CCSComponentTowerMG</TriggeredBy>
</ModelConditionUpgrade>
<ModelConditionUpgrade
id="ModuleTag_ShowTurretAT"
AddConditionFlags="USER_12"
RemoveConditionFlags="USER_10 USER_11 USER_13"><!--Was USER_5 and USER_7 respecitively, now using USER_11 and USER_10 respecitively-->
<TriggeredBy>Upgrade_CCSComponentTowerAT</TriggeredBy>
</ModelConditionUpgrade>
<ModelConditionUpgrade
id="ModuleTag_ShowTurretAA"
AddConditionFlags="USER_13"
RemoveConditionFlags="USER_10 USER_11 USER_12"><!--Was USER_5 and USER_7 respecitively, now using USER_11 and USER_10 respecitively-->
<TriggeredBy>Upgrade_CCSComponentTowerAA</TriggeredBy>
</ModelConditionUpgrade>
<ModelConditionUpgrade
id="ModuleTag_DontShowTurretCCS"
AddConditionFlags="USER_10"><!--Was USER_7, now using USER_10 as Blank-->
<TriggeredBy>Upgrade_CCSFaction</TriggeredBy>
</ModelConditionUpgrade>
<ModelConditionUpgrade
id="ModuleTag_DontShowTurretGDI"
AddConditionFlags="USER_10"><!--Was USER_7, now using USER_10 as Blank-->
<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
</ModelConditionUpgrade>
<ModelConditionUpgrade
id="ModuleTag_DontShowTurretMutant"
AddConditionFlags="USER_10"><!--Was USER_7, now using USER_10 as Blank-->
<TriggeredBy>Upgrade_MutantFaction</TriggeredBy>
</ModelConditionUpgrade>
<ModelConditionUpgrade
id="ModuleTag_DontShowTurretNOD"
AddConditionFlags="USER_10"><!--Was USER_7, now using USER_10 as Blank-->
<TriggeredBy>Upgrade_NODFaction</TriggeredBy>
</ModelConditionUpgrade>
<ModelConditionUpgrade
id="ModuleTag_DontShowTurretSCRIN"
AddConditionFlags="USER_10"><!--Was USER_7, now using USER_10 as Blank-->
<TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
</ModelConditionUpgrade>
<ModelConditionUpgrade
id="ModuleTag_DontShowTurretUN"
AddConditionFlags="USER_10"><!--Was USER_7, now using USER_10 as Blank-->
<TriggeredBy>Upgrade_UNFaction</TriggeredBy>
</ModelConditionUpgrade>
<!--May need a Modifyer to handle Weapon Range--><!--
<AttributeModifierUpgrade
id="ModuleTag_Upgrade_CCSComponentTowerMG_AttributeModifier"
AttributeModifier="AttributeModifier_Upgrade_CCSComponentTowerMG">
<TriggeredBy>Upgrade_CCSComponentTowerMG</TriggeredBy>
</AttributeModifierUpgrade>--><!--
<AttributeModifierUpgrade
id="ModuleTag_Upgrade_CCSComponentTowerAT_AttributeModifier"
AttributeModifier="AttributeModifier_Upgrade_CCSComponentTowerAT">
<TriggeredBy>Upgrade_CCSComponentTowerAT</TriggeredBy>
</AttributeModifierUpgrade>--><!--
<AttributeModifierUpgrade
id="ModuleTag_Upgrade_CCSComponentTowerAA_AttributeModifier"
AttributeModifier="AttributeModifier_Upgrade_CCSComponentTowerAA">
<TriggeredBy>Upgrade_CCSComponentTowerAA</TriggeredBy>
</AttributeModifierUpgrade>-->
<!--Wall Expantion Ability-->
<WallHubBehavior
id="ModuleTag_SoWeCanBuildWalls"
StaggeredBuildFactor="0"
BuilderRadius="10"
HubCapTemplateId="CCSWallHub"
DefaultSegmentTemplateId="CCSWallSegment"
CliffCapTemplateId="CCSWallHub"
Options="16">
<SegmentPattern>CCSWallSegment</SegmentPattern>
<SegmentPattern>CCSWallSegment</SegmentPattern>
<SegmentPattern>CCSWallSegment</SegmentPattern>
<SegmentPattern>CCSWallSegment</SegmentPattern>
<SegmentPattern>CCSWallSegment</SegmentPattern>
<SegmentPattern>CCSWallSegment</SegmentPattern>
<SegmentPattern>CCSWallSegment</SegmentPattern>
<SegmentPattern>CCSWallSegment</SegmentPattern>
<SegmentPattern>CCSWallSegment</SegmentPattern>
<SegmentPattern>CCSWallHub</SegmentPattern>
</WallHubBehavior>
<StructureUnpackUpdate
id="ModuleTag_CCSComponentTowerStructureUnpackUpdate"
UnpackTime="1.5s" />
<xi:include
href="DATA:Includes/GenericBuildingRepair.xml" />
<xi:include
href="DATA:Includes/GenericEngineerContain.xml" />
<xi:include
href="DATA:Includes/GenericGDIBuildingDestructionNoSpawn.xml" />
<xi:include
href="DATA:Includes/GenericGDIBuildingSuicideNoSpawn.xml" />
</Behaviors>
<Body>
<ActiveBody
id="ModuleTag_05"
MaxHealth="5000" />
</Body>
<Geometry>
<Shape
Type="CYLINDER"
Name="Geom_Orig"
MajorRadius="18.0"
MinorRadius="18.0"
Height="30.0">
<Offset
x="0.0"
y="0.0"
z="0.0" />
</Shape>
</Geometry>
<AudioArraySound>
<AudioEntry Sound="HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" />
<AudioEntry Sound="HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
</AudioArraySound>
<ShadowInfo
Type="VOLUME" />
<VisionInfo
VisionRange="500"
ShroudClearingRange="100" />
</GameObject>
</AssetDeclaration>
The offending Code that crashes my game is:
Code:
<TurretAITargetChooserData
StartupDelay="1.0s"/>
It crashes when under the section 'TurretSettings' and when removed the game runs OK no issue.
The problem is, the Turret doesn't attack at all.
If it's an issue involving the Hierarchy, then here's the Hierarchy Data of the Component Tower:
Code:
<W3DHierarchy id="BBComponentTower_SKL">
<!-- 0 -->
<Pivot Name="ROOTTRANSFORM" Parent="-1">
<Translation X="0.000000" Y="0.000000" Z="0.000000"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
<FixupMatrix M00="1.000000" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.000000" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.000000" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
</Pivot>
<!-- 1 -->
<Pivot Name="TowerBase" Parent="0">
<Translation X="0.000000" Y="0.000000" Z="0.000000"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
<FixupMatrix M00="1.000000" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.000000" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.000000" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
</Pivot>
<!-- 2 -->
<Pivot Name="MG_TURRET" Parent="0">
<Translation X="0.000000" Y="-0.000117" Z="28.491589"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
<FixupMatrix M00="1.000000" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.000000" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.000000" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
</Pivot>
<!-- 3 -->
<Pivot Name="MG_TURRETEL" Parent="2">
<Translation X="-0.502661" Y="0.000117" Z="8.422585"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
<FixupMatrix M00="1.000000" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.000000" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.000000" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
</Pivot>
<!-- 4 -->
<Pivot Name="WEAPONA02" Parent="3">
<Translation X="29.649227" Y="4.779037" Z="-4.206273"/>
<Rotation X="0.707107" Y="0.000000" Z="0.000000" W="0.707107"/>
<FixupMatrix M00="2.286775" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="2.286775" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="2.286775" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
</Pivot>
<!-- 5 -->
<Pivot Name="WEAPONA01" Parent="3">
<Translation X="29.649227" Y="-4.835623" Z="-4.206273"/>
<Rotation X="0.707107" Y="0.000000" Z="0.000000" W="0.707107"/>
<FixupMatrix M00="2.286775" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="2.286775" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="2.286775" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
</Pivot>
<!-- 6 -->
<Pivot Name="MG_BARRELS02" Parent="3">
<Translation X="24.010059" Y="4.707000" Z="-4.173281"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
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</Pivot>
<!-- 7 -->
<Pivot Name="MG_BARRELS01" Parent="3">
<Translation X="24.010054" Y="-4.707000" Z="-4.173281"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
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</Pivot>
<!-- 8 -->
<Pivot Name="TurretInterlayer" Parent="0">
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</Pivot>
<!-- 9 -->
<Pivot Name="AT_TURRET" Parent="0">
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<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
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</Pivot>
<!-- 10 -->
<Pivot Name="AT_TURRETEL" Parent="9">
<Translation X="5.981010" Y="0.000000" Z="3.987408"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
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</Pivot>
<!-- 11 -->
<Pivot Name="AT_BARREL04" Parent="10">
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<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
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</Pivot>
<!-- 12 -->
<Pivot Name="WEAPONB02" Parent="11">
<Translation X="12.406746" Y="-0.028065" Z="0.137873"/>
<Rotation X="0.707107" Y="0.000000" Z="0.000000" W="0.707107"/>
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</Pivot>
<!-- 13 -->
<Pivot Name="AT_BARREL03" Parent="10">
<Translation X="14.878982" Y="2.570564" Z="-0.014529"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
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</Pivot>
<!-- 14 -->
<Pivot Name="WEAPONB01" Parent="13">
<Translation X="12.406740" Y="0.027614" Z="0.137884"/>
<Rotation X="0.707107" Y="0.000000" Z="0.000000" W="0.707107"/>
<FixupMatrix M00="1.000000" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.000000" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.000000" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
</Pivot>
<!-- 15 -->
<Pivot Name="AA_TURRET01" Parent="0">
<Translation X="0.000000" Y="0.000002" Z="26.560719"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
<FixupMatrix M00="1.388889" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.388889" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.388889" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
</Pivot>
<!-- 16 -->
<Pivot Name="AA_TURRETEL" Parent="15">
<Translation X="-4.594174" Y="0.000000" Z="11.018019"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
<FixupMatrix M00="1.388889" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.388889" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.388889" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
</Pivot>
<!-- 17 -->
<Pivot Name="AABARREL01" Parent="16">
<Translation X="23.101006" Y="-7.208190" Z="6.670212"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
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</Pivot>
<!-- 18 -->
<Pivot Name="AABARREL02" Parent="16">
<Translation X="29.363560" Y="13.973718" Z="2.102428"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
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</Pivot>
<!-- 19 -->
<Pivot Name="AABARREL03" Parent="16">
<Translation X="29.363560" Y="-13.973718" Z="2.102428"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
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</Pivot>
<!-- 20 -->
<Pivot Name="AABARREL04" Parent="16">
<Translation X="23.101006" Y="7.208187" Z="6.670212"/>
<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
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</Pivot>
<!-- 21 -->
<Pivot Name="FXMUZZLE02" Parent="16">
<Translation X="36.265434" Y="14.511381" Z="2.009577"/>
<Rotation X="-0.500000" Y="-0.500000" Z="-0.500000" W="-0.500000"/>
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</Pivot>
<!-- 22 -->
<Pivot Name="FXMUZZLE03" Parent="16">
<Translation X="36.265434" Y="-14.511003" Z="2.009577"/>
<Rotation X="-0.500000" Y="-0.500000" Z="-0.500000" W="-0.500000"/>
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</Pivot>
<!-- 23 -->
<Pivot Name="FXMUZZLE04" Parent="16">
<Translation X="29.927776" Y="7.588499" Z="6.570374"/>
<Rotation X="-0.500000" Y="-0.500000" Z="-0.500000" W="-0.500000"/>
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</Pivot>
<!-- 24 -->
<Pivot Name="FXMUZZLE01" Parent="16">
<Translation X="29.927776" Y="-7.588585" Z="6.570374"/>
<Rotation X="-0.500000" Y="-0.500000" Z="-0.500000" W="-0.500000"/>
<FixupMatrix M00="3.570890" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="3.570890" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.890100" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
</Pivot>
</W3DHierarchy>
Any ideas please let me know.
My MODdb Profile:
https://www.moddb.com/members/genzool _________________ Only through Peace, Honour and Morality will we shape the Earth.
If man can not come to terms with himself, then how can he expect to take to the stars. QUICK_EDIT
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GEN.ZOOL
Vehicle DriverJoined : 21 Jun 2020Location : Classified Location on board HMSS ZURU
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