Count von Phoib 0 Report post Posted July 13, 2009 In the baseobjects and templates, there are two squad files: DATA:BaseObjects/BaseSquad.xml and DATA:Templates/Squad.xml The code below is based upon the Squad.xml file in the Template directory, with code added to make it buildable/stop the compiler from complaining. (notably the InheritFrom, ProductionQueueType="INFANTRY" and the MaxCowerTime="5.0s"). However, upon building this unit, the game freezes, and I have to exit through the Task manager. Anybody spotting something obvious? Anybody who has tried this before, and got it to work? <?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="DATA:GlobalData/GlobalDefines.xml" /> <Include type="instance" source="DATA:BaseObjects/BaseSquad.xml" /> </Includes> <GameObject id="TestSquad" SelectPortrait="TestSquadPortrait" inheritFrom="BaseSquad" ButtonImage="TestSquadPortrait" ProductionQueueType="INFANTRY" Side="Japan" EditorSorting="UNIT" TransportSlotCount="1" BuildTime="2.0" CommandSet="JapanAntiInfantryInfantryCommandSet" KindOf="SELECTABLE CAN_ATTACK INFANTRY HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND" IsTrainable="true" FormationWidth="2" FormationDepth="1" EditorName="TestSquad"> <DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:JapanAntiInfantryInfantry</DisplayName> <ObjectResourceInfo> <BuildCost Account="=$ACCOUNT_ORE" Amount="150"/> </ObjectResourceInfo> <LocomotorSet id="HumanLocomotor" Locomotor="TestReactiveLocomotorHUMAN" Condition="NORMAL" Speed="50" /> <ArmorSet Armor="NoArmor" /> <Draws> <scriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true" DependencySharedModelFlags="EMOTION_TAUNTING EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="WORLD_BUILDER"> <!-- <Model Name="HordeMarkGUArc" /> --> </ModelConditionState> </ScriptedModelDraw> </Draws> <Behaviors> <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotHardpoint ID="1"> <Weapon Ordering="PRIMARY_WEAPON" Template="ABD_MachineGun" /> </WeaponSlotHardpoint> </WeaponSetUpdate> <Physics id="ModuleTag_Physics"></Physics> <HordeContain id="ModuleTag_HordeContain" FrontAngle="4.7123" FlankedDelaySeconds="2.0" ShowPips="false" Formation="MAIN" MeleeAttackLeashDistance="1" ContainMax="4" ObjectStatusOfContained="" ConditionForEntry="INVALID"> <PassengerFilter Rule="NONE" Include="INFANTRY" /> <DieMuxData /> <InitialPayload Name="JapanAntiInfantryInfantry" Count="4" /> <RankInfo RankID="1" UnitType="JapanAntiInfantryInfantry"> <Position X="0" Y="-10" /> <Position X="0" Y="10" /> </RankInfo> <RankInfo RankID="2" UnitType="JapanAntiInfantryInfantry"> <Position X="-20" Y="-10" /> <Position X="-20" Y="10" /> </RankInfo> <RankToReleaseWhenAttacking>1</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>2</RankToReleaseWhenAttacking> </HordeContain> <ProductionUpdate id="ModuleTag_ProductionUpdate" GiveNoXP="true" /> </Behaviors> <AI> <HordeAIUpdate id="ModuleTag_HordeAIUpdate" AutoAcquireEnemiesWhenIdle="YES ATTACK_BUILDINGS" MaxCowerTime="5.0s" MinCowerTime="3.0s" /> </AI> <Body> <ImmortalBody id="ModuleTag_ImmortalBody" MaxHealth="1.0" /> </Body> <Geometry IsSmall="false"> <Shape Type="BOX" MajorRadius="20.0" MinorRadius="20.0" Height="20.0"></Shape> </Geometry> <VisionInfo VisionRange="300" ShroudClearingRange="300" MaxVisionBonusPercent="300" VisionBonusTestRadius="200" VisionBonusPercentPerFoot="1" /> <CrusherInfo id="id_CrusherInfo" UseCrushAttack="false" CrushableLevel="0" CrusherLevel="0" /> </GameObject> </AssetDeclaration> Share this post Link to post Share on other sites