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Count von Phoib

Squads In Ra3?

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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>

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