Total conversion for SAGE engine. Prequel to Command & Conquer: Tiberian Dawn. Sequel to Command & Conquer: Red Alert.

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Reinforcement Problem (Games : C&C3: Tiberium Wars : Mods : C&C Renovatio : Forum : C&C Renovatio Forum : Reinforcement Problem) Locked
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Dec 8 2011 Anchor

In this picture you can see that the doors are still closed when the unit came out.
Imageshack.us

There is a mistake in the DoorAnimation code, but I can't find it.

I hope you can help me.

<?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="ART:CBReinforc.w3x"/>
    <Include type="all" source="ART:CBReinforc_D2.w3x"/>
    <Include type="all" source="ART:CBReinforc_D3.w3x"/>
    <Include type="all" source="ART:CBReinDoors_SKN.w3x"/>
    <Include type="all" source="ART:CBReinDoors_OPN.w3x"/>
    <Include type="instance" source="DATA:BaseObjects/BaseTechStructure.xml"/>
  </Includes>
  <GameObject
    id="ReinforcementBay"
    inheritFrom="BaseTechStructure"
    SelectPortrait="Portrait_NeutralReinforcementBay"
    ButtonImage="Portrait_NeutralReinforcementBay"
    Side="Neutral"
    BuildTime="15"
    EditorSorting="STRUCTURE"
    CommandSet="ReinforcementBayCommandSet"
    KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE IGNORE_FOR_VICTORY NOT_SELLABLE AUTO_RALLYPOINT FS_WAR_FACTORY"
    RadarPriority="STRUCTURE"
    BuildCompletion="PLACED_BY_PLAYER"
    ProductionQueueType="MAIN_STRUCTURE"
    BuildPlacementTypeFlag="MAIN_STRUCTURE"
    EditorName="ReinforcementBay"
    Description="Desc:TechBuildingReinforcementBay">
    <DisplayName
      xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:TechBuildingReinforcementBay</DisplayName>
    <ArmorSet
      Armor="StructureArmor"
      DamageFX="GenericStructureDamageFX"/>
    <Draws>
      <ScriptedModelDraw
        id="ModuleTag_Draw"
        OkToChangeModelColor="true"
        ExtraPublicBone="Runway0Park0Han">
        <ModelConditionState
          ParseCondStateType="PARSE_DEFAULT">
          <Model
            Name="CBReinforc"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="RUBBLE">
          <Model
            Name="CBReinforc_D3"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="REALLYDAMAGED">
          <Model
            Name="CBReinforc_D2"/>
          <ParticleSysBone
            BoneName="FXBone01"
            FXParticleSystemTemplate="GDIPPDamagedFire"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone01"
            FXParticleSystemTemplate="GDIPPDamagedSmoke"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone01"
            FXParticleSystemTemplate="GDIRefineryDamagedDist"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone02"
            FXParticleSystemTemplate="GDIPPDamagedFire"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone02"
            FXParticleSystemTemplate="GDIPPDamagedSmoke"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone02"
            FXParticleSystemTemplate="GDIRefineryDamagedDist"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone03"
            FXParticleSystemTemplate="GDIPPDamagedFire"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone03"
            FXParticleSystemTemplate="GDIPPDamagedSmoke"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone03"
            FXParticleSystemTemplate="GDIRefineryDamagedDist"
            FollowBone="true"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DAMAGED">
          <Model
            Name="CBReinforc"/>
          <Texture
            Original="CBReinforc"
            New="CBReinforcD"/>
          <ParticleSysBone
            BoneName="FXBone01"
            FXParticleSystemTemplate="GDIPPDamagedSmoke"
            FollowBone="true"/>
          <ParticleSysBone
            BoneName="FXBone02"
            FXParticleSystemTemplate="GDIPPDamagedSmoke"
            FollowBone="true"/>
        </ModelConditionState>
        <AnimationState
          ParseCondStateType="PARSE_DEFAULT">
        </AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="RUBBLE"
          StateName="STATE_Rubble"
          Flags="START_FRAME_LAST">
          <Animation
            AnimationName="CBReinforc_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="CBReinforc_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="CBReinforc_D2"
            AnimationMode="ONCE"
            AnimationBlendTime="0"/>
        </AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_TRANSITION"
          StateName="TRANS_IntoRubble">
          <Animation
            AnimationName="CBReinforc_D3"
            AnimationMode="ONCE"
            AnimationBlendTime="0"/>
        </AnimationState>
      </ScriptedModelDraw>
      <ScriptedModelDraw
        id="ModuleTag_Draw_Doors">
        <ModelConditionState
          ParseCondStateType="PARSE_DEFAULT">
          <Model
            Name="CBReinDoors_SKN"/>
        </ModelConditionState>
      </ScriptedModelDraw>
      <ScriptedModelDraw
        id="ModuleTag_Draw_Door"
        OkToChangeModelColor="true">
        <ModelConditionState
          ParseCondStateType="PARSE_DEFAULT">
          <Model
            Name="CBReinDoors_SKN"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DAMAGED">
          <Model
            Name="CBReinDoors_SKN"/>
          <Texture
            Original="CBReinforc"
            New="CBReinforcD"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="REALLYDAMAGED">
          <Model
            Name="CBReinDoors_SKN"/>
          <Texture
            Original="CBReinforc"
            New="CBReinforcD"/>
        </ModelConditionState>
        <ModelConditionState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DYING">
          <Model
            Name="CBReinDoors_SKN"/>
          <Texture
            Original="CBReinforc"
            New="CBReinforcD"/>
        </ModelConditionState>
        <AnimationState
          ParseCondStateType="PARSE_DEFAULT"
          Flags="START_FRAME_LAST">
          <Animation
            AnimationName="CBReinDoors_OPN"
            AnimationMode="MANUAL"/>
        </AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DOOR_1_WAITING_OPEN"
          Flags="START_FRAME_LAST">
          <Animation
            AnimationName="CBReinDoors_OPN"
            AnimationMode="MANUAL"/>
        </AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DOOR_1_OPENING"
          StateName="STATE_Open">
          <Animation
            AnimationName="CBReinDoors_OPN"
            AnimationMode="ONCE"/>
        </AnimationState>
        <AnimationState
          ParseCondStateType="PARSE_NORMAL"
          ConditionsYes="DOOR_1_CLOSING"
          Flags="START_FRAME_LAST">
          <Animation
            AnimationName="CBReinDoors_OPN"
            AnimationMode="ONCE_BACKWARDS"/>
        </AnimationState>
      </ScriptedModelDraw>
    </Draws>
    <Behaviors>
      <ProductionUpdate
        id="ModuleTag_ProductionUpdate"
        GiveNoXP="true"
        Type="VEHICLE"
        NumDoorAnimations="1"
        DoorOpeningTime="0.66s"
        DoorWaitOpenTime="3.00s"
        DoorCloseTime="0.66s"
        IgnorePreReqs="true"
        ProductionTimeDelayScalar="2s">
      </ProductionUpdate>
      <QueueProductionExitUpdate
        id="ModuleTag_QueueProduction"
        ExitDelay="1">
        <UnitCreatePoint
          x="0.0"
          y="5.0"
          z="0.0" />
        <NaturalRallyPoint
          x="0.0"
          y="-120.0"
          z="0.0" />
      </QueueProductionExitUpdate>
      <FXListBehavior
        id="ModuleTag_FXList">
        <DieMuxData
          DeathTypes="ALL"/>
        <Event
          Index="onTransitionToDamaged"
          FX="FX_BuildDamaged_Large"/>
        <Event
          Index="onTransitionToReallyDamaged"
          FX="FX_BuildDamaged_Large"/>
        <Event
          Index="onTransitionToRubble"
          FX="FX_BuildDamaged_Large"/>
      </FXListBehavior>
      <SlowDeath
        id="ModuleTag_Death"
        SinkDelay="4s"
        SinkRate="3.0"
        DestructionDelay="10.0s">
        <Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS"/>
        <DieMuxData
          DeathTypes="ALL"/>
      </SlowDeath>
      <xi:include href="DATA:Includes/GenericEngineerContain.xml"/>
      <xi:include href="DATA:Includes/GenericBuildingRepair.xml"/>
    </Behaviors>
    <Body>
      <ActiveBody
        id="ModuleTag_Body"
        MaxHealth="3000.0"/>
    </Body>
    <Geometry
      IsSmall="false">
      <Shape
        Type="CYLINDER"
        MajorRadius="38.0"
        Height="50.0"/>
      <Shape
        Type="BOX"
        MajorRadius="15.0"
        MinorRadius="25.0"
        Height="25.0">
        <Offset
          x="2"
          y="50"/>
      </Shape>
    </Geometry>
    <AudioArrayVoice>
      <AudioEntry
        Sound="ReinforcementBay_Select"
        AudioType="voiceSelect"/>
    </AudioArrayVoice>
    <AudioArraySound>
      <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged"/>
      <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged"/>
    </AudioArraySound>
    <ShadowInfo
      Type="VOLUME"/>
    <VisionInfo
      VisionRange="400"
      ShroudClearingRange="400"/>
    <ProjectedBuildabilityInfo
      Radius="100.0"
      BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE"/>
  </GameObject>
</AssetDeclaration>
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