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>