AW: Frage zu Mods
danke ^^, aber jetzt hab ich nächsten fehler, weil ich ma glaube das man da sehr viel verändern muss, also erst mal die fabrik, was ich selber probiert habe sieht so jetzt aus : ich glaub jedentfalls mal dass das die verbesserte Schwere ist
Spoiler:
<SpecialStructure Name="E_Ground_Advanced_Vehicle_Factory">
<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
<Text_ID>TEXT_GROUND_ADVANCED_VEHICLE_FACTORY</Text_ID>
<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_ADVANCED_FACTORY_EMPIRE_00 TEXT_TOOLTIP_GARRISON_E_ADVFAC </Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_S TRUCTURE</Encyclopedia_Unit_Class>
<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>
<GUI_Row> 0 </GUI_Row>
<Land_Model_Name>EB_MegaAdvancedWeapons.alo</Land_Model_Name>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_L EVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATIO N,SPAWN_SQUADRON,EARTHQUAKE_TARGET</LandBehavior>
<Obstacle_Proxy_Type> E_Ground_Advanced_Vehicle_Factory_Build_Pad </Obstacle_Proxy_Type>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>
<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>2.0</Scale_Factor>
<!--<Is_Sprite>No</Is_Sprite>-->
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Is_Dummy>No</Is_Dummy>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
<Armor_Type> Armor_Structure </Armor_Type>
<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
<Destruction_Survivors>
Empire_Survivors_Small, 1.0
Empire_Survivors_Medium, 1.0
Empire_Survivors_Large, 1.0
</Destruction_Survivors>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>
<Affiliation>Empire</Affiliation>
<Political_Control>0</Political_Control>
<Build_Cost_Credits>1500</Build_Cost_Credits>
<Build_Time_Seconds>90</Build_Time_Seconds>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
<Size_Value>50</Size_Value>
<Base_Position>In_Base</Base_Position>
<Tech_Level>3</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>E_Ground_Heavy_Vehicl e_Factory</Required_Special_Structures>
<Required_Planets />
<Tactical_Health>1200</Tactical_Health>
<Icon_Name>i_button_e_mega_advanced_weapons.tga</Icon_Name>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete </SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_De ath_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Unit_Under_Attack> EHD_Advanced_Vehicle_Factory_Under_Attack </SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost> EHD_Advanced_Vehicle_Factory_Destroyed </SFXEvent_Unit_Lost>
<SFXEvent_Select>Structure_Advanced_Factory_Select _SFX</SFXEvent_Select>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<CategoryMask> Structure </CategoryMask>
<!-- The ground structures have this data which looks like it's space only because the
snowspeeders are using space style pathfinding which needs this information so that we won't
path speeders through structures -->
<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset>
<Space_Layer> Corvette </Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Score_Cost_Credits> 15000 </Score_Cost_Credits>
<Property_Flags>InBase</Property_Flags>
<AI_Combat_Power>800</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>AT_AP_Walker, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>AT_AP_Walker, -1</Reserve_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>60</Spawned_Squadron_Delay_Seconds>
<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
<Spawned_Squadron_Location_Flyout_Distances>180. 0</Spawned_Squadron_Location_Flyout_Distances>
<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="E_Advanced_Vehicle_Factory_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories />
<Applicable_Unit_Types />
<SFXEvent_Target_Affected />
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2 />
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</SpecialStructure>
und hier ist die schwere der rebellen
<SpecialStructure Name="R_Ground_Heavy_Vehicle_Factory">
<GUI_Bounds_Scale>0.2</GUI_Bounds_Scale>
<Text_ID>TEXT_GROUND_HEAVY_VEHICLE_FACTORY</Text_ID>
<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REPUBLIC_00, TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REPUBLIC_01 TEXT_TOOLTIP_GARRISON_C_HVYFAC </Encyclopedia_Text>
<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REPUBLIC_00, MP_TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REPUBLIC_01 </MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_S TRUCTURE</Encyclopedia_Unit_Class>
<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>
<GUI_Row> 0 </GUI_Row>
<Land_Model_Name>rb_heavyvehiclefactory.alo</Land_Model_Name>
<Icon_Name>i_button_r_advanced_weapons.tga</Icon_Name>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_L EVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATIO N,SPAWN_SQUADRON,EARTHQUAKE_TARGET</LandBehavior>
<Obstacle_Proxy_Type> R_Ground_Heavy_Vehicle_Factory_Build_Pad </Obstacle_Proxy_Type>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>
<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>1.50</Scale_Factor>
<!--<Is_Sprite>No</Is_Sprite>-->
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Is_Dummy>No</Is_Dummy>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
<Armor_Type> Armor_Structure </Armor_Type>
<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
<Destruction_Survivors>
Republic_Survivors_Small, 1.0
Republic_Survivors_Medium, 1.0
Republic_Survivors_Large, 1.0
</Destruction_Survivors>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>
<Affiliation>Rebel</Affiliation>
<Political_Control>0</Political_Control>
<Build_Cost_Credits>1000</Build_Cost_Credits>
<Build_Time_Seconds>60</Build_Time_Seconds>
<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>800</Slice_Cost_Credits>
<Tech_Level>1</Tech_Level>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Size_Value>50</Size_Value>
<Base_Position>In_Base</Base_Position>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>R_Ground_Light_Vehicl e_Factory</Required_Special_Structures>
<Required_Planets />
<Tactical_Health>1000</Tactical_Health>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>RHD_Construction_Complete </SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_De ath_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Unit_Under_Attack> RHD_Heavy_Vehicle_Factory_Under_Attack </SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost> RHD_Heavy_Vehicle_Factory_Destroyed </SFXEvent_Unit_Lost>
<SFXEvent_Select>Structure_Heavy_Factory_Select_SF X</SFXEvent_Select>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<CategoryMask> Structure </CategoryMask>
<!-- The ground structures have this data which looks like it's space only because the
snowspeeders are using space style pathfinding which needs this information so that we won't
path speeders through structures -->
<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset>
<Space_Layer> Corvette </Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Score_Cost_Credits> 10000 </Score_Cost_Credits>
<Property_Flags>InBase</Property_Flags>
<AI_Combat_Power>600</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>SPHA-T, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>SPHA-T, -1</Reserve_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>
<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
<Spawned_Squadron_Location_Flyout_Distances>110. 0</Spawned_Squadron_Location_Flyout_Distances>
<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
<Tactical_Buildable_Objects_Campaign>
Rebel,
RL_Heavy_Armor_L1_Upgrade,
RL_Heavy_Armor_L2_Upgrade,
RL_Improved_Treads_L1_Upgrade,
RL_Improved_Treads_L2_Upgrade,
RL_Improved_T4B_Damage_L1_Upgrade,
RL_Improved_T4B_Damage_L2_Upgrade,
RL_Weatherproof_Upgrade,
</Tactical_Buildable_Objects_Campaign>
<Tactical_Buildable_Objects_Multiplayer>
Rebel,
,
RL_Heavy_Armor_L1_Upgrade,
RL_Heavy_Armor_L2_Upgrade,
RL_Improved_Treads_L1_Upgrade,
RL_Improved_Treads_L2_Upgrade,
RL_Improved_T4B_Damage_L1_Upgrade,
RL_Improved_T4B_Damage_L2_Upgrade,
</Tactical_Buildable_Objects_Multiplayer>
<!--<Tactical_Buildable_Objects_Multiplayer>
Rebel,
RL_T4B_Research_Upgrade,
RL_MPTL_Research_Upgrade,
RL_Heavy_Armor_L1_Upgrade,
RL_Heavy_Armor_L2_Upgrade,
RL_Improved_Treads_L1_Upgrade,
RL_Improved_Treads_L2_Upgrade,
RL_Improved_T4B_Damage_L1_Upgrade,
RL_Improved_T4B_Damage_L2_Upgrade,
</Tactical_Buildable_Objects_Multiplayer>-->
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="R_Heavy_Vehicle_Factory_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories />
<Applicable_Unit_Types />
<SFXEvent_Target_Affected />
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2 />
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</SpecialStructure>
aber ich muss glaube noch mehr als das einfügen, weil es sontzt beim start immer zu son fehler kommt, irg was mit log file......
danke ^^, aber jetzt hab ich nächsten fehler, weil ich ma glaube das man da sehr viel verändern muss, also erst mal die fabrik, was ich selber probiert habe sieht so jetzt aus : ich glaub jedentfalls mal dass das die verbesserte Schwere ist
Spoiler:
<SpecialStructure Name="E_Ground_Advanced_Vehicle_Factory">
<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
<Text_ID>TEXT_GROUND_ADVANCED_VEHICLE_FACTORY</Text_ID>
<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_ADVANCED_FACTORY_EMPIRE_00 TEXT_TOOLTIP_GARRISON_E_ADVFAC </Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_S TRUCTURE</Encyclopedia_Unit_Class>
<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>
<GUI_Row> 0 </GUI_Row>
<Land_Model_Name>EB_MegaAdvancedWeapons.alo</Land_Model_Name>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_L EVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATIO N,SPAWN_SQUADRON,EARTHQUAKE_TARGET</LandBehavior>
<Obstacle_Proxy_Type> E_Ground_Advanced_Vehicle_Factory_Build_Pad </Obstacle_Proxy_Type>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>
<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>2.0</Scale_Factor>
<!--<Is_Sprite>No</Is_Sprite>-->
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Is_Dummy>No</Is_Dummy>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
<Armor_Type> Armor_Structure </Armor_Type>
<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
<Destruction_Survivors>
Empire_Survivors_Small, 1.0
Empire_Survivors_Medium, 1.0
Empire_Survivors_Large, 1.0
</Destruction_Survivors>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>
<Affiliation>Empire</Affiliation>
<Political_Control>0</Political_Control>
<Build_Cost_Credits>1500</Build_Cost_Credits>
<Build_Time_Seconds>90</Build_Time_Seconds>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
<Size_Value>50</Size_Value>
<Base_Position>In_Base</Base_Position>
<Tech_Level>3</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>E_Ground_Heavy_Vehicl e_Factory</Required_Special_Structures>
<Required_Planets />
<Tactical_Health>1200</Tactical_Health>
<Icon_Name>i_button_e_mega_advanced_weapons.tga</Icon_Name>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete </SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_De ath_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Unit_Under_Attack> EHD_Advanced_Vehicle_Factory_Under_Attack </SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost> EHD_Advanced_Vehicle_Factory_Destroyed </SFXEvent_Unit_Lost>
<SFXEvent_Select>Structure_Advanced_Factory_Select _SFX</SFXEvent_Select>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<CategoryMask> Structure </CategoryMask>
<!-- The ground structures have this data which looks like it's space only because the
snowspeeders are using space style pathfinding which needs this information so that we won't
path speeders through structures -->
<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset>
<Space_Layer> Corvette </Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Score_Cost_Credits> 15000 </Score_Cost_Credits>
<Property_Flags>InBase</Property_Flags>
<AI_Combat_Power>800</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>AT_AP_Walker, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>AT_AP_Walker, -1</Reserve_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>60</Spawned_Squadron_Delay_Seconds>
<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
<Spawned_Squadron_Location_Flyout_Distances>180. 0</Spawned_Squadron_Location_Flyout_Distances>
<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="E_Advanced_Vehicle_Factory_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories />
<Applicable_Unit_Types />
<SFXEvent_Target_Affected />
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2 />
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</SpecialStructure>
und hier ist die schwere der rebellen
<SpecialStructure Name="R_Ground_Heavy_Vehicle_Factory">
<GUI_Bounds_Scale>0.2</GUI_Bounds_Scale>
<Text_ID>TEXT_GROUND_HEAVY_VEHICLE_FACTORY</Text_ID>
<Encyclopedia_Text> TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REPUBLIC_00, TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REPUBLIC_01 TEXT_TOOLTIP_GARRISON_C_HVYFAC </Encyclopedia_Text>
<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REPUBLIC_00, MP_TEXT_ENCYCLOPEDIA_HEAVY_FACTORY_REPUBLIC_01 </MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_S TRUCTURE</Encyclopedia_Unit_Class>
<Can_Contain_Heroes_During_Ground_Battle> Yes </Can_Contain_Heroes_During_Ground_Battle>
<GUI_Row> 0 </GUI_Row>
<Land_Model_Name>rb_heavyvehiclefactory.alo</Land_Model_Name>
<Icon_Name>i_button_r_advanced_weapons.tga</Icon_Name>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE,REVEAL,SELECTABLE, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_L EVEL_COMPONENT,UNIT_AI,TERRAIN_TEXTURE_MODIFICATIO N,SPAWN_SQUADRON,EARTHQUAKE_TARGET</LandBehavior>
<Obstacle_Proxy_Type> R_Ground_Heavy_Vehicle_Factory_Build_Pad </Obstacle_Proxy_Type>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>
<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>1.50</Scale_Factor>
<!--<Is_Sprite>No</Is_Sprite>-->
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Is_Dummy>No</Is_Dummy>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>
<Armor_Type> Armor_Structure </Armor_Type>
<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
<Destruction_Survivors>
Republic_Survivors_Small, 1.0
Republic_Survivors_Medium, 1.0
Republic_Survivors_Large, 1.0
</Destruction_Survivors>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>
<Affiliation>Rebel</Affiliation>
<Political_Control>0</Political_Control>
<Build_Cost_Credits>1000</Build_Cost_Credits>
<Build_Time_Seconds>60</Build_Time_Seconds>
<Build_Max_Instances_Per_Planet> -1 </Build_Max_Instances_Per_Planet>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>800</Slice_Cost_Credits>
<Tech_Level>1</Tech_Level>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Size_Value>50</Size_Value>
<Base_Position>In_Base</Base_Position>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>R_Ground_Light_Vehicl e_Factory</Required_Special_Structures>
<Required_Planets />
<Tactical_Health>1000</Tactical_Health>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>RHD_Construction_Complete </SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_De ath_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Unit_Under_Attack> RHD_Heavy_Vehicle_Factory_Under_Attack </SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost> RHD_Heavy_Vehicle_Factory_Destroyed </SFXEvent_Unit_Lost>
<SFXEvent_Select>Structure_Heavy_Factory_Select_SF X</SFXEvent_Select>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<CategoryMask> Structure </CategoryMask>
<!-- The ground structures have this data which looks like it's space only because the
snowspeeders are using space style pathfinding which needs this information so that we won't
path speeders through structures -->
<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset>
<Space_Layer> Corvette </Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Score_Cost_Credits> 10000 </Score_Cost_Credits>
<Property_Flags>InBase</Property_Flags>
<AI_Combat_Power>600</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>SPHA-T, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>SPHA-T, -1</Reserve_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>
<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
<Spawned_Squadron_Location_Flyout_Distances>110. 0</Spawned_Squadron_Location_Flyout_Distances>
<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
<Tactical_Buildable_Objects_Campaign>
Rebel,
RL_Heavy_Armor_L1_Upgrade,
RL_Heavy_Armor_L2_Upgrade,
RL_Improved_Treads_L1_Upgrade,
RL_Improved_Treads_L2_Upgrade,
RL_Improved_T4B_Damage_L1_Upgrade,
RL_Improved_T4B_Damage_L2_Upgrade,
RL_Weatherproof_Upgrade,
</Tactical_Buildable_Objects_Campaign>
<Tactical_Buildable_Objects_Multiplayer>
Rebel,
,
RL_Heavy_Armor_L1_Upgrade,
RL_Heavy_Armor_L2_Upgrade,
RL_Improved_Treads_L1_Upgrade,
RL_Improved_Treads_L2_Upgrade,
RL_Improved_T4B_Damage_L1_Upgrade,
RL_Improved_T4B_Damage_L2_Upgrade,
</Tactical_Buildable_Objects_Multiplayer>
<!--<Tactical_Buildable_Objects_Multiplayer>
Rebel,
RL_T4B_Research_Upgrade,
RL_MPTL_Research_Upgrade,
RL_Heavy_Armor_L1_Upgrade,
RL_Heavy_Armor_L2_Upgrade,
RL_Improved_Treads_L1_Upgrade,
RL_Improved_Treads_L2_Upgrade,
RL_Improved_T4B_Damage_L1_Upgrade,
RL_Improved_T4B_Damage_L2_Upgrade,
</Tactical_Buildable_Objects_Multiplayer>-->
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="R_Heavy_Vehicle_Factory_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories />
<Applicable_Unit_Types />
<SFXEvent_Target_Affected />
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2 />
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</SpecialStructure>
aber ich muss glaube noch mehr als das einfügen, weil es sontzt beim start immer zu son fehler kommt, irg was mit log file......
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