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View Full Version : ParseConditionStateType its not declared at line 0 position 0



Jen4
12-07-2011, 01:41 PM
whatta hell means?

that's the biggest code evere


<?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:GU1id_rflmn.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIDA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIDB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIDC.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIFA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIFB.w3x" />
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type="all"
source="ART:GU1id_rflmn_BIFC.w3x" />
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type="all"
source="ART:GU1id_rflmn_BIFD.w3x" />
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type="all"
source="ART:GU1id_rflmn_BIDB.w3x" />
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type="all"
source="ART:GU1id_rflmn_BIDC.w3x" />
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type="all"
source="ART:GU1id_rflmn_DIEA.w3x" />
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type="all"
source="ART:GU1id_rflmn_DIEB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_DIEC.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_DIGA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_ATRA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_RUNA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_RUNB.w3x" />
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type="all"
source="ART:GU1id_rflmn_RUNC.w3x" />
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type="all"
source="ART:GU1id_rflmn_AIDA.w3x" />
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source="ART:GU1id_rflmn_AIDB.w3x" />
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source="ART:GU1id_rflmn_AIFA.w3x" />
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source="ART:GU1id_rflmn_ATKA.w3x" />
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source="ART:GU1id_rflmn_ATKB.w3x" />
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type="all"
source="ART:GU1id_rflmn_SATA.w3x" />
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type="all"
source="ART:GU1id_rflmn_SIDA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_SIFA.w3x" />
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type="all"
source="ART:GU1id_rflmn_SIFB.w3x" />
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type="all"
source="ART:GU1id_rflmn_SDVA.w3x" />
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type="all"
source="ART:GU1id_rflmn_SDVB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_SMVA.w3x" />
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type="all"
source="ART:GU1id_rflmn_KDIA.w3x" />
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type="all"
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<Include
type="all"
source="ART:GU1id_rflmn_KAFB.w3x" />
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<Include
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<Include
type="all"
source="ART:GU1id_rflmn_ABTA2.w3x" />
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type="all"
source="ART:GU1id_rflmn_FLYA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_FLYB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_LNDA.w3x" />
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type="all"
source="ART:GU1id_rflmn_CHRA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_CHRB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_CHRC.w3x" />
<Include
type="all"
source="ART:GUGar_Rifl.w3x" />
<Include
type="all"
source="ART:FXTracerGDI.xml" />
<Include
type="all"
source="ART:FXTracerHeroic.xml" />
<!-- Base Object -->
<Include
type="instance"
source="DATA:BaseObjects/BaseInfantry.xml" />
</Includes>
<GameObject
id="GDI1idRifleman"
inheritFrom="BaseInfantry"
SelectPortrait="Portrait_GDI1stidsquad"
ButtonImage="Portrait_GDI1stidsquad"
Side="GDI"
EditorSorting="UNIT"
TransportSlotCount="1"
BuildCost="50"
BuildTime="0.5"
CommandSet="EmptyCommandSet"
KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_INFANTRY"
RadarPriority="UNIT"
ThreatLevel="10"
ProductionQueueType="INFANTRY"
UnitCategory="INFANTRY"
WeaponCategory="GUN"
VoicePriority="104"
EditorName="GDIRifleSoldier"
Description="Desc:GDI1StIdSquad"
TypeDescription="Type:GDI1StIdSquad">
<DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:1StInfantryDivision</DisplayName>
<DisplayUpgrade>Upgrade_DragonSkinArmor</DisplayUpgrade><DisplayUpgrade>Upgrade_ScopedWarfare</DisplayUpgrade>
<ArmorSet
Armor="InfantryArmor"
DamageFX="InfantryDamageFX" />
<ArmorSet
Armor="DragonskinArmor"
DamageFX="NormalDamageFX"
Conditions="PLAYER_UPGRADE" />
<LocomotorSet
Locomotor="HumanLocomotor"
Condition="NORMAL"
Speed="60" />
<SkirmishAIInformation
UnitBuilderStandardCombatUnit="true" />
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true"
InitialRecoilSpeed="0.1"
MaxRecoilDistance="0.1"
RecoilDamping="2.0"
RecoilSettleSpeed="3.0">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="GU1id_rflmn" />
<WeaponFireFXBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="m16" />
<WeaponRecoilBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXRifleMuzzle" />
<WeaponMuzzleFlash
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXRifleMuzzle" />
<WeaponLaunchBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="m16" />
<WeaponLaunchBone
WeaponSlotType="SECONDARY_WEAPON"
BoneName="GL" />
</ModelConditionState>

<xi:include
href="DATA:Includes/GDIUnitFormationPreviewStates.xml"
xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:FormationPreviewStates/child::*)" />

<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="INSIDE_GARRISON">
<Model
Name="GUGar_Rifl" />
<WeaponFireFXBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="B_WEAPONA_FX" />
<WeaponRecoilBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="" />
<WeaponMuzzleFlash
WeaponSlotType="PRIMARY_WEAPON"
BoneName="" />
<WeaponLaunchBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="B_WEAPONA_FX" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="INSIDE_GARRISON">
<!-- no anim -->
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT"
Flags="RESTART_ANIM_WHEN_COMPLETE"
AllowRepeatInRandomPick="true"
StateName="STATE_bored">
<Animation
AnimationName="GU1id_rflmn_BIDA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="80"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_BIDB"
AnimationMode="ONCE"
AnimationPriority="80"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_BIDC"
AnimationMode="ONCE"
AnimationPriority="80"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_BIFA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="1" />
<Animation
AnimationName="GU1id_rflmn_BIFB"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="1" />
<Animation
AnimationName="GU1id_rflmn_BIFC"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="1" />
<Animation
AnimationName="GU1id_rflmn_BIFD"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="1" />
<Script>
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Suppressed" then
CurDrawableSetTransitionAnimState("TRANS_fromSuppressed")
end
if Prev == "STATE_SelectedPose" then
CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
end
if Prev == "STATE_stunned_flailing" then
CurDrawableSetTransitionAnimState("STATE_stunned_landing")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="STUNNED_FLAILING"
StateName="STATE_stunned_flailing">
<Animation
AnimationName="GU1id_rflmn_FLYA"
AnimationMode="LOOP" />
<Animation
AnimationName="GU1id_rflmn_FLYB"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
StateName="STATE_stunned_landing">
<Animation
AnimationName="GU1id_rflmn_LNDA"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FRONTCRUSHED">
<Animation
AnimationName="GU1id_rflmn_CDTA"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="BACKCRUSHED">
<Animation
AnimationName="GU1id_rflmn_CDTB"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SUPPRESSED DYING"
StateName="STATE_Suppressed">
<Animation
AnimationName="GU1id_rflmn_SDIA"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="COVER DYING"
StateName="STATE_Cover">
<Animation
AnimationName="GU1id_rflmn_KDIA"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_KDIB"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_KDIC"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING">
<Animation
AnimationName="GU1id_rflmn_DIEA"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_DIEB"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_DIEC"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="PREPARING PACKING_TYPE_1">
<Animation
AnimationName="GU1id_rflmn_DIGA"
AnimationMode="LOOP"/>
<FXEvent
Frame="81"
FireWhenSkipped="true"
Effect="FX_ShovelOUT"
Bone="shovel" />
<FXEvent
Frame="128"
FireWhenSkipped="true"
Effect="FX_ShovelIN"
Bone="shovel" />
<FXEvent
Frame="181"
FireWhenSkipped="true"
Effect="FX_ShovelOUT"
Bone="shovel" />
<FXEvent
Frame="235"
FireWhenSkipped="true"
Effect="FX_ShovelIN"
Bone="shovel" />
<FXEvent
Frame="290"
FireWhenSkipped="true"
Effect="FX_ShovelOUT"
Bone="shovel" />
<FXEvent
Frame="350"
FireWhenSkipped="true"
Effect="FX_ShovelIN"
Bone="shovel" />
<FXEvent
Frame="400"
FireWhenSkipped="true"
Effect="FX_ShovelOUT"
Bone="shovel" />
<FXEvent
Frame="470"
FireWhenSkipped="true"
Effect="FX_ShovelIN"
Bone="shovel" />
<FXEvent
Frame="520"
FireWhenSkipped="true"
Effect="FX_ShovelOUT"
Bone="shovel" />
<FXEvent
Frame="564"
FireWhenSkipped="true"
Effect="FX_ShovelIN"
Bone="shovel" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SUPPRESSED MOVING"
StateName="STATE_Suppressed"
Flags="RANDOMSTART">
<Animation
AnimationName="GU1id_rflmn_SMVA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SUPPRESSED USING_WEAPON_A"
StateName="STATE_Suppressed">
<Animation
AnimationName="GU1id_rflmn_SATA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SUPPRESSED"
Flags="RESTART_ANIM_WHEN_COMPLETE"
StateName="STATE_Suppressed">
<Animation
AnimationName="GU1id_rflmn_SIDA"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_SIFA"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_SIFB"
AnimationMode="ONCE" />
<Script>
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_toSuppressed">
<Animation
AnimationName="GU1id_rflmn_SDVA"
AnimationMode="ONCE"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_SDVB"
AnimationMode="ONCE"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_fromSuppressed"
Flags="START_FRAME_LAST">
<Animation
AnimationName="GU1id_rflmn_SDVA"
AnimationMode="ONCE_BACKWARDS"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_SDVB"
AnimationMode="ONCE_BACKWARDS"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="COVER USING_WEAPON_A"
StateName="STATE_Cover">
<Animation
AnimationName="GU1id_rflmn_KAKA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="COVER"
Flags="RESTART_ANIM_WHEN_COMPLETE"
StateName="STATE_Cover">
<Animation
AnimationName="GU1id_rflmn_KAIA"
AnimationMode="ONCE"
AnimationBlendTime="20" />
<Animation
AnimationName="GU1id_rflmn_KAIB"
AnimationMode="ONCE"
AnimationBlendTime="20" />
<Animation
AnimationName="GU1id_rflmn_KAFA"
AnimationMode="ONCE"
AnimationBlendTime="5" />
<Animation
AnimationName="GU1id_rflmn_KAFB"
AnimationMode="ONCE"
AnimationBlendTime="5" />
<Animation
AnimationName="GU1id_rflmn_KAFC"
AnimationMode="ONCE"
AnimationBlendTime="5" />
<!-- <Script>
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
end
</Script> -->
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING USING_WEAPON_A">
<Animation
AnimationName="GU1id_rflmn_ATRA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_OR_PREATTACK_A"
FrameForPristineBonePositions="4">
<Animation
AnimationName="GU1id_rflmn_ATKA"
AnimationMode="ONCE" />
<Animation
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_OR_PREATTACK_B"
FrameForPristineBonePositions="4"/>
<Animation
AnimationName="GU1id_rflmn_ATKB"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING"
Flags="RANDOMSTART">
<Animation
AnimationName="GU1id_rflmn_RUNA"
AnimationMode="LOOP"
AnimationBlendTime="15"
Distance="75" />
<Animation
AnimationName="GU1id_rflmn_RUNB"
AnimationMode="LOOP"
AnimationBlendTime="15"
Distance="75" />
<Animation
AnimationName="GU1id_rflmn_RUNC"
AnimationMode="LOOP"
AnimationBlendTime="15"
Distance="75" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="ATTACKING"
StateName="STATE_SelectedPose">
<Animation
AnimationName="GU1id_rflmn_ATKA"
AnimationMode="MANUAL" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="ENGAGED">
<Animation
AnimationName="GU1id_rflmn_AIDA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="EMOTION_CELEBRATING"
Flags="RESTART_ANIM_WHEN_COMPLETE" >
<Animation
AnimationName="GU1id_rflmn_CHRA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_CHRB"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_CHRC"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SELECTED"
StateName="STATE_SelectedPose"
Flags="RESTART_ANIM_WHEN_COMPLETE" >
<Animation
AnimationName="GU1id_rflmn_AIDA"
AnimationMode="ONCE"
AnimationBlendTime="15" />
<Animation
AnimationName="GU1id_rflmn_AIDB"
AnimationMode="ONCE"
AnimationBlendTime="5" />
<Animation
AnimationName="GU1id_rflmn_AIFA"
AnimationMode="ONCE"
AnimationBlendTime="10" />
<Animation
AnimationName="GU1id_rflmn_AIFB"
AnimationMode="ONCE"
AnimationBlendTime="10" />
<Animation
AnimationName="GU1id_rflmn_AIFC"
AnimationMode="ONCE"
AnimationBlendTime="5" />
<Script>
Prev = CurDrawablePrevAnimationState
if Prev == "STATE_bored" then
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_IdleToSelected">
<Animation
AnimationName="GU1id_rflmn_BATA"
AnimationMode="ONCE"
AnimationBlendTime="5"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
<Animation
AnimationName="GU1id_rflmn_BATB"
AnimationMode="ONCE"
AnimationBlendTime="5"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_SelectedToIdle">
<Animation
AnimationName="GU1id_rflmn_ABTA2"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
<Animation
AnimationName="GU1id_rflmn_ABTA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
</AnimationState>
</ScriptedModelDraw>
<TracerModelDraw
id="ModuleTag_TracerModelDraw"
MinLength="50.0"
MaxLength="50.0"
Width="3.0"
MinSpeed="30"
MaxSpeed="30"
SweepSpeed="1.0"
SpreadAngle="2.0"
MinTracersPerFrame="0.2"
MaxTracersPerFrame="0.3"
FrameLifeTime="35"
WeaponSlotType="PRIMARY_WEAPON"
Texture="FXTracerGDI"
UseAdditiveBlending="true"
TracerHitFx="FX_BulletHitGDI">
<HeadColor
r="1.0"
g="1.0"
b="1.0"
a="1.0" />
<TailColor
r="0.0"
g="0.0"
b="0.0"
a="0.0" />
<ObjectStatusValidation
ForbiddenStatus="WEAPON_UPGRADED_01" />
</TracerModelDraw>
<TracerModelDraw
id="ModuleTag_TracerModelDrawVeterancy"
MinLength="50.0"
MaxLength="50.0"
Width="3.0"
MinSpeed="30"
MaxSpeed="30"
SweepSpeed="1.0"
SpreadAngle="2.0"
MinTracersPerFrame="0.5"
MaxTracersPerFrame="0.5"
FrameLifeTime="35"
WeaponSlotType="PRIMARY_WEAPON"
Texture="FXTracerHeroic"
UseAdditiveBlending="true"
TracerHitFx="FX_BulletHitGDIHeroic">
<HeadColor
r="1.0"
g="0.0"
b="0.0"
a="1.0" />
<TailColor
r="0.0"
g="0.0"
b="0.0"
a="0.0" />
<ObjectStatusValidation
RequiredStatus="WEAPON_UPGRADED_01" />
</TracerModelDraw>
</Draws>
<Behaviors>
<WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate">
<WeaponSlotHardpoint
ID="1"
AllowInterleavedFiring="false"
InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
<Weapon
Ordering="PRIMARY_WEAPON"
Template="M16" />
<Weapon
Ordering="SECONDARY_WEAPON"
Template="M203"
ObjectStatus="WEAPON_UPGRADED_02"/>
</WeaponSlotHardpoint>
</WeaponSetUpdate>
<Physics
id="ModuleTag_Physics" />
<SlowDeath
id="ModuleTag_Death"
SinkDelay="3s"
SinkRate="2.4"
DestructionDelay="4s">
<DieMuxData
DeathTypes="ALL" />
<Sound
Type="INITIAL"
List="GDI_Generic_VoiceDieMS" />
</SlowDeath>
<SuppressionUpdate
id="ModuleTag_SuppressionUpdate"
UpdateDelay="1s"
Suppressability="500"
SuppressionDuration="5s"
AttributeModifierSuppressed="Modifier_Test_Suppression"
AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
<xi:include
href="DATA:Includes/GDICompositeArmorUpgradeModelCondition.xml" />
<xi:include
href="DATA:Includes/GDICompositeArmorUpgrade.xml" />
<xi:include
href="DATA:Includes/GDICallForTransport.xml" />
<FindCoverBehavior
id="ModuleTag_FCB"
CoverScanRange="10.0"
AttributeModifierInCover="Modifier_Cover" />
<LargeGroupAudioUpdate
id="LGAU">
<Key>GDI_RifleSoldier</Key>
</LargeGroupAudioUpdate>
<SubObjectsUpgrade
id="ModuleTag_ShowSc"
ShowSubObjects="SC">
<TriggeredBy>Upgrade_SCOPED</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_ShowGL"
ShowSubObjects="GL">
<TriggeredBy>Upgrade_M203</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_ShowDrgnSkn"
ShowSubObjects="frontarmor">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</SubObjectsUpgrade>
<ArmorUpgrade
id="ModuleTag_AttributeModifierUpgradeTuskArmor"
ArmorSetFlag="PLAYER_UPGRADE">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</ArmorUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeapon"
StatusToSet="WEAPON_UPGRADED_02">
<TriggeredBy>Upgrade_M203</TriggeredBy>
</StatusBitsUpgrade>
<StatusBitsUpgrade
id="ModuleTag_VeterancyUpgrade"
StatusToSet="WEAPON_UPGRADED_01">
<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
</StatusBitsUpgrade>
<AudioLoopUpgrade id="Generic_Infantry_Upgrade" SoundToPlay="Generic_Infantry_Upgrade">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</AudioLoopUpgrade>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES">
<UnitAITargetChooserData
SympathyRange="400.0" />
</AIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="75.0" />
</Body>
<Geometry
IsSmall="true">
<Shape
Type="CYLINDER"
MajorRadius="7.0"
Height="13.0"
ContactPointGeneration="SQUAD_MEMBER"/>
</Geometry>
<AudioArrayVoice>
<AudioEntry
Sound="GDI_RifleSoldier_VoiceAttackMS"
AudioType="voiceAttack" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceCreateMS"
AudioType="voiceFullyCreated" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceGarrisonMS"
AudioType="voiceGarrison" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveAttack"
AudioType="voiceAttackAfterMoving" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveMS"
AudioType="voiceGuard" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveMS"
AudioType="voiceMove" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceRetreatMS"
AudioType="voiceRetreatToCastle" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceSelectMS"
AudioType="voiceSelect" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceSelectBattleMS"
AudioType="voiceSelectBattle" />
<NamedEntry
Sound="GDI_RifleSoldier_VoiceDigIn"
Name="InitiateMoveToPositionAndEvacuate" />
</AudioArrayVoice>
<!--
GDI_RifleSoldier_VoiceDigInMS
GDI_RifleSoldier_VoiceMoveAttackMS
GDI_RifleSoldier_VoiceSuppressedMS
-->
<!--
<AudioArraySound>
<AudioEntry Sound="AudioEvent:TEMP_PredatorMoveStart" AudioType="soundMoveStart" />
<AudioEntry Sound="AudioEvent:PredatorAmbientLoop" AudioType="soundAmbient" />
</AudioArraySound>
-->
<ShadowInfo
Type="DECAL"
SizeX="14"
SizeY="14"
Texture="ShadowI" />
<VisionInfo
VisionRange="350"
ShroudClearingRange="400"
MaxVisionBonusPercent="300"
VisionBonusTestRadius="200"
VisionBonusPercentPerFoot="1" />
</GameObject>
</AssetDeclaration>

Jen4
12-07-2011, 01:55 PM
positio 0 line 0 refers to another document recallled in thi one?

Bibber
12-07-2011, 02:38 PM
This error means that you have this attribute somewhere in this document where it is not declared (allowed).

The Animation element doesn't have these attributes. You messed up the code there:

<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_OR_PREATTACK_A"
FrameForPristineBonePositions="4">
<Animation
AnimationName="GU1id_rflmn_ATKA"
AnimationMode="ONCE" />
<Animation
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_OR_PREATTACK_B"
FrameForPristineBonePositions="4"/>
<Animation
AnimationName="GU1id_rflmn_ATKB"
AnimationMode="ONCE" />
</AnimationState>I guess it should look like this:

<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_OR_PREATTACK_A"
FrameForPristineBonePositions="4">
<Animation
AnimationName="GU1id_rflmn_ATKA"
AnimationMode="ONCE" />
</AnimationState>

<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_OR_PREATTACK_B"
FrameForPristineBonePositions="4">
<Animation
AnimationName="GU1id_rflmn_ATKB"
AnimationMode="ONCE" />
</AnimationState>

Jen4
12-07-2011, 03:53 PM
exacly i've solved that but something strange happens , ive rebuild the entire animation tree (using the same name of the original gdirifleman) , ive exported all the animations using the main hierarchial model as skeleton , the result is that the animation in w3x viewer dont play except for the muzzleflash and the gun that perfectly follow the (invisible but still recognizible) gun and when i try to run the mod , it stuck on a black screen (even the intro dont play) , and i know for sure that's this damn code beacuse on the mod.xml ive delete and exported everything , but when i try to export this xml (the infrantrymen one) he stuck on black screen ... i think that the conversion from wwskin to maxskin had messed with the animations that are exported with the wwskin (in the scene , the anim its still done in maxskin) but for the black screen there must be something wrong in the code , here's the new one , i've just added a skeleto definition

<?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:GU1id_rflmn.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIDA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIDB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIDC.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIFA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIFB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIFC.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BIFD.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_DIEA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_DIEB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_DIEC.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_DIGA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_ATRA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_RUNA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_RUNB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_RUNC.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_AIDA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_AIDB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_AIFA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_AIFB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_AIFC.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_ATKA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_ATKB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_SATA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_SIDA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_SIFA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_SIFB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_SDVA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_SDVB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_SMVA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_KDIA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_KDIB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_KDIC.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_KAKA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_KAIA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_KAFA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_KAFB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_KAFC.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_KAIB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_CDTA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_CDTB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_SDIA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BATA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_BATB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_ABTA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_ABTA2.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_FLYA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_FLYB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_LNDA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_CHRA.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_CHRB.w3x" />
<Include
type="all"
source="ART:GU1id_rflmn_CHRC.w3x" />
<Include
type="all"
source="ART:GUGar_Rifl.w3x" />
<Include
type="all"
source="ART:FXTracerGDI.xml" />
<Include
type="all"
source="ART:FXTracerHeroic.xml" />
<Include
type="all"
source="DATA:BaseObjects/BaseInfantry.xml" />
</Includes>
<GameObject
id="GDI1idRifleman"
inheritFrom="BaseInfantry"
SelectPortrait="Portrait_GDI1stidsquad"
ButtonImage="Portrait_GDI1stidsquad"
Side="GDI"
EditorSorting="UNIT"
TransportSlotCount="1"
BuildCost="50"
BuildTime="0.5"
CommandSet="EmptyCommandSet"
KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_INFANTRY"
RadarPriority="UNIT"
ThreatLevel="10"
ProductionQueueType="INFANTRY"
UnitCategory="INFANTRY"
WeaponCategory="GUN"
VoicePriority="104"
EditorName="GDIRifleSoldier"
Description="Desc:GDI1StIdSquad"
TypeDescription="Type:GDI1StIdSquad">
<DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:1StInfantryDivision</DisplayName>
<DisplayUpgrade>Upgrade_DragonSkinArmor</DisplayUpgrade><DisplayUpgrade>Upgrade_ScopedWarfare</DisplayUpgrade>
<ArmorSet
Armor="InfantryArmor"
DamageFX="InfantryDamageFX" />
<ArmorSet
Armor="DragonskinArmor"
DamageFX="NormalDamageFX"
Conditions="PLAYER_UPGRADE" />
<LocomotorSet
Locomotor="HumanLocomotor"
Condition="NORMAL"
Speed="60" />
<SkirmishAIInformation
UnitBuilderStandardCombatUnit="true" />
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true"
InitialRecoilSpeed="0.1"
MaxRecoilDistance="0.1"
RecoilDamping="2.0"
RecoilSettleSpeed="3.0"
ExtraPublicBone="B_WEAPONA_FX">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT"
RetainSubObjects="true"
Skeleton="GU1id_rflmn">
<Model
Name="GU1id_rflmn" />
<WeaponFireFXBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="m16" />
<WeaponRecoilBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXRifleMuzzle" />
<WeaponMuzzleFlash
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXRifleMuzzle" />
<WeaponLaunchBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="m16" />
<WeaponLaunchBone
WeaponSlotType="SECONDARY_WEAPON"
BoneName="GL" />
</ModelConditionState>

<xi:include
href="DATA:Includes/GDIUnitFormationPreviewStates.xml"
xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:FormationPreviewStates/child::*)" />

<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="INSIDE_GARRISON">
<Model
Name="GUGar_Rifl" />
<WeaponFireFXBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="B_WEAPONA_FX" />
<WeaponRecoilBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="" />
<WeaponMuzzleFlash
WeaponSlotType="PRIMARY_WEAPON"
BoneName="" />
<WeaponLaunchBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="B_WEAPONA_FX" />
</ModelConditionState>

<xi:include
href="DATA:Includes/GDIUnitFormationPreviewStates.xml"
xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:FormationPreviewStates/child::*)" />

<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="INSIDE_GARRISON">
<!-- no anim -->
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT"
Flags="RESTART_ANIM_WHEN_COMPLETE"
AllowRepeatInRandomPick="true"
StateName="STATE_bored">
<Animation
AnimationName="GU1id_rflmn_BIDA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="80"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_BIDB"
AnimationMode="ONCE"
AnimationPriority="80"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_BIDC"
AnimationMode="ONCE"
AnimationPriority="80"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_BIFA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="1" />
<Animation
AnimationName="GU1id_rflmn_BIFB"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="1" />
<Animation
AnimationName="GU1id_rflmn_BIFC"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="1" />
<Animation
AnimationName="GU1id_rflmn_BIFD"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="1" />
<Script>
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Suppressed" then
CurDrawableSetTransitionAnimState("TRANS_fromSuppressed")
end
if Prev == "STATE_SelectedPose" then
CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
end
if Prev == "STATE_stunned_flailing" then
CurDrawableSetTransitionAnimState("STATE_stunned_landing")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="STUNNED_FLAILING"
StateName="STATE_stunned_flailing">
<Animation
AnimationName="GU1id_rflmn_FLYA"
AnimationMode="LOOP" />
<Animation
AnimationName="GU1id_rflmn_FLYB"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
StateName="STATE_stunned_landing">
<Animation
AnimationName="GU1id_rflmn_LNDA"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FRONTCRUSHED">
<Animation
AnimationName="GU1id_rflmn_CDTA"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="BACKCRUSHED">
<Animation
AnimationName="GU1id_rflmn_CDTB"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SUPPRESSED DYING"
StateName="STATE_Suppressed">
<Animation
AnimationName="GU1id_rflmn_SDIA"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="COVER DYING"
StateName="STATE_Cover">
<Animation
AnimationName="GU1id_rflmn_KDIA"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_KDIB"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_KDIC"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING">
<Animation
AnimationName="GU1id_rflmn_DIEA"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_DIEB"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_DIEC"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="PREPARING PACKING_TYPE_1">
<Animation
AnimationName="GU1id_rflmn_DIGA"
AnimationMode="LOOP"/>
<FXEvent
Frame="81"
FireWhenSkipped="true"
Effect="FX_ShovelOUT"
Bone="shovel" />
<FXEvent
Frame="128"
FireWhenSkipped="true"
Effect="FX_ShovelIN"
Bone="shovel" />
<FXEvent
Frame="181"
FireWhenSkipped="true"
Effect="FX_ShovelOUT"
Bone="shovel" />
<FXEvent
Frame="235"
FireWhenSkipped="true"
Effect="FX_ShovelIN"
Bone="shovel" />
<FXEvent
Frame="290"
FireWhenSkipped="true"
Effect="FX_ShovelOUT"
Bone="shovel" />
<FXEvent
Frame="350"
FireWhenSkipped="true"
Effect="FX_ShovelIN"
Bone="shovel" />
<FXEvent
Frame="400"
FireWhenSkipped="true"
Effect="FX_ShovelOUT"
Bone="shovel" />
<FXEvent
Frame="470"
FireWhenSkipped="true"
Effect="FX_ShovelIN"
Bone="shovel" />
<FXEvent
Frame="520"
FireWhenSkipped="true"
Effect="FX_ShovelOUT"
Bone="shovel" />
<FXEvent
Frame="564"
FireWhenSkipped="true"
Effect="FX_ShovelIN"
Bone="shovel" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SUPPRESSED MOVING"
StateName="STATE_Suppressed"
Flags="RANDOMSTART">
<Animation
AnimationName="GU1id_rflmn_SMVA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SUPPRESSED USING_WEAPON_A"
StateName="STATE_Suppressed">
<Animation
AnimationName="GU1id_rflmn_SATA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SUPPRESSED"
Flags="RESTART_ANIM_WHEN_COMPLETE"
StateName="STATE_Suppressed">
<Animation
AnimationName="GU1id_rflmn_SIDA"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_SIFA"
AnimationMode="ONCE" />
<Animation
AnimationName="GU1id_rflmn_SIFB"
AnimationMode="ONCE" />
<Script>
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_toSuppressed">
<Animation
AnimationName="GU1id_rflmn_SDVA"
AnimationMode="ONCE"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_SDVB"
AnimationMode="ONCE"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_fromSuppressed"
Flags="START_FRAME_LAST">
<Animation
AnimationName="GU1id_rflmn_SDVA"
AnimationMode="ONCE_BACKWARDS"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_SDVB"
AnimationMode="ONCE_BACKWARDS"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="COVER USING_WEAPON_A"
StateName="STATE_Cover">
<Animation
AnimationName="GU1id_rflmn_KAKA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="COVER"
Flags="RESTART_ANIM_WHEN_COMPLETE"
StateName="STATE_Cover">
<Animation
AnimationName="GU1id_rflmn_KAIA"
AnimationMode="ONCE"
AnimationBlendTime="20" />
<Animation
AnimationName="GU1id_rflmn_KAIB"
AnimationMode="ONCE"
AnimationBlendTime="20" />
<Animation
AnimationName="GU1id_rflmn_KAFA"
AnimationMode="ONCE"
AnimationBlendTime="5" />
<Animation
AnimationName="GU1id_rflmn_KAFB"
AnimationMode="ONCE"
AnimationBlendTime="5" />
<Animation
AnimationName="GU1id_rflmn_KAFC"
AnimationMode="ONCE"
AnimationBlendTime="5" />
<!-- <Script>
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
end
</Script> -->
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING USING_WEAPON_A">
<Animation
AnimationName="GU1id_rflmn_ATRA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_OR_PREATTACK_A"
FrameForPristineBonePositions="4">
<Animation
AnimationName="GU1id_rflmn_ATKA"
AnimationMode="ONCE" />
</AnimationState>

<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_OR_PREATTACK_B"
FrameForPristineBonePositions="4">
<Animation
AnimationName="GU1id_rflmn_ATKB"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING"
Flags="RANDOMSTART">
<Animation
AnimationName="GU1id_rflmn_RUNA"
AnimationMode="LOOP"
AnimationBlendTime="15"
Distance="75" />
<Animation
AnimationName="GU1id_rflmn_RUNB"
AnimationMode="LOOP"
AnimationBlendTime="15"
Distance="75" />
<Animation
AnimationName="GU1id_rflmn_RUNC"
AnimationMode="LOOP"
AnimationBlendTime="15"
Distance="75" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="ATTACKING"
StateName="STATE_SelectedPose">
<Animation
AnimationName="GU1id_rflmn_ATKA"
AnimationMode="MANUAL" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="ENGAGED">
<Animation
AnimationName="GU1id_rflmn_AIDA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="EMOTION_CELEBRATING"
Flags="RESTART_ANIM_WHEN_COMPLETE" >
<Animation
AnimationName="GU1id_rflmn_CHRA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_CHRB"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
<Animation
AnimationName="GU1id_rflmn_CHRC"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.8"
AnimationSpeedFactorMax="1.2" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SELECTED"
StateName="STATE_SelectedPose"
Flags="RESTART_ANIM_WHEN_COMPLETE" >
<Animation
AnimationName="GU1id_rflmn_AIDA"
AnimationMode="ONCE"
AnimationBlendTime="15" />
<Animation
AnimationName="GU1id_rflmn_AIDB"
AnimationMode="ONCE"
AnimationBlendTime="5" />
<Animation
AnimationName="GU1id_rflmn_AIFA"
AnimationMode="ONCE"
AnimationBlendTime="10" />
<Animation
AnimationName="GU1id_rflmn_AIFB"
AnimationMode="ONCE"
AnimationBlendTime="10" />
<Animation
AnimationName="GU1id_rflmn_AIFC"
AnimationMode="ONCE"
AnimationBlendTime="5" />
<Script>
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_bored" then
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_IdleToSelected">
<Animation
AnimationName="GU1id_rflmn_BATA"
AnimationMode="ONCE"
AnimationBlendTime="5"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
<Animation
AnimationName="GU1id_rflmn_BATB"
AnimationMode="ONCE"
AnimationBlendTime="5"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_SelectedToIdle">
<Animation
AnimationName="GU1id_rflmn_ABTA2"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
<Animation
AnimationName="GU1id_rflmn_ABTA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationSpeedFactorMin="0.9"
AnimationSpeedFactorMax="1.1" />
</AnimationState>
</ScriptedModelDraw>
<TracerModelDraw
id="ModuleTag_TracerModelDraw"
MinLength="50.0"
MaxLength="50.0"
Width="3.0"
MinSpeed="30"
MaxSpeed="30"
SweepSpeed="1.0"
SpreadAngle="2.0"
MinTracersPerFrame="0.2"
MaxTracersPerFrame="0.3"
FrameLifeTime="35"
WeaponSlotType="PRIMARY_WEAPON"
Texture="FXTracerGDI"
UseAdditiveBlending="true"
TracerHitFx="FX_BulletHitGDI">
<HeadColor
r="1.0"
g="1.0"
b="1.0"
a="1.0" />
<TailColor
r="0.0"
g="0.0"
b="0.0"
a="0.0" />
<ObjectStatusValidation
ForbiddenStatus="WEAPON_UPGRADED_01" />
</TracerModelDraw>
<TracerModelDraw
id="ModuleTag_TracerModelDrawVeterancy"
MinLength="50.0"
MaxLength="50.0"
Width="3.0"
MinSpeed="30"
MaxSpeed="30"
SweepSpeed="1.0"
SpreadAngle="2.0"
MinTracersPerFrame="0.5"
MaxTracersPerFrame="0.5"
FrameLifeTime="35"
WeaponSlotType="PRIMARY_WEAPON"
Texture="FXTracerHeroic"
UseAdditiveBlending="true"
TracerHitFx="FX_BulletHitGDIHeroic">
<HeadColor
r="1.0"
g="0.0"
b="0.0"
a="1.0" />
<TailColor
r="0.0"
g="0.0"
b="0.0"
a="0.0" />
<ObjectStatusValidation
RequiredStatus="WEAPON_UPGRADED_01" />
</TracerModelDraw>
</Draws>
<Behaviors>
<WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate">
<WeaponSlotHardpoint
ID="1"
AllowInterleavedFiring="false"
InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
<Weapon
Ordering="PRIMARY_WEAPON"
Template="M16" />
<Weapon
Ordering="SECONDARY_WEAPON"
Template="M203"
ObjectStatus="WEAPON_UPGRADED_02"/>
</WeaponSlotHardpoint>
</WeaponSetUpdate>
<Physics
id="ModuleTag_Physics" />
<SlowDeath
id="ModuleTag_Death"
SinkDelay="3s"
SinkRate="2.4"
DestructionDelay="4s">
<DieMuxData
DeathTypes="ALL" />
<Sound
Type="INITIAL"
List="GDI_Generic_VoiceDieMS" />
</SlowDeath>
<SuppressionUpdate
id="ModuleTag_SuppressionUpdate"
UpdateDelay="1s"
Suppressability="500"
SuppressionDuration="5s"
AttributeModifierSuppressed="Modifier_Test_Suppression"
AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
<xi:include
href="DATA:Includes/GDICompositeArmorUpgradeModelCondition.xml" />
<xi:include
href="DATA:Includes/GDICompositeArmorUpgrade.xml" />
<xi:include
href="DATA:Includes/GDICallForTransport.xml" />
<FindCoverBehavior
id="ModuleTag_FCB"
CoverScanRange="10.0"
AttributeModifierInCover="Modifier_Cover" />
<LargeGroupAudioUpdate
id="LGAU">
<Key>GDI_RifleSoldier</Key>
</LargeGroupAudioUpdate>
<SubObjectsUpgrade
id="ModuleTag_ShowSc"
ShowSubObjects="SC">
<TriggeredBy>Upgrade_SCOPED</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_ShowGL"
ShowSubObjects="GL">
<TriggeredBy>Upgrade_M203</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_ShowDrgnSkn"
ShowSubObjects="frontarmor">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</SubObjectsUpgrade>
<ArmorUpgrade
id="ModuleTag_AttributeModifierUpgradeTuskArmor"
ArmorSetFlag="PLAYER_UPGRADE">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</ArmorUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeapon"
StatusToSet="WEAPON_UPGRADED_02">
<TriggeredBy>Upgrade_M203</TriggeredBy>
</StatusBitsUpgrade>
<StatusBitsUpgrade
id="ModuleTag_VeterancyUpgrade"
StatusToSet="WEAPON_UPGRADED_01">
<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
</StatusBitsUpgrade>
<AudioLoopUpgrade id="Generic_Infantry_Upgrade" SoundToPlay="Generic_Infantry_Upgrade">
<TriggeredBy>Upgrade_DragonSkinArmor</TriggeredBy>
</AudioLoopUpgrade>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES">
<UnitAITargetChooserData
SympathyRange="400.0" />
</AIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="75.0" />
</Body>
<Geometry
IsSmall="true">
<Shape
Type="CYLINDER"
MajorRadius="7.0"
Height="13.0"
ContactPointGeneration="SQUAD_MEMBER"/>
</Geometry>
<AudioArrayVoice>
<AudioEntry
Sound="GDI_RifleSoldier_VoiceAttackMS"
AudioType="voiceAttack" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceCreateMS"
AudioType="voiceFullyCreated" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceGarrisonMS"
AudioType="voiceGarrison" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveAttack"
AudioType="voiceAttackAfterMoving" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveMS"
AudioType="voiceGuard" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceMoveMS"
AudioType="voiceMove" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceRetreatMS"
AudioType="voiceRetreatToCastle" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceSelectMS"
AudioType="voiceSelect" />
<AudioEntry
Sound="GDI_RifleSoldier_VoiceSelectBattleMS"
AudioType="voiceSelectBattle" />
<NamedEntry
Sound="GDI_RifleSoldier_VoiceDigIn"
Name="InitiateMoveToPositionAndEvacuate" />
</AudioArrayVoice>
<!--
GDI_RifleSoldier_VoiceDigInMS
GDI_RifleSoldier_VoiceMoveAttackMS
GDI_RifleSoldier_VoiceSuppressedMS
-->
<!--
<AudioArraySound>
<AudioEntry Sound="AudioEvent:TEMP_PredatorMoveStart" AudioType="soundMoveStart" />
<AudioEntry Sound="AudioEvent:PredatorAmbientLoop" AudioType="soundAmbient" />
</AudioArraySound>
-->
<ShadowInfo
Type="DECAL"
SizeX="14"
SizeY="14"
Texture="ShadowI" />
<VisionInfo
VisionRange="350"
ShroudClearingRange="400"
MaxVisionBonusPercent="300"
VisionBonusTestRadius="200"
VisionBonusPercentPerFoot="1" />
</GameObject>
</AssetDeclaration>