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  • ParseConditionStateType its not declared at line 0 position 0

    #1
    whatta hell means?

    that's the biggest code evere

    Code:
    <?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_BIDB.w3x" />
    		<Include
    			type="all"
    			source="ART:GU1id_rflmn_BIDC.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" />			
    		<!-- 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>

  • #2
    positio 0 line 0 refers to another document recallled in thi one?

    Comment


    • #3
      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:
      Code:
              <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:
      Code:
              <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>

      Comment


      • #4
        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
        Code:
        <?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>

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