splat, take a close look at my source code i sent you forgetting everything else but these locations
FON\data\Units\Pacific Federation\RobotTank
FON\data\Units\Pacific Federation\GDIPredator.xml
FON\data\Mod.xml
did you change anything else on the pred file, if so try again only changing the model nothing else
my codes for others to see
Pred file
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="SniperTank/robottank_SKN.w3x" />
<Include
type="all"
source="ART:GUPredTankR.w3x" />
<Include
type="all"
source="ART:GUPredTank_FP.w3x" />
<Include
type="all"
source="ART:GUPredatorTank_K.xml" />
<Include
type="all"
source="ART:GUPredatorTankD_K.xml" />
<Include
type="all"
source="ART:NUBeam.xml" />
<Include
type="all"
source="ART:FXWhiteSquare.xml" />
<Include
type="all"
source="ART:FXRailGunCoreMask.xml" />
<Include
type="all"
source="ART:FXRailGunCoreDistortion.xml" />
<Include
type="instance"
source="ART:EXTnkTrack.xml" />
<!-- Base Object -->
<Include
type="instance"
source="DATA:BaseObjects/BaseVehicle.xml" />
</Includes>
<GameObject
id="GDIPredator"
inheritFrom="BaseVehicle"
SelectPortrait="Portrait_GDIPredatorTank"
ButtonImage="Portrait_GDIPredatorTank"
Side="GDI"
EditorSorting="UNIT"
TransportSlotCount="1"
BuildCost="1100"
BuildTime="11"
CommandSet="GDIPredatorCommandSet"
CommandPoints="100"
KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"
RadarPriority="UNIT"
ThreatLevel="10"
ProductionQueueType="VEHICLE"
UnitCategory="VEHICLE"
WeaponCategory="CANNON"
VoicePriority="184"
EditorName="GDIPredator"
Description="Desc:GDIPredatorTank"
TypeDescription="Type:GDIPredatorTank">
<DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIPredatorTank</DisplayName>
<DisplayUpgrade>Upgrade_GDIArmoryRailgunTech</DisplayUpgrade>
<ArmorSet
Armor="GDIPredatorTankArmor"
DamageFX="VehicleDamageFX" />
<LocomotorSet
Locomotor="GDIPredatorTankLocomotor"
Condition="NORMAL"
Speed="60.0" />
<SkirmishAIInformation
UnitBuilderStandardCombatUnit="true" />
<!-- REMEMBER, tank treads will ONLY animate on U (not V) -->
<!-- TreadAnimationRate = amount of tread texture to move per second -->
<!-- TreadDriveSpeedFraction = fraction of locomotor speed below which treads stop moving. -->
<!-- TreadPivotSpeedFraction = fraction of locomotor speed below which we allow pivoting. -->
<Draws>
<TankDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true"
ExtraPublicBone="FXTracksL FXTracksR FXMUZZLEFLASH"
TrackMarks="EXTnkTrack"
TrackMarksLeftBone="FXTracksL"
TrackMarksRightBone="FXTracksR"
TreadAnimationRate="0.15"
TreadDriveSpeedFraction="0.25"
TreadPivotSpeedFraction="0.9">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT"
RetainSubObjects="true">
<Model
Name="robottank_SKN" />
<WeaponFireFXBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXMUZZLEFLASH" />
<WeaponRecoilBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXMUZZLEFLASH" />
<WeaponMuzzleFlash
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXMUZZLEFLASH" />
<WeaponLaunchBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXMUZZLEFLASH" />
<Turret
TurretNameKey="Turret"
TurretPitch="Barrel"
TurretID="1" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING USER_5">
<Model
Name="GUPredTankR" />
<Texture
Original="GUPredatorTankD"
New="GUPredatorTankD_K" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallFire"
FollowBone="true" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
FollowBone="true" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="REALLYDAMAGED USER_5">
<Model
Name="robottank_SKN" />
<Texture
Original="GUPredatorTank"
New="GUPredatorTankD_K" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedFire"
FollowBone="true" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedFireDistortion"
FollowBone="true" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING">
<Model
Name="GUPredTankR" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallFire"
FollowBone="true" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
FollowBone="true" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="REALLYDAMAGED">
<Model
Name="robottank_SKN" />
<Texture
Original="GUPredatorTank"
New="GUPredatorTankD" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedFire"
FollowBone="true" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedFireDistortion"
FollowBone="true" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FORMATION_PREVIEW">
<Model
Name="GUPredTank_FP" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="USER_5">
<Model
Name="robottank_SKN" />
<Texture
Original="GUPredatorTank"
New="GUPredatorTank_K" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT">
<!-- Circumvents blend issues when the arrow is being shown... -->
<Script>
CurDrawableShowSubObject("TreadsStop")
CurDrawableHideSubObject("TreadsMove")
CurDrawableHideSubObject("TreadsLeft")
CurDrawableHideSubObject("TreadsRight")
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING TURN_LEFT">
<!-- Circumvents blend issues when the arrow is being shown... -->
<Script>
CurDrawableHideSubObject("TreadsStop")
CurDrawableHideSubObject("TreadsMove")
CurDrawableShowSubObject("TreadsLeft")
CurDrawableHideSubObject("TreadsRight")
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING TURN_RIGHT">
<!-- Circumvents blend issues when the arrow is being shown... -->
<Script>
CurDrawableHideSubObject("TreadsStop")
CurDrawableHideSubObject("TreadsMove")
CurDrawableHideSubObject("TreadsLeft")
CurDrawableShowSubObject("TreadsRight")
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING">
<!-- Circumvents blend issues when the arrow is being shown... -->
<Script>
CurDrawableHideSubObject("TreadsStop")
CurDrawableShowSubObject("TreadsMove")
CurDrawableHideSubObject("TreadsLeft")
CurDrawableHideSubObject("TreadsRight")
</Script>
</AnimationState>
<LeftTread>"TreadsL"</LeftTread>
<RightTread>"TreadsR"</RightTread>
</TankDraw>
<ScriptedModelDraw
id="ModuleTag_FX">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING">
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="TreadDustPred"
FollowBone="true" />
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="TreadDirt"
FollowBone="true" />
</AnimationState>
</ScriptedModelDraw>
<LaserDraw
id="ModuleTag_LaserDistort"
UseDistortionShader="true"
Texture1_UTile="1"
Texture1_VTile=".5"
Texture1_UScrollRate="0"
Texture1_VScrollRate=".2"
Texture1_NumFrames="1"
Texture1_FrameRate="30"
Texture2_UTile="1"
Texture2_VTile=".01"
Texture2_UScrollRate="0"
Texture2_VScrollRate="1"
Texture2_NumFrames="1"
Texture2_FrameRate="1"
LaserWidth="50">
<FXShader
ShaderName="Laser.fx"
TechniqueIndex="0">
<Constants>
<Texture
Name="Texture1">
<Value>FXRailGunCoreDistortion</Value>
</Texture>
<Texture
Name="Texture2">
<Value>FXRailGunCoreMask</Value>
</Texture>
</Constants>
</FXShader>
</LaserDraw>
</Draws>
<Behaviors>
<ProductionUpdate
id="ProductionUpdateModuleTag"
GiveNoXP="true" />
<WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate">
<WeaponSlotTurret
ID="1"
AllowInterleavedFiring="false"
InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
<Weapon
Ordering="PRIMARY_WEAPON"
Template="GDIPredatorTankCannon" />
<Weapon
Ordering="PRIMARY_WEAPON"
Template="GDIPredatorTankRailgun"
ObjectStatus="WEAPON_UPGRADED_01" />
<TurretSettings
TurretTurnRate="200"
TurretPitchRate="40"
AllowsPitch="true"
MinIdleScanTime="1.0s"
MaxIdleScanTime="5.0s"
MinIdleScanAngle="0.0"
MaxIdleScanAngle="90.0">
<TurretAITargetChooserData
CanAcquireDynamicIfAssignedOutOfRange="true" />
</TurretSettings>
</WeaponSlotTurret>
</WeaponSetUpdate>
<LaserState
id="ModuleTag_LaserState"
LaserId="0"></LaserState>
<Physics
id="ModuleTag_Physics" />
<SlowDeath
id="ModuleTag_Death"
SinkDelay="3s"
SinkRate="1.0"
DestructionDelay="7s">
<OCL
Type="INITIAL">
<OCL>OCL_GDIPredatorTankDebris</OCL>
</OCL>
<DieMuxData
DeathTypes="ALL"
DeathTypesForbidden="TOPPLED" />
<Sound
Type="INITIAL"
List="GDI_Generic_VoiceDieMS" />
</SlowDeath>
<FXListBehavior
id="ModuleTag_FXList">
<DieMuxData
DeathTypes="ALL" />
<Event
Index="onDeath"
FX="FX_GDIMammothExplode" />
</FXListBehavior>
<SubObjectsUpgrade
id="ModuleTag_ShowRail"
ShowSubObjects="UGRAIL_01">
<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
</SubObjectsUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeapon"
StatusToSet="WEAPON_UPGRADED_01">
<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
</StatusBitsUpgrade>
<xi:include
href="DATA:Includes/GDICallForTransportForVehicle.xml" />
<StatusBitsUpgrade
id="ModuleTag_VeterancyUpgrade"
StatusToSet="WEAPON_UPGRADED_03">
<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
</StatusBitsUpgrade>
<ModelConditionUpgrade
id="ModuleTag_AllFactionUpgrade"
AddConditionFlags="USER_5">
<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
</ModelConditionUpgrade>
<AudioLoopUpgrade
id="RailCannonUpgradeSound"
SoundToPlay="GDI_RailCannon_Upgrade">
<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
</AudioLoopUpgrade>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES"
AILuaEventsList="GDIPredatorFunctions">
<UnitAITargetChooserData
CanPickDynamicTargets="false"
SympathyRange="100.0" />
</AIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="3400" />
</Body>
<Geometry
IsSmall="false">
<Shape
Type="BOX"
MajorRadius="18.0"
MinorRadius="12.0"
Height="10.0"
ContactPointGeneration="VEHICLE" />
</Geometry>
<AudioArrayVoice>
<AudioEntry
Sound="GDI_PredatorTank_VoiceAttack"
AudioType="voiceAttack" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceCreate"
AudioType="voiceCreated" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceCreate"
AudioType="voiceFullyCreated" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceMove"
AudioType="voiceGuard" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceMoveAttack"
AudioType="voiceAttackAfterMoving" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceMove"
AudioType="voiceMove" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceRetreat"
AudioType="voiceRetreatToCastle" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceSelectMS"
AudioType="voiceSelect" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceSelectBattleMS"
AudioType="voiceSelectBattle" />
</AudioArrayVoice>
<AudioArraySound>
<AudioEntry
Sound="PredatorIdleLoop"
AudioType="soundAmbient" />
<AudioEntry
Sound="PredatorMoveStart"
AudioType="soundMoveStart" />
</AudioArraySound>
<ShadowInfo
Type="VOLUME" />
<VisionInfo
VisionRange="350"
ShroudClearingRange="400" />
</GameObject>
</AssetDeclaration>
mod.xml (Note sniper tank is the robot tank just renamed)
Code:
<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Tags></Tags>
<!--Fall Of Nations-->
<Includes>
<Include type="reference" source="DATA:static.xml" />
<Include type="reference" source="DATA:global.xml" />
<Include type="all" source="AptUI/MainMenu/MainMenu.xml" />
<Include type="reference" source="AptUI/MainMenu.xml" />
<!--Pacific Federation-->
<!--PackedImages-->
<Include type="all" source="PackedImages/Pacific Federation/PackedImages_Pacific Federation.xml" />
<!--Units-->
<Include type="all" source="Units/Pacific Federation/PF_OutpostCommand.xml" />
<Include type="all" source="Units/Pacific Federation/PF_SniperTank.xml" />
</Includes>
</AssetDeclaration>