Ok, i made this new bigger airfield for america and...for some reason... 2 planes park in the hangars...and 2 park smack dab in the middle of the airfield where there are no bones, hangers, or nothing...i cant figure out why they go there instead of the other 2 hangers...be mindful this airfield has 4 runways and 1 hanger for each:
Here is the paperwork:
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FactionBuilding.ini
Code:
Object NAmericaAirfield
SelectPortrait = SNAirfield_L
ButtonImage = SNAirfield
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway2Parking1
ExtraPublicBone = Runway3Parking1
ExtraPublicBone = Runway4Parking1
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway2Park1Han
ExtraPublicBone = Runway3Park1Han
ExtraPublicBone = Runway4Park1Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = Runway2Prep1
ExtraPublicBone = Runway3Prep1
ExtraPublicBone = Runway4Prep1
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayStart2
ExtraPublicBone = RunwayStart3
ExtraPublicBone = RunwayStart4
ExtraPublicBone = RunwayEnd1
ExtraPublicBone = RunwayEnd2
ExtraPublicBone = RunwayEnd3
ExtraPublicBone = RunwayEnd4
DefaultConditionState
Model = ABArFrcCmdBig
End
ConditionState = DAMAGED
Model = ABArFrcCmdBig
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABArFrcCmdBig
End
End
PlacementViewAngle = -45
DisplayName = OBJECT:Airfield
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaAirfield
End
BuildCost = 1900
BuildTime = 35.0
CommandSet = NAmericaAirfieldCommandSet
VisionRange = 200.0
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 150 150 150 150
VoiceSelect = AirfieldChinaSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY
Body = StructureBody ModuleTag_09
MaxHealth = 1500.0
InitialHealth = 1500.0
End
Behavior = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 20
NumRows = 2
NumCols = 2
HasRunways = Yes
ApproachHeight = 80
ParkInHangars = Yes
End
Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 4
DoorOpeningTime = 2000
DoorWaitOpenTime = 3000
DoorCloseTime = 2000
ConstructionCompleteDuration = 1000
End
Behavior = DestroyDie ModuleTag_13
End
Behavior = CreateObjectDie ModuleTag_14
CreationList = OCL_ABPowerPlantExplode
End
Behavior = FXListDie ModuleTag_15
DeathFX = FX_StructureMediumDeath
End
Behavior = OCLSpecialPower ModuleTag_16
SpecialPowerTemplate = SuperweaponGLAClusters
OCL = SUPERWEAPON_GLAClusters
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = FlammableUpdate ModuleTag_17
AflameDuration = 5000
AflameDamageAmount = 5
AflameDamageDelay = 500
End
Behavior = TransitionDamageFX ModuleTag_18
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 143.0
GeometryMinorRadius = 126.0
GeometryHeight = 45.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End