My building is a bunker and a factory.
It can hold up to 4 units and create create 1 type of unit.
This is the problem. When I place one unit inside the bunker that can attack from it for some reason there is always and extra unit shooting from the exact center of the base. There is no bone there so I do not see why there should be shooting coming from there.
When the base explodes no one tries to get out of the base the base explodes and everything is destoryed
Code:
;=====================================================================================================================================================
; <SOUL COLLECTOR HEADER>
;-----------------------------------------------------------------------------------------------------------------------------------------------------
Object SoulCollector
;#### ART PARAMETERS #################################################################################################################################
SelectPortrait = LButtonSoulCollector
ButtonImage = SUHole_L
;|=======================================================================|
;|------------------------------- DRAW ----------------------------------|
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = MB_SC
ShowSubObject= HOUSECOLOR01
HideSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
End
ConditionState = DAMAGED
Model = MB_SC
ParticleSysBone = Fire01 SmolderingSmoke
ShowSubObject= HOUSECOLOR01
HideSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
End
ConditionState = REALLYDAMAGED
Model = MB_SC
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingSmoke
ShowSubObject= HOUSECOLOR01
HideSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
;|------------------------------- GARRISONED --------------------------|
End
ConditionState = GARRISONED
Model = MB_SC
ShowSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
HideSubObject = HOUSECOLOR01
End
ConditionState = GARRISONED DAMAGED
Model = MB_SC
ParticleSysBone = Fire01 SmolderingSmoke
ShowSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
HideSubObject = HOUSECOLOR01
End
ConditionState = GARRISONED REALLYDAMAGED
Model = MB_SC
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingSmoke
ShowSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
HideSubObject = HOUSECOLOR01
End
;|-------------------------------Constructing---------------------------|
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = MB_SC
Animation = MB_SC.MB_SC
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = MB_SC
Animation = MB_SC.MB_SC
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = MB_SC
Animation = MB_SC.MB_SC
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
;|----------------------------------------------------------------------|
End
;|----------------------------------------------------------------------|
;|----------------------------Fence ------------------------------------|
;|-----------------------------------------------------------------------|
;|----------------------------Cogs-- ------------------------------------|
;|-----------------------------------------------------------------------|
;|=======================================================================|
PlacementViewAngle = -135
;#### DESIGN PARAMETERS ##############################################################################################################################
DisplayName = OBJECT:DarkFortress
Side = Minion
EditorSorting = STRUCTURE
BuildCost = 2000
BuildTime = 5.0 ; in seconds
EnergyProduction = 0 ;Command Center should be free
CommandSet = SoulCollectorCommandSet
VisionRange = 300.0 ; Shroud clearing distance
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
;#### AUDIO PARAMETERS ###############################################################################################################################
VoiceSelect = CommandCenterUSASelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
;#### ENGINEERING PARAMETERS #########################################################################################################################
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_FACTORY FS_BASE_DEFENSE AUTO_RALLYPOINT AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE
Body = StructureBody ModuleTag_05
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureMediumDeath
End
Behavior = ProductionUpdate ModuleTag_11
; nothing
End
Behavior = DefaultProductionExitUpdate ModuleTag_12
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 22.0 Y: 0.0 Z:0.0
End
Behavior = GarrisonContain ModuleTag_10
ContainMax = 4
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End
Behavior = FlammableUpdate ModuleTag_15
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_16
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
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 = 17.0
GeometryMinorRadius = 17.0
GeometryHeight = 35.0
GeometryIsSmall = No
FactoryExitWidth = 2 ; How much space to leave for units exiting.
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;-----------------------------------------------------------------------------------------------------------------------------------------------------
; <SOUL COLLECTOR FOOTER>
;=====================================================================================================================================================