I want to mod a supportbuilding, like the dronestation in supreme commander or the caretaker in zero k. The model is a double laser tower (looks realy cool with the fab_spray). It´s buildable with a normal fabber. It can support constructing building, reclaim and repair. The problem is: It cant assist a factory and the areapatrole has no effect(shoul repair). What is wron in the code? Code: { "base_spec": "/pa/units/land/base_structure/base_structure.json", "display_name": "!LOC(units:fabrication_structure.message):Fabrication Structure", "description": "!LOC(units:missing.message):Missing.", "max_health": 1500, "build_metal_cost": 150, "atrophy_rate": 7.5, "atrophy_cool_down": 15, "spawn_layers": "WL_AnyHorizontalGroundOrWaterSurface", "unit_types": [ "UNITTYPE_Fabber", "UNITTYPE_Structure", "UNITTYPE_Basic", "UNITTYPE_Land", "UNITTYPE_SurfaceDefense", "UNITTYPE_Defense", "UNITTYPE_FabBuild" ], "command_caps": [ "ORDER_Patrol", "ORDER_Build", "ORDER_Reclaim", "ORDER_Repair", "ORDER_Assist", "ORDER_Use" ], "guard_radius": 120, "guard_layer": "WL_AnySurface", "recon": { "observer": { "items": [ { "layer": "surface_and_air", "channel": "sight", "shape": "capsule", "radius": 130 } ] } }, "model": [ { "layer": "WL_LandHorizontal", "filename": "/pa/units/land/laser_defense/laser_defense.papa", "animtree": "/pa/anim/anim_trees/defense_turret_anim_tree.json", "skirt_decal": "/pa/effects/specs/skirt_defense.json" }, { "layer": "WL_WaterSurface", "filename": "/pa/units/sea/floating_laser/floating_laser.papa", "animtree": "/pa/anim/anim_trees/defense_turret_anim_tree.json" } ], "tools": [ { "spec_id": "/pa/units/land/fabrication_structure/fabrication_structure_build_arm.json", "aim_bone": "bone_pitch", "muzzle_bone": [ "socket_rightMuzzle", "socket_leftMuzzle" ] } ], "fx_offsets": [ { "type": "build", "filename": "/pa/effects/specs/fab_spray.pfx", "bone": "socket_rightMuzzle", "offset": [ 0, -1.891, -0.11 ], "orientation": [ 0, 0, 0 ] }, { "type": "build", "filename": "/pa/effects/specs/fab_spray.pfx", "bone": "socket_leftMuzzle", "offset": [ 0, -1.891, -0.11 ], "orientation": [ 0, 0, 0 ] } ], "events": { "build_complete": { "audio_cue": "/SE/Build_Complete/structure_small" }, "fired": { "audio_cue": "/SE/Weapons/structure/laser_defense_double_fire", "effect_spec": "/pa/effects/specs/default_muzzle_flash.pfx socket_rightMuzzle /pa/effects/specs/default_muzzle_flash.pfx socket_leftMuzzle" }, "died": { "audio_cue": "/SE/Death/structure_small", "effect_scale": 0.6 } }, "mesh_bounds": [ 6, 6, 17.2 ], "TEMP_texelinfo": 10.2184, "area_build_separation": 18 }
First thing I would do is get rid of Code: , "muzzle_bone": [ "socket_rightMuzzle", "socket_leftMuzzle" ] It's unnecessary and might cause issues. Everything else looks fine as far as I can see. It would be helpful to have a look at the build arm as well. If you haven't already, add "auto_repair": true and set a max range.
I added the autorepair. Now it autorepairs But it still cant assist? Code: {"base_spec":"/pa/tools/engineer_build_arm_adv/engineer_build_arm_adv.json", "yaw_rate":180, "pitch_rate":180, "pitch_range":300, "yaw_range":300, "auto_repair": true, "construction_demand":{"energy":3000,"metal":80}}
The navigation code is needed to patrole and assist Code: "navigation": { "type": "land-small", "acceleration": 0, "brake": 0, "move_speed": 0, "turn_speed": 0, "dodge_radius": 0, "dodge_multiplier": 0, "wobble_factor": 0, "wobble_speed": 0 },