Hello all,
I had noticed that in some tuning mods there are two Watch towers, one with just a tower, the other with the tower and a circle of sandbags.
I had found the original Watch tower (just the tower one) but when I clone it, and renamed it to say aef_watchtower, I did add in a Construction_ext. All it does for me, when i add it to a squads engineer_ext is make a ghost building that will not go away or allow itself to be built by the squad I have added it to.
Can someone look over my code to see what might be wrong with it? I feel as if I'm missing something and I can't quite put my finger on it.
the new tower code as I have it...
Show Spoiler <instance description="" template="ebps">
<list name="extensions">
<template_reference name="exts" value="ebpextensions\entity_blueprint_ext">
<string name="alternate_sua" value="" />
<bool name="always_revealed_in_fow" value="True" />
<file name="animator" value="environment\objects\defenses\wood\watch_tower\watch_tower" />
<bool name="is_visible_in_game" value="True" />
<float name="precise_size" value="-1" />
</template_reference>
<template_reference name="exts" value="ebpextensions\sim_entity_ext">
<bool name="is_in_spatial_bucket" value="True" />
<float name="rotate_snap" value="360" />
<float name="transferable" value="2" />
<bool name="kill_paradrop" value="True" />
</template_reference>
<template_reference name="exts" value="ebpextensions\health_ext">
<bool name="can_repair" value="False" />
<bool name="cuttable" value="False" />
<string name="death_event_name" value="Death" />
<float name="death_seconds" value="10" />
<bool name="delete_when_dead" value="True" />
<bool name="force_attacker_memory" value="False" />
<float name="hitpoints" value="1000" />
<bool name="is_invincible" value="False" />
<bool name="is_salvagable_wreck" value="False" />
<bool name="keep_wreck_ownership" value="False" />
<bool name="rear_damage_enabled" value="False" />
<instance_reference name="rebuilt_entity" value="" />
<instance_reference name="rebuilt_squad" value="" />
<bool name="rebuilt_use_wreck_owner" value="False" />
<bool name="receive_weapon_cover_modifiers" value="True" />
<float name="regeneration" value="0" />
<bool name="regeneration_disabled" value="True" />
<bool name="remove_from_pathfinding_on_death" value="True" />
<bool name="reveal_to_all_on_death" value="True" />
<bool name="ui_can_scuttle" value="False" />
<instance_reference name="wreck_entity" value="" />
<list name="death_actions">
</list>
<float name="armor" value="0" />
<float name="rear_armor" value="0" />
<float name="target_size" value="26" />
<bool name="dies_from_broken_ice" value="True" />
<list name="criticals">
<group name="critical_group">
<float name="max_health_percentage" value="1" />
<list name="critical_info">
<group name="info">
<float name="weight" value="100" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="True" />
<bool name="flame" value="False" />
<bool name="ballistic" value="True" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\building_panel_damage_critical" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="100" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="False" />
<bool name="small_explosive" value="False" />
</enum_table>
<instance_reference name="critical" value="critical\building_fire_damage_panel" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
<group name="critical_group">
<float name="max_health_percentage" value="0.05" />
<list name="critical_info">
<group name="info">
<float name="weight" value="100" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="True" />
<bool name="flame" value="True" />
<bool name="ballistic" value="True" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\world_object_destroy" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
</list>
<float name="weapon_priority" value="-40" />
<template_reference name="wreck_entity_option" value="options\none">
</template_reference>
<list name="self_destruct_actions">
</list>
<list name="rebuilt_entity_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\hit_object_ext">
<instance_reference name="hit_material" value="hit_material\building_wood" />
<bool name="hit_non_neutral" value="True" />
<float name="hit_percentage" value="1" />
<bool name="pass_through" value="False" />
<group name="projectile_pass_through">
<bool name="tp_artillery" value="False" />
<bool name="tp_artillery_inf" value="True" />
<bool name="tp_artillery_overwatch" value="True" />
<bool name="tp_homing" value="False" />
<bool name="tp_homing_inf" value="False" />
<bool name="tp_sticky" value="True" />
<bool name="tp_throw" value="False" />
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\line_of_sight_ext">
<group name="blocking_box">
<float name="x" value="0.01" />
<float name="y" value="0.01" />
<float name="z" value="0.01" />
</group>
<bool name="is_shot_blocking" value="True" />
<bool name="use_blocking_box" value="False" />
<enum name="does_block_line_of_sight" value="Never" />
</template_reference>
<template_reference name="exts" value="ebpextensions\modifier_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\site_ext">
<float name="extra_build_test_footprint" value="1.5" />
<bool name="require_all_cells_clear" value="True" />
<bool name="snap_to_terrain" value="False" />
<bool name="ignore_impass" value="False" />
<bool name="lock_to_impass" value="True" />
</template_reference>
<template_reference name="exts" value="ebpextensions\type_ext">
<group name="unit_type_list">
<enum name="unit_type00" value="defence_building" />
<enum name="unit_type01" value="ambient_building" />
<enum name="unit_type02" value="" />
<enum name="unit_type03" value="" />
<enum name="unit_type04" value="" />
<enum name="unit_type05" value="" />
<enum name="unit_type06" value="" />
<enum name="unit_type07" value="" />
<enum name="unit_type08" value="" />
<enum name="unit_type09" value="" />
<enum name="unit_type10" value="" />
<enum name="unit_type11" value="" />
<enum name="unit_type12" value="" />
<enum name="unit_type13" value="" />
<enum name="unit_type14" value="" />
<enum name="unit_type15" value="" />
</group>
<enum name="weapon_targeting" value="automatic" />
</template_reference>
<template_reference name="exts" value="ebpextensions\sight_ext">
<group name="detect_camouflage">
<float name="tp_global" value="0" />
<float name="tp_mine" value="0" />
</group>
<bool name="extended_sight" value="False" />
<float name="extended_sight_radius" value="70" />
<float name="reveal_area_on_death_time" value="1.5" />
<group name="sight_package">
<float name="inner_height" value="7" />
<float name="inner_radius" value="0" />
<float name="outer_height" value="-11" />
<float name="outer_radius" value="40" />
<float name="cone_angle" value="360" />
<float name="cone_start_radius" value="0" />
</group>
<group name="extended_sight_target_info">
<template_reference name="extended_sight_target_info" value="type_ability_target_type\all">
</template_reference>
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\territory_ext">
<bool name="command_provider" value="False" />
<bool name="default_on" value="False" />
<bool name="secures_territory_sector" value="False" />
<enum name="sector_entity_type" value="sector_independent" />
</template_reference>
<template_reference name="exts" value="ebpextensions\ui_ext">
<bool name="ap_killed_kicker" value="True" />
<bool name="ap_loss_kicker" value="True" />
<bool name="cullsphere_selectable" value="False" />
<float name="decorator_offset" value="0" />
<string name="extra_text_deprecated" value="Empty slit trenches can be occupied by the enemy." />
<bool name="ghost_enable" value="False" />
<bool name="has_speech_code" value="True" />
<locstring name="help_text" value="11050325" />
<string name="hotkey_name" value="" />
<icon name="icon_name" value="Icons_buildings_building_common_guard_tower" />
<enum name="kill_type" value="building" />
<float name="minimap_color_a" value="255" />
<float name="minimap_color_b" value="227" />
<float name="minimap_color_g" value="227" />
<float name="minimap_color_r" value="227" />
<bool name="minimap_enable" value="True" />
<bool name="minimap_team_only" value="False" />
<bool name="minimap_teamcolor" value="True" />
<bool name="obb_selectable" value="True" />
<string name="overlay_name" value="" />
<bool name="reveal_for_decryption" value="False" />
<locstring name="screen_name" value="11050326" />
<enum name="selection_name" value="building" />
<float name="selection_scale" value="1" />
<enum name="selection_type" value="single_entity_select" />
<bool name="sloppy_selectable" value="False" />
<group name="speaker">
<string name="code_1" value="bld" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<group name="speech_code_2">
<string name="code_1" value="cw" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<group name="speech_code_3">
<string name="code_1" value="" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<group name="speech_code_cover">
<string name="code_1" value="c2" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<bool name="tacmap_team_only" value="False" />
<locstring name="tooltip_txt" value="0" />
<int name="ui_priority" value="0" />
<icon name="minimap_icon" value="Icons_resources_minimap_icon_watchtower" />
<icon name="portrait_icon_winter" value="Icons_portraits_building_common_tower_winter" />
<group name="speaker_alt">
<string name="code_1" value="" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<float name="minimap_icon_scale" value="0.75" />
<icon name="portrait_icon_summer" value="Icons_portraits_building_common_tower" />
<locstring name="brief_text" value="0" />
<locstring name="extra_text" value="0" />
<locstring name="screen_name_short" value="0" />
<bool name="show_in_build_log" value="True" />
<bool name="show_entity_appearance" value="True" />
<locstring name="screen_name_world" value="0" />
<locstring name="help_text_world" value="0" />
<locstring name="extra_text_world" value="0" />
<enum name="map_rotation_type_override" value="no_override" />
<icon name="symbol_icon_name" value="Icons_symbols_building_common_guard_tower_symbol" />
<enum name="occlusion_state" value="can_be_occluded" />
<enum name="decorator_visibility" value="default" />
<string name="decorator_marker_name" value="Marker_FX_UI" />
<bool name="skin_pack_override" value="False" />
<string name="skin_summer" value="" />
<string name="skin_winter" value="" />
</template_reference>
<template_reference name="exts" value="ebpextensions\impass_ext">
<bool name="cant_build" value="True" />
<bool name="heavy_crush" value="True" />
<bool name="land" value="True" />
<bool name="light_crush" value="True" />
<bool name="medium_crush" value="True" />
</template_reference>
<template_reference name="exts" value="ebpextensions\obj_cover_ext">
<enum name="cover_type" value="tp_garrison_cover" />
<bool name="is_cover_directional" value="False" />
<bool name="is_shoot_through" value="False" />
<bool name="lengthwise_spots" value="False" />
<float name="offset_x" value="0.004" />
<float name="offset_y" value="0.0384" />
<float name="offset_z" value="0" />
<bool name="prevent_prone" value="False" />
<float name="range_x" value="4.62" />
<float name="range_y" value="2.304" />
<float name="range_z" value="2.503" />
<bool name="require_standing" value="False" />
<bool name="use_simbox_range" value="True" />
<bool name="use_simbox_range_plus_spots" value="False" />
</template_reference>
<template_reference name="exts" value="ebpextensions\hold_ext">
<group name="acceptable_types">
<enum name="acceptable_type_01" value="hold_sniper" />
<enum name="acceptable_type_02" value="hold_infantry" />
<enum name="acceptable_type_03" value="" />
<enum name="acceptable_type_04" value="" />
<enum name="acceptable_type_05" value="" />
</group>
<bool name="attach_passenger_animator" value="False" />
<bool name="can_attack_occupant" value="True" />
<bool name="can_do_facing_on_load" value="False" />
<bool name="despawn_on_load" value="False" />
<bool name="disable_area_effect_on_overflow_slot" value="False" />
<bool name="disable_unload" value="False" />
<bool name="disallow_load_command" value="False" />
<bool name="enable_trigger_abilities_in_hold" value="True" />
<bool name="enable_trigger_attack_in_hold" value="False" />
<bool name="holds_produced_squads" value="False" />
<bool name="keep_abandoned_team_weapon" value="False" />
<float name="load_seconds" value="1" />
<float name="max_load_seconds" value="5" />
<float name="min_hold_seconds" value="1" />
<float name="num_slots" value="6" />
<float name="num_squad_slots" value="1" />
<float name="percent_unload_on_death" value="0" />
<bool name="revert_ownership" value="True" />
<bool name="scavenge_enabled" value="False" />
<group name="scavenge_resource">
<float name="action" value="0" />
<float name="command" value="0" />
<float name="fuel" value="0" />
<float name="manpower" value="0" />
<float name="munition" value="0" />
<float name="popcap" value="0" />
</group>
<bool name="shared_with_other_same_type_units" value="False" />
<float name="unload_seconds" value="0.5" />
<bool name="use_building_target_scan_radius" value="True" />
<bool name="use_crouching_posture" value="False" />
<list name="on_loaded_hold_actions">
<template_reference name="action" value="action\suppression">
<float name="suppression" value="0" />
<uniqueid name="id" value="1073741851" />
<float name="supressionrecovertime" value="0" />
</template_reference>
<template_reference name="action" value="action\activate_extension_action">
<bool name="activation" value="False" />
<bool name="aide_station_ext" value="False" />
<bool name="repair_station_ext" value="False" />
<bool name="supply_ext" value="True" />
<bool name="territory_ext" value="False" />
<uniqueid name="id" value="1073741857" />
</template_reference>
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="0" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\ability_max_range_modifier">
<enum name="application_type" value="apply_to_ability" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<instance_reference name="target_type_name" value="" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="1.33" />
<instance_reference name="tooltip" value="modifier_tooltip\ability_max_range_modifier" />
</template_reference>
<template_reference name="modifier" value="modifiers\armor_modifier">
<enum name="application_type" value="apply_to_entity" />
<bool name="exclusive" value="True" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="addition" />
<float name="value" value="33" />
<instance_reference name="tooltip" value="modifier_tooltip\armor_modifier" />
</template_reference>
<template_reference name="modifier" value="modifiers\accuracy_weapon_modifier">
<enum name="application_type" value="apply_to_weapon" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="hardpoint_01" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="1.33" />
<instance_reference name="tooltip" value="modifier_tooltip\accuracy_weapon_modifier" />
</template_reference>
<template_reference name="modifier" value="modifiers\extended_sight_enable">
<enum name="application_type" value="apply_to_player" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="enable" />
<float name="value" value="1" />
<instance_reference name="tooltip" value="modifier_tooltip\extended_sight_enable" />
</template_reference>
</list>
<uniqueid name="id" value="1073741858" />
</template_reference>
</list>
<list name="on_loading_modifiers">
</list>
<list name="on_loaded_squad_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\field_support_ext">
<bool name="aide_station_ext" value="False" />
<bool name="convert_when_damaged" value="True" />
<string name="occupied_animator" value="armies\soviet\structures\occupied_object\occupied_object" />
<bool name="occupied_building" value="False" />
<float name="occupied_revert_seconds" value="-1" />
<bool name="revert_on_transfer" value="True" />
<bool name="spawner_ext" value="True" />
<bool name="supply_ext" value="True" />
<string name="production_style_key" value="" />
<list name="race_flag_animator_states">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\spawner_ext">
<bool name="animated_spawning" value="False" />
<float name="animated_spawning_seconds" value="0" />
<bool name="must_be_in_supply" value="False" />
<float name="reinforce_radius" value="25" />
<list name="spawn_items">
</list>
<list name="bonus_xp_from_hold_list">
</list>
<list name="reinforce_requirements">
</list>
<bool name="spawn_to_hold_try_first" value="False" />
</template_reference>
<template_reference name="exts" value="ebpextensions\supply_ext">
<bool name="default_on" value="False" />
</template_reference>
<template_reference name="exts" value="ebpextensions\upgrade_ext">
<bool name="must_be_in_supply" value="False" />
<float name="number_of_standard_slots" value="1" />
<list name="standard_upgrades">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\marker_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\crushee_ext">
<list name="on_crushed_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\demolishable_ext">
<bool name="detonate_requires_fully_wired" value="False" />
<bool name="prevent_detonation_effects" value="False" />
<bool name="wire_all_points" value="False" />
</template_reference>
<template_reference name="exts" value="ebpextensions\construction_ext">
<bool name="automatic_fit_on_placement" value="True" />
<bool name="can_set_facing" value="True" />
<float name="cancel_refund_percentage" value="100" />
<bool name="check_terrain" value="True" />
<string name="construction_state_name" value="Shovel_digin_State" />
<float name="construction_transition_time" value="1.36666" />
<bool name="force_construction" value="False" />
<float name="max_engineers" value="8" />
<bool name="must_be_in_command_territory" value="False" />
<bool name="must_be_in_line_of_sight" value="False" />
<bool name="must_be_in_supply_territory" value="True" />
<bool name="must_be_in_territory" value="False" />
<bool name="must_be_on" value="False" />
<bool name="must_not_be_in_walkable_surfaces" value="True" />
<instance_reference name="on_construction_squad" value="" />
<float name="orientation" value="0" />
<enum name="placement_type" value="tp_structure" />
<bool name="prefer_spots_on_side_with_leader" value="False" />
<bool name="query_abilities_for_range_ui" value="True" />
<bool name="query_construction_actions_for_range_ui" value="True" />
<bool name="query_upgrade_actions_for_range_ui" value="True" />
<bool name="random_rotation" value="False" />
<float name="replace_ghost_distance" value="0" />
<float name="spacing_distance" value="0" />
<bool name="self_construct" value="False" />
<list name="on_construction_actions">
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="0" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\armor_modifier">
<enum name="application_type" value="apply_to_entity" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="addition" />
<float name="value" value="20" />
<instance_reference name="tooltip" value="modifier_tooltip\armor_modifier" />
</template_reference>
<template_reference name="modifier" value="modifiers\received_damage_modifier">
<enum name="application_type" value="apply_to_entity" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="0.5" />
<instance_reference name="tooltip" value="modifier_tooltip\received_damage_modifier" />
</template_reference>
</list>
<uniqueid name="id" value="1073741856" />
</template_reference>
</list>
<list name="materials">
<instance_reference name="material" value="material\ice" />
<instance_reference name="material" value="material\icywater" />
<instance_reference name="material" value="material\dirtywater" />
</list>
<group name="field_placement_info">
<instance_reference name="border_entity" value="" />
<instance_reference name="replace_entity" value="" />
<int name="replace_count" value="0" />
<float name="replace_retry_distance" value="0" />
</group>
<instance_reference name="placement_valid" value="ui_rectangle\construction_placement_valid" />
<instance_reference name="placement_invalid" value="ui_rectangle\construction_placement_invalid" />
<instance_reference name="ui_range" value="" />
<float name="ui_range_radius" value="0" />
<instance_reference name="ui_setfacing" value="ui_setfacing\construction_base_building" />
<bool name="query_weapon_for_range_ui" value="True" />
<bool name="squad_ignore_pathfinding" value="False" />
<bool name="must_not_be_in_command_territory" value="False" />
</template_reference>
</list>
<uniqueid name="pbgid" value="1073741823" />
</instance>
thanks for any help you folks can help me with.