I'm having some problens with the spawned TIEs... I coded a structure to spawn them, add it to MultipleyerStructureMakers, it shows ingame but does not spawn TIEs. If someone can help me... The land based TIE code: <GroundVehicle Name="TIE_Fighter_Land_Based">
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<No_Colorization_Color> 75, 75, 75, 255 </No_Colorization_Color>
<Land_Model_Name>ev_TieFighter.ALO</Land_Model_Name>
<Mass>0.985</Mass>
<Scale_Factor>3.0</Scale_Factor>
<!--<Is_Sprite>No</Is_Sprite>-->
<Size_Value>15</Size_Value>
<Select_Box_Scale>40</Select_Box_Scale>
<Ranking_In_Category>6</Ranking_In_Category>
<Max_Speed>5.2</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<OverrideAcceleration> .2 </OverrideAcceleration>
<OverrideDeceleration> .2 </OverrideDeceleration>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
<Max_Lift>3.5</Max_Lift>
<Bank_Turn_Angle>40</Bank_Turn_Angle>
<Space_Layer> Fighter </Space_Layer>
<Stationary_Space_Layer> Land </Stationary_Space_Layer>
<FormationGrouping> Solo </FormationGrouping>
<PathFrameDelay> 4 </PathFrameDelay>
<Hover_Offset>50.0</Hover_Offset>
<Prepare_Strafe_Height>150.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames>
<Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn>
<AI_Combat_Power>170</AI_Combat_Power>
<Behavior>SELECTABLE, POWERED</Behavior>
<LandBehavior>ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</LandBehavior>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Weather_Category>Speeder</Weather_Category>
<Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living>
<Is_Affected_By_Gravity_Control_Field> No </Is_Affected_By_Gravity_Control_Field>
<Affiliation>Empire</Affiliation>
<Political_Control>0</Political_Control>
<Armor_Type> Armor_Fighter </Armor_Type>
<Damage>8</Damage>
<Autoresolve_Health>100.0</Autoresolve_Health>
<Shield_Points>0</Shield_Points>
<Tactical_Health>220</Tactical_Health>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>1000</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>
<Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees>
<Projectile_Damage>10.0</Projectile_Damage>
<Projectile_Types>Proj_TIE_Laser_Cannon</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 6.0</Targeting_Fire_Inaccuracy>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Medium_Explosion_Land_Empire</Death_Explosions>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Medium_Explosion_Land_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_A_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<Remove_Upon_Death>true</Remove_Upon_Death>
<Wind_Disturbance_Radius>100</Wind_Disturbance_Radius>
<Wind_Disturbance_Strength>3</Wind_Disturbance_Strength>
<Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha>
<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_TIE_Fighter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_TIE_Fighter</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_TIE_Fighter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_TIE_Fighter</SFXEvent_Guard>
<SFXEvent_Assist_Move> Unit_Assist_Move_Lancet </SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack> Unit_Assist_Attack_Lancet </SFXEvent_Assist_Attack>
<SFXEvent_Health_Low_Warning> Unit_Health_Low_TIE_Fighter</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning> Unit_Health_Critical_TIE_Fighter </SFXEvent_Health_Critical_Warning>
<SFXEvent_Enemy_Damaged_Health_Low_Warning> Unit_Enemy_Health_Low_Tie_Fighter </SFXEvent_Enemy_Damaged_Health_Low_Warning>
<SFXEvent_Enemy_Damaged_Health_Critical_Warning> Unit_Enemy_Health_Critical_Tie_Fighter </SFXEvent_Enemy_Damaged_Health_Critical_Warning>
<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Ambient_Moving> Unit_TIE_Fighter_Fly_By </SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<!-- <SFXEvent_Engine_Idle_Loop> Unit_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Idle_Loop> -->
<!-- <SFXEvent_Engine_Moving_Loop> Unit_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Moving_Loop> -->
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Unit_Lost> EHD_Unit_Destroyed </SFXEvent_Unit_Lost>
<SFXEvent_Tactical_Build_Started> EHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>
<SFXEvent_Tactical_Build_Complete> EHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>
<SFXEvent_Tactical_Build_Cancelled> EHD_Reinforcements_Cancelled </SFXEvent_Tactical_Build_Cancelled>
<Icon_Name>i_button_tie_fighter.tga</Icon_Name>
<CategoryMask> Fighter | AntiBomber</CategoryMask>
<MovementClass> Flying </MovementClass>
<OccupationStyle>1x1</OccupationStyle>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<!--Keep the idle chase range small since Snowspeeders don't tether-->
<Idle_Chase_Range>50.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<FormationGrouping> Solo </FormationGrouping>
<Weather_Category>Flying</Weather_Category>
<Score_Cost_Credits>50</Score_Cost_Credits>
<Tactical_Bribe_Cost>120</Tactical_Bribe_Cost>
<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>
</GroundVehicle> The GroundCompaniesEmpire code for the TIEs: <GroundCompany Name="Empire_Land_TIE_Wing">
<Text_ID>TEXT_TIE_FIGHTER_SQUADRON</Text_ID>
<GUI_Row> 1 </GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Damage>24</Damage>
<Autoresolve_Health>100</Autoresolve_Health>
<Affiliation>Empire</Affiliation>
<Build_Cost_Credits>300</Build_Cost_Credits>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Build_Time_Seconds>25</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>1</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<!--<Required_Ground_Base_Level>2</Required_Ground_Base_Level>-->
<Required_Ground_Base_Level>545</Required_Ground_Base_Level>
<Required_Star_Base_Level>23</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets />
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Prority>1</Formation_Prority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>walker</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>TIE_Fighter_Land_Based, TIE_Fighter_Land_Based</Company_Units>
<Icon_Name>i_button_tie_fighter.tga</Icon_Name>
<GUI_Model>ev_TieFighter.ALO</GUI_Model>
<GUI_Distance>70</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Reinforcements_Available</SFXEvent_Build_Complete>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter</SFXEvent_Fleet_Move>
<Score_Cost_Credits>225</Score_Cost_Credits>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>16</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<!--<Build_Limit_Current_Per_Player>10</Build_Limit_Current_Per_Player>-->
<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Population_Value>2</Population_Value>
</GroundCompany>
The TIE Spawner code - yes, it does stay in PropsUrban, is there any problem with that? : <Props_Urban Name="TIE_SPAWNER">
<Text_ID>TEXT_NONE</Text_ID>
<Land_Model_Name>W_R2_Terminal.alo</Land_Model_Name>
<Scale_Factor>1.8</Scale_Factor>
<Affiliation>Empire</Affiliation>
<LandBehavior> SPAWN_SQUADRON </LandBehavior>
<Starting_Spawned_Units_Tech_0>Empire_Land_TIE_Wing, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Empire_Land_TIE_Wing, 15</Reserve_Spawned_Units_Tech_0>
<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
<Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds>
<Spawned_Squadron_Location_Bones>MuzzleA_01</Spawned_Squadron_Location_Bones>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Required_Planets> NO GC </Required_Planets>
</Props_Urban> ???