Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #178169] Thu, 13 March 2008 16:43 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Thanks for the new 0.35 xml editor update today Muggs. Smile

Report message to a moderator

Sergeant Major

Re: 1.13 Xml Editing[message #179059] Tue, 25 March 2008 15:14 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
Greetz,

I tried to modify the starting gear of my mercs and found it really timeconsuming to manually look for the 'uiindex' of the items. Isn't there a list somewhere where they are simply listed from 1 to n? Same for weapons and the attachments they can use etc.
Any help appreciated Wink.
Thx

Omfg - that's embarrissing. The thread with the 'uiindex' is right below...As always, the problem is right in front of the computer, lol.

[Updated on: Fri, 28 March 2008 18:52] by Moderator

Report message to a moderator

Corporal 1st Class
Re: 1.13 Xml Editing[message #181182] Sun, 13 April 2008 09:31 Go to previous messageGo to next message
Xerxes17 is currently offline Xerxes17

 
Messages:12
Registered:October 2007
Is there a way to make it so that certain items go in the right places? Eg, Pistols + thier mages going into the holster rig instead of going into the TNT pouches on my vest? This is with modified mercxstartinggear.xml.

[Updated on: Sun, 13 April 2008 09:42] by Moderator

Report message to a moderator

Private
Re: 1.13 Xml Editing[message #181185] Sun, 13 April 2008 10:30 Go to previous messageGo to next message
Kaerius is currently offline Kaerius

 
Messages:31
Registered:March 2008
Well, they fit in holster rig(some exceptions), but the starting gear goes into vest first... basically everything goes into the first pocket it finds that fits the item.

PS: I like the utility / grenade pouch for holding pistols... pistol in utility slot, and each grenade slot has room for 2 mags...

PPS: Actually, come to think of it, it will often put things in pockets where they don't actually fit either. I've had SMGs in pockets they can't fit in, and other weird stuff after editing merc starting gear...

[Updated on: Sun, 13 April 2008 10:45] by Moderator

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #181186] Sun, 13 April 2008 11:29 Go to previous messageGo to next message
Xerxes17 is currently offline Xerxes17

 
Messages:12
Registered:October 2007
Yeah I'm getting some weird things too. Like, the SAW pouch I want to put 5 VOG25's into is on the right and instead always has the PMM in it while the Pistol rig stays empty. This means that the grenades are palced in a greyed out combat pack slot (don't have a CPack equipped).

Report message to a moderator

Private
Re: 1.13 Xml Editing[message #181188] Sun, 13 April 2008 11:38 Go to previous messageGo to next message
Kaerius is currently offline Kaerius

 
Messages:31
Registered:March 2008
This topic got me started on editing some of the LBE gear and pockets.

For example I changed so SMG slot now takes up to size 5 instead of 4, the pistol vest has a couple of medium general slots(it was a woefully bad vest), and things like that.

Tried fiddling with the SAW vest to allow the 4 ammo belts it says it fits, but it causes some visual problems(eg: pockets are too large and end up clipping into the next pockets slot, if that slot is empty, it still clips and the empty one is greyed out).

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #182279] Sun, 20 April 2008 13:03 Go to previous messageGo to next message
JaM1977 is currently offline JaM1977

 
Messages:35
Registered:May 2007
Guys, which file is responsible for attachment restrictions? I would like to create few new attachments (scopes), but i dont know how to prevent them to attach if there is already scope attached...

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #182280] Sun, 20 April 2008 13:12 Go to previous messageGo to next message
Kaerius is currently offline Kaerius

 
Messages:31
Registered:March 2008
Not sure, but you can edit incompatibilities in the XML editor, provided you don't have another mod installed that is incompatible with the editor(like the DBB mod).

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #182282] Sun, 20 April 2008 13:15 Go to previous messageGo to next message
JaM1977 is currently offline JaM1977

 
Messages:35
Registered:May 2007
nevermind, i found it... its incopatible atachments.xml ... sometimes i'm blind or something...

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #183327] Tue, 29 April 2008 20:57 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
How do you delete entries with the XML editor? I'm trying to give the AUG series integrated optics by giving them an aiming bonus of 15, but then I have to delete the scopes from the available attachments menu. How do I do that?

EDIT - Never mind! I found it out myself. You click on the entry while holding Del

[Updated on: Tue, 29 April 2008 22:52] by Moderator

Report message to a moderator

Staff Sergeant
Re: 1.13 Xml Editing[message #183521] Wed, 30 April 2008 17:48 Go to previous messageGo to next message
JaM1977 is currently offline JaM1977

 
Messages:35
Registered:May 2007
Atually XML editor only advantage is that if you wanna duplicate any atachments and later change it to a something else, you dont need to edit lots of files, but everything is done automatically. But still I prefer Excell2007 for almost every change to xml files.

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #183527] Wed, 30 April 2008 18:30 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
It has many other advantages but to each his own.

Report message to a moderator

Master Sergeant
Re: 1.13 Xml Editing[message #183535] Wed, 30 April 2008 19:09 Go to previous messageGo to next message
JaM1977 is currently offline JaM1977

 
Messages:35
Registered:May 2007
Yeah, i know, i just forgot to mention that it is the only advantage it has from my perspective.

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #183689] Thu, 01 May 2008 20:19 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Are you adding/deleting ammo manually? Now that is a function I would not like to do manually, but with the XML-Editor.

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #186083] Sat, 24 May 2008 00:06 Go to previous messageGo to next message
KoTT is currently offline KoTT

 
Messages:50
Registered:May 2008
Location: Cali
hey. I've been messing around with the XML files, and the weapons.xml does not read properly for one reason or another. it says there is an illegal symbol in a name, but all I did was tweak the ranges and RoF. any help?

Report message to a moderator

Corporal
Re: 1.13 Xml Editing[message #186141] Sat, 24 May 2008 19:34 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
What program did you use to work on weapons.xml?

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #186145] Sat, 24 May 2008 20:04 Go to previous messageGo to next message
PFM is currently offline PFM

 
Messages:22
Registered:July 2006
Location: Czech Republic
KoTT
hey. I've been messing around with the XML files, and the weapons.xml does not read properly for one reason or another. it says there is an illegal symbol in a name, but all I did was tweak the ranges and RoF. any help?


check decimal numbers!!! maybe that's the problem, some data can't be in decimal

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #186347] Mon, 26 May 2008 05:34 Go to previous messageGo to next message
duckbillclinton is currently offline duckbillclinton

 
Messages:9
Registered:March 2008
Location: USA
KoTT
hey. I've been messing around with the XML files, and the weapons.xml does not read properly for one reason or another. it says there is an illegal symbol in a name, but all I did was tweak the ranges and RoF. any help?


Do you use English version Windows? If so, do you have any foreign language pack installed with input (keyboard) setting allow the keying of alternative language? If so, that's what caused the problem. Sometimes, space/ punctuation/ letters are in different coding when choosing between languages. Someone requested my help on another thread, I found out that the Polish Apostrophe ' is different than the one in ASCII. So the problem is fixed within 10 seconds.

DBC

Report message to a moderator

Private
Re: 1.13 Xml Editing[message #186548] Tue, 27 May 2008 19:52 Go to previous messageGo to next message
KoTT is currently offline KoTT

 
Messages:50
Registered:May 2008
Location: Cali
ok, I'll try. and, yea, I have cyrilic (Russian) language pack installed. well, thanks for the help guys, gon fix it soon as I got the time Smile

edit: actually, to make life easy, would somebody please send the original Weapons.xml to kott@land.ru? I wanna have the original file as backup, just in case now.. Thanks.

[Updated on: Tue, 27 May 2008 23:52] by Moderator

Report message to a moderator

Corporal
Re: 1.13 Xml Editing[message #189905] Mon, 30 June 2008 22:12 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
Help please!

I want to replace the CDA (x-ray device) with the backpack radio from JA:UC.The CDA and the radio has the same function (serving as a x-ray device) but all I want is the image itself. I play 1.13 with UBB, sci-fi setting. I have downloaded JA:UC but don

[Updated on: Tue, 01 July 2008 22:59] by Moderator

Report message to a moderator

Sergeant
Re: 1.13 Xml Editing[message #191838] Sat, 26 July 2008 13:16 Go to previous messageGo to next message
no_clip

 
Messages:24
Registered:June 2007
I'm getting fatal errors when I try to open the XML editor. Would this be because I have possumsdbb mod installed?

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #191839] Sat, 26 July 2008 13:39 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
yes..dbb-mod and possumdbb mod arent xml editor compatible...the only time dbb-mod is xml compatible is when the DBC patches are applied..currently..the DBC patch is not oldpossum compatible..it will overwrite his changes

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #192195] Tue, 29 July 2008 10:03 Go to previous messageGo to next message
Oldpossum is currently offline Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
Hello 3SNWU7,
Exactly what error are you getting, as my mod is XML editor friendly as that's what I've used, and continue to use, to edit it!

The most common error I've seen to date is people forget that they need to install the lookup folder contents, in addition to the normal tabledata, sound, and picture files.

Report message to a moderator

Corporal
Re: 1.13 Xml Editing[message #192839] Mon, 04 August 2008 19:12 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
Question.
Wenn change an excisting weapon with another ammo.

Changed the HK G11 PDW with pic index 195. I like the picture. Has internal sniper scope. Bonus aimed shot 20%
More changes are Range & attachments.
Nice for Buns as a start pistol Very Happy

So whats the difference wenn using another ammo.
Lets say i change it in 7.62x37mm. What does Depleted Uranium?
Does it get the noise reduction, and what if change noise reduction in 20% from the gun.
You have 100% noise reduction?
What is the difference in damage wenn using other ammo?
Changing coolness & accurate makes it better?
Wenn change type into Sniper Rifle, does Sniper IMP get the bonus?
Does this conflict with enemy items wenn have a HK G11 PDW, but carrie 4.7mm ammo?
Saw the problem with Fallout2 after changing weapons.

I tested it with ammo 4.7mm and 9x39mm
The 4.7 does more damage, needed 3 headshot with 4.7, 4 headshots with 9x39.
Thought the 9x39mm was more effective.

Strange.

Other thing wenn using modified HK G11 PDW.
IMP gets quicker MK promotion even with low IQ.

[Updated on: Mon, 04 August 2008 21:35] by Moderator

Report message to a moderator

First Sergeant
Re: 1.13 Xml Editing[message #192942] Wed, 06 August 2008 01:42 Go to previous messageGo to next message
KoTT is currently offline KoTT

 
Messages:50
Registered:May 2008
Location: Cali
ok... I got a bit of an issue editing starting gear - I want all my mercs be equipped depending on their skills. For instance:
All start off with a holster and a FS92
Gets MP5SD for stealth
Gets M249 for auto weaps
Gets AK/GP for heavy weaps
Gets SVD for Sniper.

All seems ok, BUT - if say the merc is both heavy weaps and sniper, he will get both AK/GP AND SVD. is there any way to make them mutual-exclusive?

Report message to a moderator

Corporal
Re: 1.13 Xml Editing[message #192944] Wed, 06 August 2008 02:21 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
My main merc is Ambidextrous & Sniper
Starts with 2 HK G11 PDW's & 1 ColtCanada C7CT.

Short Range/Night Ops using 2 modified HK G11 PDW (sniper pistol index 195)
Class: Handgun - Type: Sniper Rifle Very Happy
Default attachment: ISM-V-IR Aimed shot bonus = 7%
Default 5 AP, instead of 4 AP
Damage 27 - Range 290 ( maybe change it in 340 ) Headshots are fun Very Happy
Accuracy 7 - Coolnes 7
Ammo: 4.7 mm
FingerprintID --- lol
Hide muzzle/noise reduction 45% ( maybe change it in 65% or 75% )
(no pistol surpressor, keeps it interesting.)

Also modified MP Holter.
And long range whatever i find.

[Updated on: Wed, 06 August 2008 03:07] by Moderator

Report message to a moderator

First Sergeant
Re: 1.13 Xml Editing[message #193011] Wed, 06 August 2008 19:16 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
Question about modify the Katana.
I real life the Katana is very solid, but here wenn knife some necks its already to damage.
In my opinion to fast. How to change it?

Report message to a moderator

First Sergeant
Re: 1.13 Xml Editing[message #194702] Sat, 23 August 2008 20:05 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
Question:
What changes do I have to do in XML to create a M203 GL as a default attatchment to a gun?



Background:
I want a Colt M4 Commando with M203 GL as default attatchment.

I have replaced the obsolete M16A1/203 with a Colt M4 Commando/203 in weapons.xml, items.xml, Big items sti and Interface sti.

I have copied and added the tag 902 into items.xml, but my gun neither has the M203 as default attatchment upon delivery from BR nor will it accept the M203 as a normal attatchment, nor will it accept a 40 mm grenade.

Report message to a moderator

Sergeant
Re: 1.13 Xml Editing[message #194710] Sat, 23 August 2008 22:33 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
sounds like an entry in attachments.xml might be missing

but be careful. distance diagnosis is often wrong and it could be other reasons equally well

Report message to a moderator

Sergeant Major
Re: 1.13 Xml Editing[message #194789] Sun, 24 August 2008 16:38 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
You

Report message to a moderator

Sergeant
Re: 1.13 Xml Editing[message #194796] Sun, 24 August 2008 18:12 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
in attachments.xml, there must be an entry that allows to attach the index of your GL (902?) to your gun.

Report message to a moderator

Sergeant Major
Re: 1.13 Xml Editing[message #194841] Mon, 25 August 2008 10:24 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
WillyWonka
I have replaced the obsolete M16A1/203 with a Colt M4 Commando/203 in weapons.xml, items.xml, Big items sti and Interface sti.

We do not have the combo M16A1/M203 (as an item with its own pic) in basic 1.13. Are you playing a mod?

WillyWonka
I have copied and added the tag 902 into items.xml, but my gun neither has the M203 as default attatchment upon delivery from BR nor will it accept the M203 as a normal attatchment, nor will it accept a 40 mm grenade.

Attachments.xml does indeed have an entry that allows to attach the M203PI (item 902) to the M4 Commando (item 12), so you should definitely be able to attach it (in basic 1.13!).

Did you add the default-attachment entry to items.xml /after/ ordering the gun from BR?

And again the question: are you playing a mod, not basic 1.13?

EDIT: if your new M4 Commando/M203 is not item 12, but another item, then attachments.xml should have an entry for that new item, of course.

[Updated on: Mon, 25 August 2008 10:27] by Moderator

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #194880] Mon, 25 August 2008 19:06 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
Starwalker
WillyWonka
I have replaced the obsolete M16A1/203 with a Colt M4 Commando/203 in weapons.xml, items.xml, Big items sti and Interface sti.

We do not have the combo M16A1/M203 (as an item with its own pic) in basic 1.13. Are you playing a mod?

WillyWonka
I have copied and added the tag 902 into items.xml, but my gun neither has the M203 as default attatchment upon delivery from BR nor will it accept the M203 as a normal attatchment, nor will it accept a 40 mm grenade.

Attachments.xml does indeed have an entry that allows to attach the M203PI (item 902) to the M4 Commando (item 12), so you should definitely be able to attach it (in basic 1.13!).

Did you add the default-attachment entry to items.xml /after/ ordering the gun from BR?

And again the question: are you playing a mod, not basic 1.13?



EDIT: if your new M4 Commando/M203 is not item 12, but another item, then attachments.xml should have an entry for that new item, of course.


I

Report message to a moderator

Sergeant
Re: 1.13 Xml Editing[message #194885] Mon, 25 August 2008 20:10 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
Alright, I succeeded! Thanks for your help Scorpion and Starwalker!

It turned out there where two different 203

Report message to a moderator

Sergeant
Re: 1.13 Xml Editing[message #196248] Thu, 11 September 2008 16:28 Go to previous messageGo to next message
inz is currently offline inz
Messages:3
Registered:September 2008
Right, to cut the long story short, I finally got my younger brother to try JA2, and he's adamant about playing with only one character (hrmph, that's the ADD generation for ya, not in my days...!). He wants to carry lots of weapons, too, so I was thinking of re-enabling the upgrade kits (Medical, Field ops etc.) for NIV version for some extra inventory space. This I think can be done just by editing the itemsize entries in items.xml with some xml editor?

DBB adds a lot of nifty stuff so using that would of course be preferred to the normal 1.13, but looking at the items.xml entries there, most of the upgrade stuff is overwritten by the new additions, so is there any easy way of adding them back?

Ah and finally, carry weight limit would of course become an issue even with a STR 100 character, is there any easy way to circumvent this?

Report message to a moderator

Civilian
Re: 1.13 Xml Editing[message #196251] Thu, 11 September 2008 17:24 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
inz
Right, to cut the long story short, I finally got my younger brother to try JA2, and he's adamant about playing with only one character (hrmph, that's the ADD generation for ya, not in my days...!). He wants to carry lots of weapons, too, so I was thinking of re-enabling the upgrade kits (Medical, Field ops etc.) for NIV version for some extra inventory space. This I think can be done just by editing the itemsize entries in items.xml with some xml editor?

Yes. You should look at the other armors to find proper values for itemsize.

inz
DBB adds a lot of nifty stuff so using that would of course be preferred to the normal 1.13, but looking at the items.xml entries there, most of the upgrade stuff is overwritten by the new additions, so is there any easy way of adding them back?

No, no easy way to get overwritten stuff back, unless you want to overwrite the new items again (and even that might get complicated).

inz
Ah and finally, carry weight limit would of course become an issue even with a STR 100 character, is there any easy way to circumvent this?

Well, you could use Notepad++ to replace all weight entries with a 1, thus each and every item will only weigh 100g.

But that's extremely unbalancing, and might even make problems with dynamic ammo weight.

Well, let your kid brother's lone character wait in Drassen mine for the counterattack Wink

[Updated on: Thu, 11 September 2008 17:24] by Moderator

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #196341] Sat, 13 September 2008 19:44 Go to previous messageGo to next message
inz is currently offline inz
Messages:3
Registered:September 2008
Thanks Starwalker, that clarified things a great deal.

And you can bet I'll let him discover the joys of Drassen counter-attack all by himself; if nothing else, that ought to teach him a thing or two about the importance of teamplay. Very Happy

Report message to a moderator

Civilian
Re: 1.13 Xml Editing[message #196562] Thu, 18 September 2008 15:58 Go to previous messageGo to next message
Trevor

 
Messages:16
Registered:March 2007
Location: France
Hi, with evry release and mod i had used i can't open XML editor! ihave this message: can't run (0xc0000135). i use the gold ja2 french release. Is anyone know that problem?

Report message to a moderator

Private
Re: 1.13 Xml Editing[message #196565] Thu, 18 September 2008 16:17 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Do you have a NET 2.0 or NET 3.0 environment installed?

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #196571] Thu, 18 September 2008 17:45 Go to previous messageGo to previous message
Trevor

 
Messages:16
Registered:March 2007
Location: France
Thanks Starwalker, it works!

Report message to a moderator

Private
Previous Topic: XML Editor Changelog
Next Topic: MercStartingGear editor
Goto Forum:
  


Current Time: Fri May 17 14:18:45 GMT+3 2024

Total time taken to generate the page: 0.03024 seconds