Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #73657] Sun, 07 May 2006 08:09 Go to previous messageGo to next message
szultz is currently offline szultz

 
Messages:24
Registered:October 2004
Location: Estonia
Explosives.xml - all nades and explosives should be there? under what name then is 40mm HE?

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #73658] Tue, 09 May 2006 02:46 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
uiIndex 16

you can match the ubClassIndex entry in items.xml for grenades and bombs back to explosives.xml

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #73659] Wed, 10 May 2006 03:20 Go to previous messageGo to next message
Corpse is currently offline Corpse
Messages:2
Registered:December 2005
Location: XXXX
Quote:
Originally posted by the scorpion:
don`t think we can attach one gun to the other, but one step could be to allow the tank to fire different sorts of shells for instance (mustard gas or napalm anybody?)
More shells for tanks would be great but mustard gas? napalm?... you can't be serious mate. :rolleyes:

Don't see any point for AP or HESH, there are already HE so all we are missing is canister .

The tanks in the game are M60A3's by the look of them so their armament should be as follows:

- 105mm M68E1 Rifled Cannon (Main gun)
- 7.62mm NATO M240D Coax MG
- .50 BMG M85 mounted on commander's cupola.
- 66mm M239 smoke grenade launcher.
The GL smoke system consists of two 6-barrelled pods placed on opposite sides of the turret. Each barrel holds 1 66mm grenade of which there are two different types:
L8A1: Red-phosphorus smoke
M76 Smoke IR: Improved with visual and IR screening capabilities.

The minimum range of the tank gun may also need to be decreased as its current setting seems too high.

Report message to a moderator

Civilian
Re: 1.13 Xml Editing[message #73660] Thu, 22 June 2006 09:01 Go to previous messageGo to next message
kbd is currently offline kbd

 
Messages:6
Registered:June 2006
I

Report message to a moderator

Private
Re: 1.13 Xml Editing[message #73661] Thu, 22 June 2006 22:37 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
It is even more complicated.

The calculation of 90/ShotsPer4Turns is a primitive version of the calculation the game really uses (89/ShotsPer4Turns works even better).

The in-game calculation needs marksmanship and AP of the merc holding the gun to calculate AP-cost.

And the complications are even more: At the lower end of ShotsPer4Turns, you get gaps in the range of AP that can be calculated (you cannot achieve an AP-cost of 12, 14, or 16, if using ShotsPer4Turns alone), while at the upper end several different values of ShotsPer4Turns get the same AP-cost (e.g. ShotsPer4Turns of 12 or 13 both effect an AP-cost of 7, but these 7s are still somewhat different, as I found out recently)

ubDeadliness tells the game how nifty a gun is. Some mercs might complain if you equip them with a gun that has much lower deadliness than the gun they had before.

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #73662] Fri, 30 June 2006 06:13 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
can some1 help me?

ok where is the line is for changing two-handed and one-handed weapon holding? its only weapon type? i want do P90 onehanded :welder:

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #73663] Fri, 30 June 2006 10:47 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
open Items.XML in notepad

Do a Search for FN P90

When you find it, scroll down, I beleive the tag is actually called 1

Just change that to a ZERO instead of a ONE.

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #73664] Sun, 02 July 2006 10:14 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
So what does accuracy tag affect and is it better to be higher or lower ( hey i gotta ask, stupid as it sounds)

Report message to a moderator

Master Sergeant
Re: 1.13 Xml Editing[message #73665] Sun, 02 July 2006 10:58 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Starwalker said (in a topic in the issue) that this is a flat To-Hit bonus inherent to the weapon. I've had my own gripes about it. Doesn't seem to have a profound effect on the game, because the major difference in accuracy is between guns of different classes, so short-range weapons have a lower accuracy than long-range weapons (which they already kinda do even without this new tag). And even then, the difference is only about 5 at most, which is insignificant (jesus, a laser scope gives 4 times as much). Weapons of similar range seem to have, at most, a +1 or -1 variation from others of their ilk, a difference which to me seems incredibly negligible...
And to top it off, we already had a tag that did the exact same thing (flat to-hit bonus) in items.xml called ... which still, for half the weapons in the game, has a value! (it's usually -1, and 19/20 for RocketRifles, ARRs, and the OICW). Very strange.

Report message to a moderator

Sergeant Major

Re: 1.13 Xml Editing[message #73666] Sun, 02 July 2006 13:50 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
@Majek - Higher = Better Smile

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #73667] Mon, 03 July 2006 17:48 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
@Headrock:

there's nothing strange about it, the 20s you are seeing in the items.xml for guns is the effect of a built-in laser sight, which is toned down to 19 if the gun also has a folding stock. If it has a folding stock w/o a laser sight, the value is -1.

It is easier to have the gun's own accuracy separated from these 'equipment'-effects, or we will later be unable to know what we did there (just like when you look at your programs from a year ago...).

Where else could we place the values for the built-in goodies?

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #73668] Tue, 04 July 2006 21:04 Go to previous messageGo to next message
kbd is currently offline kbd

 
Messages:6
Registered:June 2006
Does accuracy a lot difference? Means +5 to accuracy much more accuracy or little more?

I think it would be usefull if you post the formula for chance to hit calculation.

Report message to a moderator

Private
Re: 1.13 Xml Editing[message #73669] Tue, 04 July 2006 22:11 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Accuracy offsets the range penalty of a 1-3 tiles at medium range or gives a flat bonus at short range, and unlike the laser sights (which have a 'best' range) it works for the whole range (laser sights are good at short range, where the gun may have no penalty at all, the do not work at long range [unless effective range of the gun is so small that 'long' range is still within laser range {e.g. pistols}]).

For example, a gun with effective range of 500m has a penalty of -15 at 250m (25 tiles). If its accuracy was +5, then this penalty at 25 tiles would be -10.
At the maximum effective range of 500m (50 tiles) the penalty drops from -59 to -54, if accuracy is +5.

Overall I'd say that it is only a little more, range and aiming are more important in determining the chance to hit.

But 'high' accuracy may be the one tiny thing that lets you save 1 AP when you need one less aiming action to make a sure hit Wink

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #73670] Thu, 06 July 2006 01:59 Go to previous messageGo to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
I've encountered problem when trying to make one idea possible.

The idea is mounting NVG(when not used) to helmet, by help of rubber band. Firstly, I thought that the merge of NVG and rubber band would make this possible - resulting new item would be the same NVG with the same stats from .xml(but not buyable). Then this new item can be made attacheable to helmet. But then I realised, that this kind of merge would be permanent and result in loss of rubber band, which is rare item to find. Progressing within the game leads to new generations of NVGs, and mounting of them would then require new bands.

I also don't want simple and straight attachment of NVG to helmets, I want to make mountable NVGs a bit rarer and special matter in game.

Any suggestions?

Report message to a moderator

Corporal
Re: 1.13 Xml Editing[message #73671] Thu, 06 July 2006 02:16 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
First make a new item that isn't a rubber band, say a special helmet strap item. Make it available through Bobby Ray's or through the traders in Arulco at low amounts. You could add this item to the enemy item choices list and change the ubCoolness value (in items.xml) to a value other than 0 so that enemies drop them sometimes.

This way they aren't so rare. So kinda like compound-18, you've got an attachment that disappears after use, but isn't so rare that you'll run out of them by the time you get better NVGs.

Report message to a moderator

Sergeant Major

Re: 1.13 Xml Editing[message #73672] Thu, 06 July 2006 07:55 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Or for middle of the road, use duct tape, it's multi-purpose Smile

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #73673] Thu, 06 July 2006 09:29 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Anyone willing to tell me how can i identify what i'm editing in Explosives.xml if i want to edit something?

Report message to a moderator

Master Sergeant
Re: 1.13 Xml Editing[message #73674] Thu, 06 July 2006 09:40 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
There's no data in the wiki?

There is some: http://ja2v113.schtuff.com/xml_explosives

For anything else, ask?

Report message to a moderator

Sergeant Major

Re: 1.13 Xml Editing[message #73675] Thu, 06 July 2006 10:21 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
stupid me. I guess i'll never learn.

uiIndex - index of item in array, just increment this for each new entry - should match to item class in items.xml

it's all i needed.

Report message to a moderator

Master Sergeant
Re: 1.13 Xml Editing[message #73676] Thu, 06 July 2006 10:44 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Yeah that one should be renamed "ItemClassIndex" to avoid confusion.

Report message to a moderator

Sergeant Major

Re: 1.13 Xml Editing[message #73677] Sun, 09 July 2006 12:18 Go to previous messageGo to next message
dmaas is currently offline dmaas
Messages:4
Registered:November 2002
Really really dumb question... I want to edit how much damage guns do. Like, make all guns twice as powerful. I believe I just need to double all the ubImpact values in Weapons.xml - is that correct?

(the description says "this has an effect on how much damage the bullets do" but it's not clear to me if that means ubImpact is *THE* damage value for a gun...)

Report message to a moderator

Civilian
Re: 1.13 Xml Editing[message #73678] Sun, 09 July 2006 18:19 Go to previous messageGo to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
yes, but there's a faster way for this adjustment:

within Ja2_Options.INI there's line

GUN_DAMAGE_MULTIPLIER = 0

change it to 100, and you will double the damage of firearms.

Report message to a moderator

Corporal
Re: 1.13 Xml Editing[message #73679] Sun, 09 July 2006 22:02 Go to previous messageGo to next message
dmaas is currently offline dmaas
Messages:4
Registered:November 2002
Sweet! Thanks!

Report message to a moderator

Civilian
Re: 1.13 Xml Editing[message #73680] Mon, 10 July 2006 06:57 Go to previous messageGo to next message
Floh is currently offline Floh
Messages:4
Registered:June 2006

It might be a bit overexaggerated to call that xml-editting, but i didn't really know where else to put that quzestion:

I have the problem, that Gabby can't be found anywhere - his house is in H11, but he isn't there and i'm not notified of anyones presence, so i assume he got killed some way. I would therefor like to be able to purches his elixir somewhere else - either through BR or Jake.
I tried setting the value for "BR_NewInventory" to anything between 1 and 5 in the Items.xml, but it didn't appear in the list, i also added the item to JakeInventory.xml - same result.
Do i have to do something else? (I have absolutely no idea of editing)
Or are the .xml-files only read once, when i start a new game, and therefor editing them now doesn't help at all?
If so, is there a diffrent way of gettig the elixir without starting a new game?

Report message to a moderator

Civilian
Re: 1.13 Xml Editing[message #73681] Mon, 10 July 2006 07:32 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Well, I've tried adding Depleted Uranium 10mm ammo to BR's, and only succeeded when the game was started fresh. However I do suppose that it may have something to do with all the merchants (including BR) having to get restocked. Try waiting a week (extreme case) to see if BR's gets the item. Then check Jake.
As far as the XML is concerned, I don't see any reason why it shouldn't appear in the game.

Report message to a moderator

Sergeant Major

Re: 1.13 Xml Editing[message #73682] Mon, 10 July 2006 21:11 Go to previous messageGo to next message
Floh is currently offline Floh
Messages:4
Registered:June 2006

Tried it again and waited for some days - Jake sells it now.
Thanks!

Report message to a moderator

Civilian
Re: 1.13 Xml Editing[message #176069] Wed, 20 February 2008 08:34 Go to previous messageGo to next message
Jawz II is currently offline Jawz II

 
Messages:86
Registered:November 2003
dmaas
Really really dumb question... I want to edit how much damage guns do. Like, make all guns twice as powerful. I believe I just need to double all the ubImpact values in Weapons.xml - is that correct?

(the description says "this has an effect on how much damage the bullets do" but it's not clear to me if that means ubImpact is *THE* damage value for a gun...)


Yes, I have this question also, except I just want to reduce the damage of a couple of guns.

I did a search and then read a couple of pages of this thread. I just managed to confuse myself more.


Do I need a special editor to edit the XML files? I just opened the Weapons one last night with windows notepad thing and changed the number after ubweaponlethality or some such, and then I got a runtime error when I tried to run the game, so I know thats not it... Razz

Report message to a moderator

Corporal 1st Class
Re: 1.13 Xml Editing[message #176114] Wed, 20 February 2008 17:20 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Wordpad screws the XML-files, so you'd better use things like Notepad++ to edit XMLs.

What you are looking for is ubImpact in weapons.xml.

If you want global changes, there's an entry in the JA2-Options.ini.

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #176118] Wed, 20 February 2008 17:34 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Back before the xmls were formatted to (I guess) work with the XML Editor they were able to be easily edited by using wordpad, notepad or whatever.

So you may have read in a former post the correct way to alter them back then which has since been changed.

This is one of the most important reasons I have always pushed for a documentation to be plastered everywhere telling users exactly what has changed.

The wiki does this a little but it is incomplete, usually is not up to date and not exactly on the beaten path of the casual user.

I am not complaining really but if there were - for instance - a stickied thread that clearly announced ALL the changes made especially on the user/modder end of things it would answer many questions and avoid a lot of confusion.

I still don't know a few things and have been modding the 1.13 since it's very beginning.

Report message to a moderator

Sergeant Major
Re: 1.13 Xml Editing[message #176156] Thu, 21 February 2008 00:51 Go to previous messageGo to next message
Jawz II is currently offline Jawz II

 
Messages:86
Registered:November 2003
I will look into this Notepad++ then, thank you.

No I didn't read how to do it anywhere, couldn't find anything.
I was just guessing.

And no I'm not gonna do any global changes, I am gonna reduce the damage of that P90 and the five seven by about 10 (and probably the damage of that HK PDW too).

Great as 1.13 is, I disagree with the mod team on that one point.

I think a .22, even a necked down .22 (not exactly new) should not do so much damage.
The idea of a round that peneterates body armour easily and tumbles on impact is very contradictory.

Report message to a moderator

Corporal 1st Class
Re: 1.13 Xml Editing[message #176169] Thu, 21 February 2008 11:58 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Jawz II
I think a .22, even a necked down .22 (not exactly new) should not do so much damage.
The idea of a round that peneterates body armour easily and tumbles on impact is very contradictory.

But it works. The SS190 bullet (5.7x28mm) is made mainly of aluminum, with a steel tip, the whole encased in a steel jacket. So the bullet is very light, with center of mass being quite near to the tip.
And the bullet flies at very high speed, so if something hard is in the way, only the tip counts, when it hits something soft, the tail begins wagging around (rather simple explanation Wink ).

Due to the high speed, the bullet cannot really be silenced. Subsonic versions exist, but they are convential jacketed lead bullets and do not have the abilities of the SS190.

Besides, what do you mean by 'a necked down .22'?
A .22 looks like a pistol round, because the case has no shoulder. Necking that down is a bad idea.

Here's a pic of 5.7x28mm
http://upload.wikimedia.org/wikipedia/commons/thumb/1/16/57_lineup.jpg/300px-57_lineup.jpg

And here's .22
http://upload.wikimedia.org/wikipedia/commons/thumb/6/61/.22_LR.jpg/280px-.22_LR.jpg

The 4.6x30mm is similar in construction to the 5.7x28mm.

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #176197] Thu, 21 February 2008 16:00 Go to previous messageGo to next message
Jawz II is currently offline Jawz II

 
Messages:86
Registered:November 2003
Oh jees, I knew there was gonna be a debate, I shouldn't have said anything.

But since we're here now, and you seem to be curious, I will post this once and then I won't say anything else on the matter. Smile

When I said "necked down .22" I meant its necked down to .22 the projectile itself is a .22, feel free to do the math. (22% of an inch is roughly about 5.7mm), Perhaps I was speaking in too broad a terms.

And theyre nothing new, there have been other small caliber, necked down pistol rounds in the past, but no one (no major company) ran with them for obvious reasons. I honestly can't remember the names now, but 2 that come to mind, a western one called the super 22 or somesuch and a russian one, wasn't exactly .22 but it was small, and necked down.

The 5.56 mm is .22 caliber too by the way, but they don't call em that, do they? Very Happy





I've heard the 'poison bullet' and 'tumbling round' theory ad nauseam, over and over. All from the manufacturers of small rounds which claim their product to be stronger than the laws of physics allow. Its this kind of shock or that kind of trauma, as if a bigger bullet won't hurt you as much and then some.
Larger projectiles can and will tumble too on impact(but not before making BIG holes, shattering bones, etc), and when they do, they do that much more damage.


Now, I have no interest in refuting all their theories one by one, point by point, I'll just give you a few facts to consider, and leave it to you to decide for yourself.


What you are describing is a unstable trajectory. That usually is the result of a damaged barrel, and its not something desirable at all. The results are inaccuracy, and for such a small round, extremly poor penetrating power.

I don't understand the "only the tip counts" arguement at all. Why would that be the case?
Why exactly will it tumble on impact with something soft but not something hard?

How hard/soft are we speaking? bushes? tree branches? a wooden door? besides, surely body armour worn on a person is flexible, unlike a steel plate? Im sure if you went up to a SWAT guy or the like wearing the stuff, and you poked him with your finger (not recommended) there would be certain flexibility to it? Since you know, underneat theres flesh.

Anyway heres a little info about early M16 variant (XM16 or some such) where they used a 1:14 twist barrel and the bullets where indeed unstable, but at long range, thats not a good thing.
Or if there are some bushes in the way, or anything else by the way, once the projectile hits something, the tumbling begins (and accuracy and power go out the door):

http://www.jouster.com/articles30m1/M16part2.html

That might not be the problem for a PDW but still, you can't have both. You can either peneterate kevlar (make tiny little holes, in kevlar and people) or you can have the nightmarish spewer of unstable, inaccurate choppy projectiles from hell (I'd just go for a shotgun at that point, cause the riflings in most firearms are there for a reason, to stabilize!), but you can't have both.





[Updated on: Thu, 21 February 2008 16:03] by Moderator

Report message to a moderator

Corporal 1st Class
Re: 1.13 Xml Editing[message #176202] Thu, 21 February 2008 16:43 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
You ever heard about the THV or .44 CIB (or sometimes SIB)?

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #176245] Fri, 22 February 2008 00:18 Go to previous messageGo to next message
Shatara is currently offline Shatara

 
Messages:22
Registered:March 2007
I'm going to agree that the icepick PDWs are over-damaged, but turning them into the weakest weapons in the game doesnt seem right either. I'd prefer damages around that of 9mm or .40, while keeping the high capacities, fast firing, longer ranges, and XAP capabilities.

Report message to a moderator

Private 1st Class
Re: 1.13 Xml Editing[message #176261] Fri, 22 February 2008 02:29 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
They do a significant amount of damage though. Maybe not a whole lot more than .40 but still more. I think at least 1 or 2 points more damage is fine. The scary bit is the AET ammo.

Report message to a moderator

Lieutenant

Re: 1.13 Xml Editing[message #176268] Fri, 22 February 2008 07:11 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
The shape of the tip of a projectile matters quite a bit ballisticly. I don't claim any particular expertise here but there is a ton of statistical data that supports the notion that the shape of a projectile matters quite a bit.

The 'tumbling' debate will perhaps go on forever. I have heard accounts from people in the field who seem to support the idea that tumbling does work and have heard mathematical theory that seems to disprove this as a possibility. The accounts could be exadurated or the numbers could be wrong. I usually take anecdotal accounts (especially when they have been repeated for 40 years) over lab theory. But maybe that is just me.

In addition to projectile shape projectile mass is perhaps the most important factor (diameter is just one dimention of total size and composition accounts a lot in the mass calculation) besides how much propellant is behind a projectile. Again, just because something has a small calibre does not necessarily mean it has less mass than a pistol round of a larger calibre. Pistol rounds tend to be stubby due to their rounded end (which helps make them fit into the grip of a weapon for instance) while rifle rounds tend to be quite a bit longer.

So the comparison of a .22 pistol bullet is a little misleading when compared to the higher mass of the rifle bullet.

Report message to a moderator

Sergeant Major
Re: 1.13 Xml Editing[message #176274] Fri, 22 February 2008 11:08 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
The other thing to take into account is the position of the mass. With most in the tip the trajectory will be more stable than one even spread the length of the bullet. The penetration will also be better with the weight in the tip Wink

Report message to a moderator

Lieutenant

Re: 1.13 Xml Editing[message #176280] Fri, 22 February 2008 12:29 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Kaerar
The other thing to take into account is the position of the mass. With most in the tip the trajectory will be more stable than one even spread the length of the bullet. The penetration will also be better with the weight in the tip Wink

What I was saying Wink

The guy from whom I have a lot of my weapon data has shot the SS190 from the FiveseveN at pig cadavers, and he says that it usually goes no deeper than 15 cm.
But it also defeats the CRISAT armor (1.6mm Titanium plate in front of 20 layers of Kevlar).
15cm is enough to damage something vital in a normally built human.
On an obese civilian it might have difficulties, but thankfully no one has raised an army of obese soldiers Wink

EDIT: BTW, the SS190 is what we consider AET ammo in this caliber. For most other calibers AET ammo is the French THV.

[Updated on: Fri, 22 February 2008 12:31] by Moderator

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #176657] Wed, 27 February 2008 17:26 Go to previous messageGo to next message
Scheinworld is currently offline Scheinworld

 
Messages:961
Registered:December 2007
Location: Baltic Sea, Germany
Good afternoon JA-community,

@ Farmer Toby: At first thank you for your translation work. I know it is very time-consuming and mostly without any thanks. So I want to make this up now. :shake: I tried to write you a PM, but you are over your Private Topic limit. I hope you are reading these lines. I want to ask you if the "German.Items.xml" file will be updated in the near future?!? I don

Report message to a moderator

First Sergeant

Re: 1.13 Xml Editing[message #177469] Thu, 06 March 2008 04:21 Go to previous messageGo to previous message
Asaudan is currently offline Asaudan
Messages:2
Registered:March 2008
Does anyone know which XML file governs weapon selections for the militia? Do they also use enemygunchoices.xml ?

Report message to a moderator

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


Current Time: Thu May 02 23:59:53 GMT+3 2024

Total time taken to generate the page: 0.02610 seconds