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2014 Stable 1.13 Release (7435) and enemy gun choices[message #335312] Sun, 31 August 2014 17:20 Go to next message
Drevas
Messages:9
Registered:June 2009
Location: Czech Republic

Hello,

I have been wondering with this one. I realy want to include more weapons for enemy so they can have more weapons/cartrige wariety so i do not need to buy certain ammo from BR etc.

I eddited "GunChoices_Enemy_Elite" manualy in XML editor. When i want rename it to "GunChoices_Enemy_Regular" and then copy-paste this file in ...\Data-1.13\TableData\Inventory (so that both elite and regular will use the same weapons) it just wont appear in XML editor. It is still default.

How is it that when i recopy certain file, it still doenst effect it in XLM editor? From where XML editor takes the data?

Another question:
What is #Choices in XML editor when i open Inventories>Enemy item>guns>regular

Does this mean how many weapon they have for chosing and what if i have one bar empty(with nothing) but other full (example: item 4 = nothing, item 5= Type85)
Will that "nothing" count as a weapon or is this #Choices count for everything so i do not have empty "nothing" items. I do not want to see NADA from fallen enemies.

Can somebody explain how it is work?

[Updated on: Sun, 31 August 2014 17:31] by Moderator

Re: 2014 Stable 1.13 Release (7435) and enemy gun choices[message #335316] Sun, 31 August 2014 17:33 Go to previous messageGo to next message
Flugente

 
Messages:3049
Registered:April 2009
Location: Germany
I am not that familiar with the xml editor, but afaik it can happen that it doesn't automatically update the data if edited outside... hopefully someone with more knowledge on that will come to this thread Wink

The #Choices is the number of guns they can choose from. So if you have 4 entries, this should be 4. In the old days, having that number not be the exact number of guns in the list would crash the game. That should be corrected by now, but it is still reasonable to keep that number correct. Also,guns have to come first, having Nadas inside in between (like 2 = Glock17, 3 = nothing, 4 = Type85) is just asking for trouble Smile

Codewise, we only select a gun from the first #Choices of items - in the above example, setting #Choices to 3 would make that Type85 unattainable (still useless imho - if you don't want them to get it, well, just don't add it).


Re: 2014 Stable 1.13 Release (7435) and enemy gun choices[message #335319] Sun, 31 August 2014 17:46 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3736
Registered:July 2009
Delete the workingdata (aka editor cache) folder to force a complete reload of all xml.


Re: 2014 Stable 1.13 Release (7435) and enemy gun choices[message #335320] Sun, 31 August 2014 17:51 Go to previous messageGo to next message
Drevas
Messages:9
Registered:June 2009
Location: Czech Republic

Well i edited a lot of weapons. Is that mean that even all weapon changes will be gone too?
Re: 2014 Stable 1.13 Release (7435) and enemy gun choices[message #335321] Sun, 31 August 2014 17:59 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3736
Registered:July 2009
Nope, the editor saves everything to the actual gamefiles and its cache, it just gets a little confused when you change the gamefiles externally.


Re: 2014 Stable 1.13 Release (7435) and enemy gun choices[message #335325] Sun, 31 August 2014 19:05 Go to previous messageGo to next message
Drevas
Messages:9
Registered:June 2009
Location: Czech Republic

holly cow it works (for now) thanks!

From the past i know other problems will show up soon Smile
Hope i dont get any CTD
Re: 2014 Stable 1.13 Release (7435) and enemy gun choices[message #335369] Tue, 02 September 2014 03:28 Go to previous messageGo to next message
Drevas
Messages:9
Registered:June 2009
Location: Czech Republic

So I am back with one strange problem.

When i have gun which allow me to use Rifle LAM-Flashlight Combo and folding/retrachable stock and then when i put batteries into the laser 4 slots will pop on top of stock slot.

It is quite annoying as it makes certain weapons to be quite pain to wear. For instance M16A4. Is there a way how to make these slots to be more down (with same line as string and internal attachment)? so they will not interfere with other slots.

Thanks for help. Smile

EDIT: fixed it, i made that laser to be a battery itself, lol.

[Updated on: Tue, 02 September 2014 03:37] by Moderator

Re: 2014 Stable 1.13 Release (7435) and enemy gun choices[message #335665] Tue, 09 September 2014 18:58 Go to previous messageGo to next message
Drevas
Messages:9
Registered:June 2009
Location: Czech Republic

Well i am back.

It seems like a game doest like WF map when i try to move between sectors manualy (having selected whole squad and "go to the sector")

http://i.imgur.com/nXZmgZB.png?1

What i have to do to get rid if it?
Did i miss something to copy for WF maps?

Re: 2014 Stable 1.13 Release (7435) and enemy gun choices[message #335666] Tue, 09 September 2014 19:22 Go to previous messageGo to next message
sevenfm

 
Messages:1172
Registered:December 2012
Location: Russia
Go south from here - ok

Go south from here - not ok

The crash occurs only when moving in tactical, moving on strategic screen is ok.

Tested with stable r7484 + Wildfire 6.07 from SVN
The map folder in my installation is identical to the map folder in official Wildfire 6.07 SVN


Re: 2014 Stable 1.13 Release (7435) and enemy gun choices[message #335667] Tue, 09 September 2014 19:33 Go to previous message
Drevas
Messages:9
Registered:June 2009
Location: Czech Republic

yeah but it happens even on right side of the map for me(did not tried road). I have 10 merc squad so my merc are quite spread out. It is realy anoying though.
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