Home » MODDING HQ 1.13 » v1.13 General Development Talk » fixing xml editor ?
fixing xml editor ?[message #348320]
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Mon, 16 January 2017 21:50
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Czert |
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Messages:105
Registered:August 2007 |
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anyone have idea at which time xml editor will be working agaain ?
will love to try some playing there.
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Sergeant
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Re: fixing xml editor ?[message #348385 is a reply to message #348383]
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Fri, 20 January 2017 20:30
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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As it seems the editor was last updated in 2015 with r2262, any structural changes to relevant xmls afterwards. Which are:
- AmmoTypes.xml:
- <antiTank> was removed
- new tags, all take values from 0.0 to 100.0 (float):
<dDamageModifierLife> default 1.0
<dDamageModifierBreath> default 1.0
<dDamageModifierTank> default 0.0
<dDamageModifierArmouredVehicle> default 0.0
<dDamageModifierCivilianVehicle> default 0.0
<dDamageModifierZombie> default 1.0
- there are a lot more merchants in Merchants.xml (r2320), not sure whether his requires editor work
- I assume MercProfiles.xml and SectorNames.xml are not relevant here, otherwise have to look at those closer
- Items.xml:
- added <usHackingModifier> (int, 0 - 100)
- added <antitankmine> (int, 0 - 1)
- not sure of these disease-related tags are in: <cigarette> (int, 0 - 1), <usPortionSize> (int, 0 - 100), <diseaseprotectionface> (int, 0 - 1), <diseaseprotectionhand> (int, 0 - 1)
- current Item Flags for <ItemFlag> (frrom ItemTypes.h):
// -------- added by Flugente: various item flags --------
// flags used for various item properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
// note that these should not be used to determine what kind of an attachment an item is, that is determined by attachmentclass and the AC_xxx flags above
#define MANPAD 0x00000002 //2 // this item is a MAn-Portable Air-Defense System
#define BEARTRAP 0x00000004 //4 // a mechanical trap that does no explosion, but causes leg damage to whoever activates it
#define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in
#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
#define MEAT_COW 0x00000040 //64 // retrieve this by gutting a cow
#define BELT_FED 0x00000080 //128 // item can be fed externally
#define AMMO_BELT 0x00000100 //256 // this item can be used to feed externally
#define AMMO_BELT_VEST 0x00000200 //512 // this is a vest that can contain AMMO_BELT items in its medium slots
#define CAMO_REMOVAL 0x00000400 //1024 // item can be used to remove camo
#define CLEANING_KIT 0x00000800 //2048 // weapon cleaning kit
#define ATTENTION_ITEM 0x00001000 //4096 // this item is 'interesting' to the AI. Dumb soldiers may try to pick it up
#define GAROTTE 0x00002000 //8192 // this item is a garotte
#define COVERT 0x00004000 //16384 // if LBE, any gun inside will be covert. On a gun, it will be covert in any LBE, even if the LBE does not have that tag itself
#define CORPSE 0x00008000 //32768 // a dead body
#define SKIN_BLOODCAT 0x00010000 //65536 // retrieve this by skinning (=decapitating) a bloodcat
#define NO_METAL_DETECTION 0x00020000 //131072 // a planted bomb with this flag can NOT be detected via metal detector. Use sparingly!
#define JUMP_GRENADE 0x00040000 //262144 // add +25 heigth to explosion, used for bouncing grenades and jumping mines
#define HANDCUFFS 0x00080000 //524288 // item can be used to capture soldiers
#define TASER 0x00100000 //1048576 // item is a taser, melee hits with this will drain breath (if batteries are supplied)
#define SCUBA_BOTTLE 0x00200000 //2097152 // item is a scuba gear air bottle
#define SCUBA_MASK 0x00400000 //4194304 // item is a scuba gear breathing mask
#define SCUBA_FINS 0x00800000 //8388608 // this item speed up swimming, but slows walking and running
#define TRIPWIREROLL 0x01000000 //16777216 // this item is a tripwire roll
#define RADIO_SET 0x02000000 //33554432 // item can be used to radio militia/squads in other sectors
#define SIGNAL_SHELL 0x04000000 //67108864 // this is a signal shell that precedes artillery barrages
#define SODA 0x08000000 //134217728 // item is a can of soda, sold in vending machines
#define ROOF_COLLAPSE_ITEM 0x10000000 //268435456 // this item is required in the collapsing of roof tiles. It is used internally and should never be seen by the player
#define DISEASEPROTECTION_1 0x20000000 //536870912 // this item protects us from getting diseases by human contact if kept in inventory
#define DISEASEPROTECTION_2 0x40000000 //1073741824 // this item protects us from getting diseases by human contact if kept in inventory
#define LBE_EXPLOSIONPROOF 0x80000000 //2147483648 // any gear in LBE with this flag is protected from explosions
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: fixing xml editor ?[message #353702 is a reply to message #353701]
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Wed, 06 June 2018 22:26
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Well... yes, unless you miss one. And this won't help if those are the xmls you edit.
What one can always do is to keep a svn copy of the current gamedir and copy over all the xmls the editor altered over that, and then use Tortoise svn diff tool to find and restore removed tags. But that becomes tedious fast, especially if one does large changes. It's not really workable unless you work on stock data, too.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: fixing xml editor ?[message #353708 is a reply to message #353703]
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Fri, 08 June 2018 21:53
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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NewAgeOfPower wrote on Thu, 07 June 2018 21:10Well, that seems reasonable. Where do I find the XML editor tool? It was not included with my install package.
If I recall it was recently removed from the SCI due to the, well, behaviour described. But as it hasn't changed for years, you could download any SCI from '16 or '17 and extract the editor and it's xml files (basically anything with xml editor in the name) from there.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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