Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #259704] Tue, 17 August 2010 17:16 Go to previous messageGo to next message
Algerino
Messages:2
Registered:August 2010
Ok thx for the quick reply! It works now.
Re: 1.13 Xml Editing[message #259748] Wed, 18 August 2010 02:13 Go to previous messageGo to next message
Villa

 
Messages:19
Registered:November 2009
Villa
Is it possible to edit more than one merc's starting gear at the same time?

For example, if I want to to give every merc identical helmets and vests, I can do that via the XML editor by editing one merc after another, but this is rather tedious. I'm thinking about editing one merc, then opening MercStartingGear.xml to copy/paste the corresponding entries to the other mercs, but before I do that I would like to make sure there is no easier way that I may have missed.


Because I don't have Excel and couldn't figure out how do it with OpenOffice Calc, I found a method to change multiple entries with the help of the free text editor PSPad (www.pspad.org):

- Run PSPad, open MercStartingGear.xml
- Choose "Search - Replace" from the menu
- In the "Find" field, enter "([^<]*)"
- In the "Replace" field, enter "803"
- Enable "Regular Expressions" (can be found under "Options")

http://www.abload.de/img/clipboard01pjng.png

(This will change all ballistic vests to "Dyneema Vest".)
Re: 1.13 Xml Editing[message #259954] Fri, 20 August 2010 09:23 Go to previous messageGo to next message
Viscupelo

Messages:9
Registered:August 2010
Sorry to be a pain, but this seems like the best place to ask this.

For some reason, my XML editor has started giving me a fatal error whenever I try to run it.
I haven't edited anything yet, so I'm fairly certain it's nothing I've done, to my knowledge at least.

This is the error it gives me while loading.

http://i291.photobucket.com/albums/ll314/MisterVee/XMLerror.jpg

I've located two files with that name, but where can I locate the parent table?
At least then I can root around in it and perhaps locate and rectify the error.
Re: 1.13 Xml Editing[message #261237] Wed, 01 September 2010 13:12 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
TheHandler
Sorry to be a pain, but this seems like the best place to ask this.

For some reason, my XML editor has started giving me a fatal error whenever I try to run it.
I haven't edited anything yet, so I'm fairly certain it's nothing I've done, to my knowledge at least.
[...]
I've located two files with that name, but where can I locate the parent table?
At least then I can root around in it and perhaps locate and rectify the error.


Try deleting the XSD-file (the editor should make a new one when started again).

If that does not help, delete backend.dll and get it again from the SVN-Server.

The parent table is the file that refers to the two indices the error message shows (24 and 25). Most probable it is pockets.xml, which refers to silhouette.xml (24 and 25 are the indices of the medical cross silhouettes).
Silhouette.xml is a file that is not needed by the game, only by the XML-Editor (to give names to the silhouettes).

[Updated on: Wed, 01 September 2010 13:19] by Moderator



Re: 1.13 Xml Editing[message #268063] Fri, 10 December 2010 03:25 Go to previous messageGo to next message
Viscupelo

Messages:9
Registered:August 2010
Sorted it right out, thanks mate.

Sorry for the long wait for the thank you, but it's an appreciative one I can assure you.
Re: 1.13 Xml Editing[message #273372] Fri, 11 February 2011 22:34 Go to previous messageGo to next message
MasterN

 
Messages:44
Registered:February 2011
Location: Berlin - Ger
hopefully this is the right place for my question, since its not entirely connected to xml-editing...

for various reasons i've been changing values for weapons and other items.
for example making rod&spring available at BR for MP.

changes also include additional weapons (for example AI AW50) and attachments (for example http://www.atncorp.com/nightvision-riflescope-atnmars6x-4).

AI AW50 requires a 5 round .50BMG mag, which is already included, but unused.

now my question.
i noticed that when i extend bobby ray's assortment, original items are placed where they are supposed to be, in alphabetical order, while newly created items are placed at the beginning of the list.

what is the reason for that, and can i circumvent it?
Re: 1.13 Xml Editing[message #273376] Fri, 11 February 2011 22:50 Go to previous messageGo to next message
tais

 
Messages:796
Registered:February 2008
Location: NL
start a new game instead of loading a savegame..

☆☆M☆☆
Re: 1.13 Xml Editing[message #273377] Fri, 11 February 2011 22:52 Go to previous messageGo to next message
JMich

 
Messages:580
Registered:January 2011
Location: Greece
If I remember correctly, the items in BR are loaded (cached) and sorted at the beginning of the game, so any new items are added to the end of the list. Try starting a new game, with awesome BR settings, and see if it's fixed then.
Re: 1.13 Xml Editing[message #273384] Fri, 11 February 2011 23:34 Go to previous messageGo to next message
MasterN

 
Messages:44
Registered:February 2011
Location: Berlin - Ger
thanks to both of you.

savegame is neccessary because i just have to wait few hours at 60min timecompression to see if everything works.
if its solved by starting a new game, then: YEAH! ^^
Re: 1.13 Xml Editing[message #273387] Fri, 11 February 2011 23:39 Go to previous messageGo to next message
JMich

 
Messages:580
Registered:January 2011
Location: Greece
New game with BR at awesome, cheat, teleport to drassen, check BR. Less than 5 mins from new game to check.
Re: 1.13 Xml Editing[message #288048] Mon, 01 August 2011 00:07 Go to previous messageGo to next message
Morbo

 
Messages:31
Registered:May 2008
	
		200
		Binoculars
		% Quality Binoculars
		7x50 High-Quality Binoculars.
		% 7x50 Binoculars
		Rugged binoculars for the serious hunter or soldier. Multi-coated lenses, nitrogen-filled, and rubber-armored. Usable under bad light conditions.
		2
		1
		200
		1
		547
		7
		1
		17
		300
		5
		-4
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		40
		40
		160
		60
		20
		
		
		
	


Trying to change an item from 2 handed to one handed.
If i remove this line:
1
from the items.xml, the game errors on load. It basically says its unable to load the items.xml file.
What am i doing wrong? (this is a items.xml for AIMNAS, but xml is xml, so not sure what i'm doing wrong).

Does word pad do something weird to the file on save? Should i use notepad to edit it instead?

[Updated on: Mon, 01 August 2011 00:08] by Moderator

Re: 1.13 Xml Editing[message #288051] Mon, 01 August 2011 00:15 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3728
Registered:July 2009
Use notepad.


Re: 1.13 Xml Editing[message #288131] Tue, 02 August 2011 01:44 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
DepressivesBrot
Use notepad.


and do not remove the whole line. just set the value from 1 to 0.


Re: 1.13 Xml Editing[message #288141] Tue, 02 August 2011 07:15 Go to previous messageGo to next message
Morbo

 
Messages:31
Registered:May 2008
Thanks guys, notepad did the trick.

I was lazy and avoiding notepad because smeagol's AIMNAS item.xml is massive and notepad doesn't display it with the indents/tabs so it's harder to read.
Re: 1.13 Xml Editing[message #288142] Tue, 02 August 2011 08:59 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
download notepad++
that is a must have replacement of the weak notepad.


Re: 1.13 Xml Editing[message #297716] Fri, 03 February 2012 04:45 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
Oops?

I was editing the enemy weapon table for a Warsaw Pact progression (for a "ilve off the land" campaign I was thinking about starting).

What I did right: tried to make a backup of the original XML for enemy weapons, for restoring later.

What I might have done wrong: backed up the wrong XML file.

Is it the one under "Data" or "Data-1.13"? I backed up the one under Data, and while looking through the file folder later (after using the XML editor, of course) it occurred to me that it was probably the wrong one.

If I backed up the wrong one, is there a fast way to get the original back without a complete reinstall?
Re: 1.13 Xml Editing[message #297736] Fri, 03 February 2012 11:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3728
Registered:July 2009
Yupp, it was the wrong one, on default, the game and the editor use Data-1.13. Get a new one from the SVN-Repo.


Re: 1.13 Xml Editing[message #297786] Sat, 04 February 2012 01:03 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
Well, I can worry about it somewhat later. I'm actually really liking the weapon progression I designed.

There's just enough commie weapons that drop 9mm, 5.56NATO, and 7.62NATO to trickle the occasional drop for your starter weapons, but a growing team will still need to work with all the various AK variants. Very Happy
Re: 1.13 Xml Editing[message #297896] Sun, 05 February 2012 13:14 Go to previous messageGo to next message
Istrebitel

 
Messages:222
Registered:December 2009
Location: Russia, Saint-Petersburg
How do i filter?
I need to filter, for example, only pistols in the guns list. I tried every possible column name - Type, WeaponType, ubWeaponType, it still tells me the column name is wrong!

Help please

Also, is there a way to make a sort by more than one column? like damage then ap ready time?
Re: 1.13 Xml Editing[message #297897] Sun, 05 February 2012 13:25 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3728
Registered:July 2009
Note that the Editor may show different data than what is actually in the xml, it'll use a lookup table to show class, type or caliber as names while it actually stores the indexes.
Use this and this to find out the numerical value.

Column names are identical to their XML tags and can be seen as a tooltip when hovering the mouse over the column header.
Furthermore, all but items.xml tags must be prefixed by the table they appear in.

The correct syntax for a pistols only filter would be:
WEAPONubWeaponType = 1


I don't know if the filter supports 'order by'


Re: 1.13 Xml Editing[message #297951] Mon, 06 February 2012 08:49 Go to previous messageGo to next message
Istrebitel

 
Messages:222
Registered:December 2009
Location: Russia, Saint-Petersburg
yeah that must be the problem. i didnt knew i must add WEAPON
thanks

[Updated on: Mon, 06 February 2012 08:50] by Moderator

Re: 1.13 Xml Editing[message #300457] Tue, 28 February 2012 01:57 Go to previous messageGo to next message
Foxd1e

 
Messages:32
Registered:February 2012
Location: US
Hey guys I am having a problem. I am playing JA2 1.13 rev4945 w/AIMNAS 21, with the new items of AIMNAS v26. The problem I am running it in the .xml editor only is when I am browsing the items tab-show-by class and lets say armour for this example and I go to the new entries let's say ID 1123 the Guardian vest urban and I right click it to view details I get an unhandled exception error that says value 417 is not a valid value, a value should be between the min and max setting. 417 refers to the corresponding graphic sti in Big Items. The xml editor does this for any new items I added from v26. I can use the items fine ingame and I can edit them fine in the item.xml with notepad++. My question is how do I get the .xml editor to acknowledge the new items graphics. Like if I want to change an items current graphic I go to show details, then general tab and under type I select the proper catergories, but the current indexs stop at AIMNAS v21 values. For example in p2items I can't go above index 409 even tho it goes well beyond 417 thanks to the new items.



The indepth error is this:
Toggle Spoiler

I may have posted too much, but I just want someone who can help to have as much information as possible. Thanks in advance

[Updated on: Tue, 28 February 2012 02:09] by Moderator

Re: 1.13 Xml Editing[message #300478] Tue, 28 February 2012 10:44 Go to previous messageGo to next message
JMich

 
Messages:580
Registered:January 2011
Location: Greece
@Foxd1e
I am not sure I can find where this error comes from, so I'd appreciate it if you upload the modified files somewhere, so I can take a look. Will need the items.xml (and any other modified xmls), as well as the modified sti files.
Unless of course the error is due to the fact that you've skipped a few number in the graphic files, so for example from graphic 300 you go to graphic 417, skipping all the numbers in between. If this is the case, you'll have to reorder your graphic files (or add empty ones in the middle), and I'll see what I can do to fix it.
Re: 1.13 Xml Editing[message #300489] Tue, 28 February 2012 13:25 Go to previous messageGo to next message
Foxd1e

 
Messages:32
Registered:February 2012
Location: US
@JMich yeah during my troubleshooting that was one of my ideas as well but all of the sti files are 100% sequential. I'm about to get some sleep (doctors appt. in 7 hours) but when I get home i'll work on getting you all the necessary files. I pretty much overwrote nearly everything in AIMNAS v21 with AIMNAS v26 except stuff relating to the interface and maps, because i want to play on the fullmap of arulco. Current AIMNAS v26 is limited to 20 or so zones. So anyways that's my reasoning for porting over the new .xmls and .stis. I had transferred the binarydata too but that was causing a weird crash when i started the game, so i reverted back to v21's binarydata.
Re: 1.13 Xml Editing[message #300696] Thu, 01 March 2012 18:57 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
I was playing around with the idea of making some new LBE gear. Part of that involved learning how the existing gear works. I'm hung up on one thing...

How does the "combo" system for combat packs and backpacks work? The TIMS set are on 1, and everything else is set to 0. I assumed that meant the TIMS gear were "combo 1" and would work with one another. So I experimented by making "2" and "3" combo sets out of the other existing backpacks and combat packs, to see if it would work.

Problem now, is that there seems to be unintended cross-compatibility between combo sets, but not across the board. I can use backpack 1 with combat packs 1 and 3, but not with combat pack 2, etc. Backpacks 2 and 3 seem to work with everything.

Anyways, what am I missing?
Re: 1.13 Xml Editing[message #300698] Thu, 01 March 2012 19:11 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3728
Registered:July 2009
On request, i changed the 'combo' to use a binary system to give more flexibility to what can be worn together. If you want only 'pure' sets, just use powers of 2 (1,2,4,8,16,32,64,128, ...)


Re: 1.13 Xml Editing[message #300703] Thu, 01 March 2012 20:41 Go to previous messageGo to next message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
If anyone is interested I made a large revolver holster (gfx are pretty avg atm as it was a rush job to stop my annoyance at having to use an MP holster) which can hold all large cal revolvers and 3 speedloaders. Unfortunate side effect is ability to carry all Machine Pistols and Desert Eagles too Very Happy

I know it's not hard to make but I'll post the gfx if people want to use it (not hand drawn like the rest unfortunately, though I could probably rectify that at a later date...)


Re: 1.13 Xml Editing[message #301047] Mon, 05 March 2012 23:17 Go to previous messageGo to next message
AnotherSlayer
Messages:1
Registered:March 2012
Foxd1e
Hey guys I am having a problem. I am playing JA2 1.13 rev4945 w/AIMNAS 21, with the new items of AIMNAS v26. The problem I am running it in the .xml editor only is when I am browsing the items tab-show-by class and lets say armour for this example and I go to the new entries let's say ID 1123 the Guardian vest urban and I right click it to view details I get an unhandled exception error that says value 417 is not a valid value, a value should be between the min and max setting. 417 refers to the corresponding graphic sti in Big Items. The xml editor does this for any new items I added from v26. I can use the items fine ingame and I can edit them fine in the item.xml with notepad++. My question is how do I get the .xml editor to acknowledge the new items graphics. Like if I want to change an items current graphic I go to show details, then general tab and under type I select the proper catergories, but the current indexs stop at AIMNAS v21 values. For example in p2items I can't go above index 409 even tho it goes well beyond 417 thanks to the new items.



The indepth error is this:
Toggle Spoiler

I may have posted too much, but I just want someone who can help to have as much information as possible. Thanks in advance


Hello Foxd1e! I use same hybrid except that i combine v21 with v25 for HAM features, and i had same problem. Suggestion is copy files with the beginning "md" from "interface" folder, and files with the beginning "sm" from "tilesets/0" folder in AIMNAS v 26, to your hybrid same folders.

Sorry for my English :crazy:

Hope it will be useful :/
Re: 1.13 Xml Editing[message #301124] Tue, 06 March 2012 13:17 Go to previous messageGo to next message
Biernath_J

 
Messages:181
Registered:August 2003
Location: Poland
Kaerar
If anyone is interested I made a large revolver holster (gfx are pretty avg atm as it was a rush job to stop my annoyance at having to use an MP holster) which can hold all large cal revolvers and 3 speedloaders. Unfortunate side effect is ability to carry all Machine Pistols and Desert Eagles too Very Happy

I know it's not hard to make but I'll post the gfx if people want to use it (not hand drawn like the rest unfortunately, though I could probably rectify that at a later date...)

That's pretty cool, I'd like to see that in game. High caliber revolvers are pretty useless in the game now, at least we could carry one comfortably... vanilla 1.13 needs more LBE gear anyway Smile
Re: 1.13 Xml Editing[message #301462] Sat, 10 March 2012 08:46 Go to previous messageGo to next message
sabresandy

 
Messages:65
Registered:February 2012
Quick question, how do I delete choices for a launcher? I'm editing my XML files so that the RPG-16 fires its own 58mm rocket ammunition instead of sharing ammo with the RPG-7. I've made the new items and all, but now I'm stuck on trying to render the RPG-16 incapable of firing the OG-7, PG-7VM, and TBG-7V rockets.
Re: 1.13 Xml Editing[message #304434] Sun, 06 May 2012 03:52 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
I was trying to prevent the death animation where the body goes flying by changing to 0 for all weapons. I find it unrealistic, plus I don't want silently killed bodies moved around. I found the value in Weapons.xml (Flugente helped me out in another thread). Why is this value not accessible in the XML Editor GUI? I am using version 0.60 of the editor that comes with r4870 and I looked all over! I'm using notepad now to make the necessary changes.
Re: 1.13 Xml Editing[message #304438] Sun, 06 May 2012 05:16 Go to previous messageGo to next message
WaBlackHat

 
Messages:43
Registered:April 2012
You will probably need to download a later version of the XML editor.

4870's XML Editor is only .60
SVN 5224's the editor is up to .87 if I recall correctly.

Re: 1.13 Xml Editing[message #304439] Sun, 06 May 2012 06:38 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:638
Registered:July 2005
Location: Canada
Look harder... Wink It's in there and has been for years. It's in one of the subtabs of the Weapon tab on the item detail form.

You can also unhide it in the grid and edit the values faster that way.

Or grab the latest SCI and use the Apply Value to Column option in the grid context menu to do it in 2 seconds.


Re: 1.13 Xml Editing[message #312795] Wed, 05 December 2012 11:09 Go to previous messageGo to next message
krux

 
Messages:62
Registered:June 2011
question: I notice that a lot of integrated attachments has been added by just copying the stats from the attachment to the gun itself. This makes it really time consuming to edit.
Is it not possible to just add a tag that the gun has a bipod/folding stock so if the stats of the attachment is altered all guns would be affected automatically?
How would one do this? I tried adding the defaultAttachment tag but no effect. Reason I ask is that I do a lot of weapon/attachment tweaks atm.

[Updated on: Wed, 05 December 2012 11:09] by Moderator

Re: 1.13 Xml Editing[message #312796] Wed, 05 December 2012 11:55 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3728
Registered:July 2009
Easiest way would be to copy the attachment, make it inseparable and add that copy as default attachment. That's how the big mods do it.


Re: 1.13 Xml Editing[message #312869] Fri, 07 December 2012 23:31 Go to previous messageGo to next message
krux

 
Messages:62
Registered:June 2011
Ok thanks, so the attachment has to have the inseparable tag to be used as a default attachment? I see a few weapons that uses defaultAttachment in Items.xml that isn't inseparable though.

[Updated on: Fri, 07 December 2012 23:31] by Moderator

Re: 1.13 Xml Editing[message #312870] Fri, 07 December 2012 23:57 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3728
Registered:July 2009
No, but you were asking about integral attachments. If you want something like the G36 optics to stay on the rifle no matter what, you have to make them inseparable.


Re: 1.13 Xml Editing[message #312872] Sat, 08 December 2012 01:14 Go to previous messageGo to next message
Sam Hotte

 
Messages:2033
Registered:March 2009
Location: Middle of Germany
krux
Ok thanks, so the attachment has to have the inseparable tag to be used as a default attachment? I see a few weapons that uses defaultAttachment in Items.xml that isn't inseparable though.

No. Inseparable and default attachment are not connected. Default just meand that the according attachment comes with gun every time one entity is created in game (e.g. if you buy the weapon, it comes with default attachment attached).

Depressive's advice was meant to explain how you'd create integral attachment that is altered along with changed stats of the according attachment item:
After having changed e.g. the bipod, make a copy of bipod (lets call the copy "integral bipod") and tag this copy as "inseparable". Then add the "integral bipod" as default attachment to a gun.
Now every entity of this gun comes with "integral bipod" attached to it and this attachment cannot be removed from this gun in game.
If you need further changes, just change stats of "integral bipod" item and you are done for every single gun that uses this as default attachment.

HTH.
Re: 1.13 Xml Editing[message #312888] Sat, 08 December 2012 17:05 Go to previous messageGo to next message
krux

 
Messages:62
Registered:June 2011
Ok I see, thanks!
Re: 1.13 Xml Editing[message #313843] Thu, 03 January 2013 19:43 Go to previous messageGo to previous message
JAsmine

 
Messages:321
Registered:May 2011
Is it possible to alter the settings for underground sectors (e.g. A10_b1.dat) in the following files:

- SectorLoadscreens.xml
- SectorNames.xml ?

If yes, how can I add underground sectors to these files?
I'm using official rel. 4870.

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