Home » MODDING HQ 1.13 » v1.13 Bug Reports » XML Editor Bug Reports
Re: XML Editor Bug Reports[message #135393] Mon, 09 April 2007 01:00 Go to previous messageGo to previous message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
I was in the process of trying to convert the XM25 and RPG-7 over to the new "true" explosive ammo when I noticed that the editor is still treating the variable "High Explosive" as a simple yes/no flag. I'm not sure how long this has been the case but for some time now, the High Explosive variable should take a reference to an index in the Explosives.xml (Please see re: explosive ammo, the wiki description being a a tad out of date, and the DBB modders figuring this out while I was getting unexplained teargas clouds...
http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/118156/page/2#Post118156 )

I tried using excel to fill in indexes linking to explosives.xml; but all this did was make the Editor crash. From looking at the xml right now, the existing explosive ammo types will produce the explosion defined under index 1 in explosives.xml when they strike ground (and the expected old JA2 explosive effect on object/character strikes). Will test later...

Similarly, I noticed the Bipod is a yes/no flag in the editor. I could have sworn before the editor we could actually fill in an actual value for how much bonus one would get when prone.

EDIT: I've just noticed that the suggestion to use ExplosionSize = 4 to activate the true explosive effect seems to have been implemented... partially... still getting a bullet strike effect on hitting a character, Explosion on ground strike, but no harmless animation at least.

EDIT2: Just more thinking, the editor seems to have no direct way of getting at explosives.xml yet (I think this was mentioned before). From the interface perspective, one way to get around this would be for the editor to recognize that on ExplosionSize = 4; the HighExplosive field needs to change from a check box to a button displaying the explosives.xml index the ammotype would link to; clicking the button opens one of those small editing windows used for item properties.

[Updated on: Mon, 09 April 2007 02:11] by Moderator



 
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