Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Radio Operator  () 1 Vote
Re: New Feature: Radio Operator[message #327419] Thu, 31 October 2013 22:56 Go to previous messageGo to previous message
silversurfer

 
Messages:2614
Registered:May 2009
The missing entry in Lookup\ExplosionType.XML is causing the XML editor to crash. I just added:

	
		10
		Signal Shell
	

and the editor starts fine.

Using the same class index causes the editor to show only the first item of that index. So 1700 "Mortar Signal Shell" is shown while 1701 "Signal Flare" is not. Sad

ItemFlag.XML:
// -------- 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 EMPTY_SANDBAG			0x00000001	//1
#define FULL_SANDBAG			0x00000002	//2
#define SHOVEL					0x00000004	//4			// a shovel is used for filling sandbags and other building-related tasks
#define CONCERTINA				0x00000008	//8

#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 COW_MEAT   				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 POWER_PACK				0x08000000	//134217728	// item continously powers an item it is attached to


edit: I added the missing flags to ItemFlag.xml and ExplosionType.xml in GameDir 1852.

[Updated on: Thu, 31 October 2013 23:15] by Moderator


 
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