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Re: 1.13 Xml Editing[message #11657]
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Wed, 14 September 2005 03:16
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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To change a pic:
First, you need to figure out which pic it is that you want to change. Open up the items.xml and find the item whose graphic you want to change. Look for the ubGraphicNum tag, and the number in there is the graphic # of the item. In the ubGraphicType tag, is the type of graphic used: 0 = guns, 1-3 = other items.
There are three graphics for every item:
1) The big one you see at Bobby Ray's and in the detailed description box
2) The medium sized one you see in your merc's inventory
3) The small one you see on the ground in the tactical screen
You'll need an STI editor to change the pictures, too. Search for STI-Edit. It may crash when you exit, but does the job ok.
1) Big Pic: In the Data\BigItems folder are a bunch of .sti files. The number on these files corresponds to the graphic #. If the graphic type you want to change is a gun, then you want to find the GUN##.sti file, open it up and change the pic. If the graphic type is an item, then you want to find the P[GraphicType#]Item##.sti file instead.
2) Medium Pic: In the Data\Interface folder are some more .sti files. For guns, you want to open mdguns.sti, and for other items you want mdp[GraphicType#]Items.sti. Open up the file using STI-Edit, or whatever, and navigate to the location of the graphic #. You can then replace this pic too.
3) Small Pic: Same as medium pic, but they're in the data\tilesets\0 directory, and they're called smguns.sti and smp[GraphicType#]items.sti. You may also need to fiddle with the offsets for the small picture to center it.
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Re: 1.13 Xml Editing[message #11680]
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Sun, 18 September 2005 16:19
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jj |
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Messages:8
Registered:August 2005 Location: Australia |
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mm,i have changed the 'DayVisionRangeBonus' to 4 and 'BrightLightVisionRangeBonus' 2 in the items.xml, but it seems that it s not working. when and how these two bonus will work?
and another question is about the % of tunnel vision lost. (i just moved the question form TBSgames to here).
Quote:how to calculate the tunnel vision? it is said that "(0-100) % of peripheral vision lost". i have changed the "PercentTunnelVision" to 99. but my imp can still see the enemies behind(it is in the 'weapon ready state'), when other group members have found them.
in addition, when i press the 'end' key(which shows the current soldier`s FOV), the area behind my sinper is still shown as 'green'.
did i miss something to change the 'tunnel vision' setting? Quote:jjcow,
What item did you add tunnel vision to? If it was a gun or a scope then it'll only work when the gun is raised. The LOS indicator doesn't change. firstly, the gun is raised. i changed the tunnelvision for the 'sniper scope' to 99.
secondly, i dont know how to explain.(pls forgive me for my poor english ). here is an example:
there are two enemies around Thor, one is in front of him and the other is behind him. when Thor shots the enemy in front of him, he does not see the other one at the back. however, now, Ira is coming and she saw the enemy behinds Thor.
the question is here, now Thor can see the enemy behind him as well. is it normal?
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Private
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Re: 1.13 Xml Editing[message #11689]
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Mon, 19 September 2005 17:47
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Snap |
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Messages:286
Registered:September 2000 Location: USA (by way of the Old Wo... |
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Quote:Originally posted by Madd Mugsy:
What do you need a special laser scope flag for? I thought I covered it in the to-hit bonus. (Unless you mean to split out the to-hit penalty for low condition) I would like to add some special treatment of laser-scope bonus: make it depend on the brightness of the target (I already posted the code, but that was before I saw your changes, so now it will have to be done somewhat differently). But that's for later. Right now I am changing the way repair status and light level are factored into bonus calculations. This will take me a while to finish and debug.
We need to think about a proper implementation of binocular-like devices. Right now, any vision or hearing aid, such as NVG, that you have in your hands will give you a vision bonus! That is not right. I am thinking of utilizing the Look command somehow.
Edit: Actually, hand-held items present the most problems in terms of bonuses. Binoculars and such are about the only ones that make sense, and they need special treatment anyway. Right now, if you are holding a pistol in one hand and a sniper scope in another, it has the same effect as if the scope was attached to the pistol! Ditto for the laser scope.
Vests, helmets, and leggings are also capable of contributing bonuses, but that's not a problem unless you are trying to do something silly. What could be a problem are attachments to those items, which in the current code will contribute their bonuses as well. You could very well make NVGs, for instance, attachable to your vest or leggings.
Perhaps we shouldn't try for maximum inclusiveness and just limit item bonuses to raised weapons, their attachments, and head-slot items.
Speaking of bonuses, I wonder what would be the best way to handle the aimbonus. In the original, that was the bonus that applied to the sniper scope. But now you can have other items provide that bonus. Right now, if you manage to attach both the sniper scope and the reflex scope to your gun, their bonus will be cumulative. One solution is to make sure that you never have more than one such item active at any given moment. Another is to change the code so that even if you have more than one, only one will provide a benefit at any given moment. Which should it be?
Quote:Durty Dan
With all these options being added, it almost seems like the XML files could use a GUI. Yes, they could.
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Master Sergeant
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Re: 1.13 Xml Editing[message #11690]
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Tue, 20 September 2005 04:19
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Quote:
Edit: Actually, hand-held items present the most problems in terms of bonuses. Binoculars and such are about the only ones that make sense, and they need special treatment anyway. Right now, if you are holding a pistol in one hand and a sniper scope in another, it has the same effect as if the scope was attached to the pistol! Ditto for the laser scope.
Oops. I missed that. I'll put a quick check to see if the item's an attachment for now. And I'll also check for equippable items that aren't currently equipped.
Quote:
You could very well make NVGs, for instance, attachable to your vest or leggings.
This was part of the plan actually: To have them attachable to your helmet. What they could be attached to can be set in the Attachments.xml.
Quote:
Right now, if you manage to attach both the sniper scope and the reflex scope to your gun, their bonus will be cumulative
Already handled: You're not able to do that because they're incompatible (in IncompatibleAttachments.xml).
Quote:
One solution is to make sure that you never have more than one such item active at any given moment. Another is to change the code so that even if you have more than one, only one will provide a benefit at any given moment. Which should it be?
I don't think this would be a good generic way to handle this. A modder might want to assign the same bonus twice to something. For instance, say a mod has some special ammo that is more aerodynamic and therefore gives a range bonus. Should that bonus be lost due to a barrel extender? Maybe, maybe not. It depends on the mod.
We're better off just making certain items incompatible with other items in the xml files. Or maybe we could add some externalized way to allow modders to choose which effects take precedence. We should also externalize the handling of two different effects negating each other.
In fact, now that I'm thinking about it, we could probably add an ItemUsage.xml file and provide an enumeration of the possible effects. Something like this:
Sniper Scope
Reflex Scope
Item1 Takes Precedence
Where effect could be:
Item1 Takes Precedence
Item2 Takes Precedence
Effects Combined
Both Effects Negated
Item1 Acts As Penalty
Item2 Acts As Penalty
...
The bottom line is that this kind of thing needs to be externalized. By the time we're done, if someone wants to make a D&D mod, with a shield +2 and a cloak of protection +1 and make them compatible or incompatible, they should be able to do so.
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Re: 1.13 Xml Editing[message #11691]
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Tue, 20 September 2005 08:11
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Kaiden |
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Messages:502
Registered:September 2003 |
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Quote:Originally posted by Snap:
[QB]
We need to think about a proper implementation of binocular-like devices. Right now, any vision or hearing aid, such as NVG, that you have in your hands will give you a vision bonus! That is not right. I am thinking of utilizing the Look command somehow.
Edit: Actually, hand-held items present the most problems in terms of bonuses. Binoculars and such are about the only ones that make sense, and they need special treatment anyway. Right now, if you are holding a pistol in one hand and a sniper scope in another, it has the same effect as if the scope was attached to the pistol! Ditto for the laser scope.
Vests, helmets, and leggings are also capable of contributing bonuses, but that's not a problem unless you are trying to do something silly. What could be a problem are attachments to those items, which in the current code will contribute their bonuses as well. You could very well make NVGs, for instance, attachable to your vest or leggings.
If any of this changes, it should be made an option rather than hard coding it. This way like Mugsy pointed out, if someone wants to make a module where holding something in your hand gives you a bonus, they can. If someone wants to make a module where vests or pants give bonuses, they should be able to. And likewise for items that attach to vests or pants.
Maybe we could add in a global option for each equipment slot, to turn attachment and item bonuses on or off. So you'd have like:
Vest Bonuses on/off
Vest attachment bonuses on/off (Of course this one could back-fire and cause ceramic plates not to work if you turned it off)
Anyway, just my opinion.
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