Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #11692]
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Tue, 20 September 2005 20:44
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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:
Quote: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.
I goofed up: weapon bonuses are taken only from the waepon and its attachments, so what I wrote above is patently false
However, vision bonuses are taken from everything except inventory pockets. Like I said, it's not problem if vests or helmets provide vision bonuses - it can't happen by accident. However, attachments to vests, etc. should not provide bonuses because that's almost certainly not what the modder means to do.
Quote: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. Right, but when someone makes headslot items attachable to the helmet or other armor, they most likely mean to store them there, as in a pocket, rather than to be able to look through the sun-goggles in their back pocket What I've done is restricted vision bonuses to headslot items, armor, (raised) weapon, and (raised) weapon attachments. I think this makes sense.
Quote: 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. I meant specifically aimbonus, not other bonuses like flat to-hit bonus. Well, as long as modders don't make two different sights simultaneously attachable, they won't have a problem - otherwise it won't make sense.
Quote: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. Sounds complicated, but we'll see...
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Master Sergeant
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Re: 1.13 Xml Editing[message #11703]
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Sat, 24 September 2005 20:13
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szultz |
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Messages:24
Registered:October 2004 Location: Estonia |
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When do you plan to, if ever, to externalise AIM and MERC members and NPC characters stats and inventories??
Is there a chance to add to IMPItemChoices.xml an array taht gives your IMP a different starting equipment when he/she is expert in skill, from that equipment that he would get if he/she is not expert, ... now it mekes me thinking... also it should be somehow connected to marksmanship equpment lets say for an example: ower 70 marksmanship grants him/her Mini-14, auto weapons gives lets say a G-41 and, if added, auto weapons expert would give a FN Minimi.... now he/she starts with 3 f***ing guns....
Maybe to add an equipment groups: Weapon, secondary weapon, body armor etc. ... and a priorities to them ... now he/she gets a Mini-14 from good marksmanship ... then skill weapon is at higer priority than it, and Mini-14 Would be replaced with G-41, and if he/she happens to be expert... IMP would get a FN Minimi instead... getting only one gun ... wonder if that is possible..
Also I maybe liked to give a Locksmith kit for mechanical ower 80 points or so.. if to choose a LockPicking.. you would get two of them.. and so on...
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Private 1st Class
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Re: 1.13 Xml Editing[message #11709]
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Tue, 27 September 2005 09:08
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Quote:
When do you plan to, if ever, to externalise AIM and MERC members and NPC characters stats and inventories??
We need to convert the prof.dat binary file to an xml format in order to fully externalize the character stats and inventories, and allow for more than 170 characters.
For now, you can modify stats and inventories using proedit (provided by SirTech, and included in the mod).
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Is there a chance to add to IMPItemChoices.xml an array taht gives your IMP a different starting equipment when he/she is expert in skill, from that equipment that he would get if he/she is not expert, ... now it mekes me thinking... also it should be somehow connected to marksmanship equpment lets say for an example: ower 70 marksmanship grants him/her Mini-14, auto weapons gives lets say a G-41 and, if added, auto weapons expert would give a FN Minimi.... now he/she starts with 3 f***ing guns....
Maybe to add an equipment groups: Weapon, secondary weapon, body armor etc. ... and a priorities to them ... now he/she gets a Mini-14 from good marksmanship ... then skill weapon is at higer priority than it, and Mini-14 Would be replaced with G-41, and if he/she happens to be expert... IMP would get a FN Minimi instead... getting only one gun ... wonder if that is possible..
Also I maybe liked to give a Locksmith kit for mechanical ower 80 points or so.. if to choose a LockPicking.. you would get two of them.. and so on...
There's nothing this fancy yet. You should have seen what _wasn't_ there before All the externalized IMP and enemy items are populating new arrays and using new code.
Come up with an organized plan / algorithm for how you'd like to assign and randomize equipment for the different stats and specialties, post it in the Feature Requests thread, and we'll see what we can do.
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1. What exactly does the ubImpact stat in weapons.xml do?
2. How do the various ammo types work? Are the damage formulas for AP,HP etc in the old wedit docs still correct?
1. Answered by Khor I documented all the tags at the top of every file.
2. Yes. Ammo types have not changed or been externalized (yet).
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Thats great. How do you do it? I've tweaked a few weapons, that's it. Isn't the pockets going to be in the next version?
You can add new entries to Attachments.xml. One tag is the item index of the attach-er and the other is the attach-ee (documented at the top of the file).
Not sure about the pockets being in the next version. Personally, I'd rather put some code in to make some real pockets, once we're able to modify the OBJECTTYPE structure.
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Re: 1.13 Xml Editing[message #11713]
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Sun, 02 October 2005 11:24
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Khor, a sci-fi item tag should be in one of the next few releases. (I mentioned it in the item or features thread too)
Armour maxes out at 127%. After that it goes into the negative. I'll see if I can change this for the next version. Also, the ubProtection stat doesn't quite match up to a direct percentage in-game. It is, however, working the same way it did before externalization.
EDIT: Wrap-around issue fixed for the next release.
The percentage still doesn't match the # in the xml though. I looked into it a bit more, and it looks like the percentage is generated by taking the armour's ubProtection stat and dividing by the best possible armour in its class. So, for instance, flak jackets' ubProtection is divided by the ubProtection of Coated Spectra Vest + Ceramic Plates. This will cause errors if spectra armour or ceramic plates are deleted or something, so we should add adjusting this percentage to our todo list.
The good news is that the percentage is only the displayed armour value, not the effective armour value.
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Re: 1.13 Xml Editing[message #11721]
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Tue, 04 October 2005 09:54
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Khor1255 |
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Messages:1817
Registered:August 2003 Location: Pleasantville, NJ |
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Is there a progression index for the EnemyItemsChoices.xml?
I altered it as if the uiIndexes were game progression numbers and of course had some weird results. Of course I now understand the uiIndexes refer to the type of items available to the enemy but is there some number that refers to when in the game the available items appear or are they available at all stages of the game?
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Sergeant Major
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