Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #313844] Thu, 03 January 2013 19:47 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
At the moment, SectorNames.xml only refers to surface sectors. Apparently, it once was used for underground sector names as well, but that was commented out, for whatever reason. So at the moment it is not possible in that file. I'll go research.

Edit: That was easy... the underground naming as moved to lua-sripts, specifically to Scripts/undergroundsectornames.lua.

[Updated on: Thu, 03 January 2013 19:54] by Moderator

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Captain

Re: 1.13 Xml Editing[message #313845] Thu, 03 January 2013 20:48 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Right... I should have looked there - the filename is more than obvious! :oops:

Any idea about the loadscreens for underground sectors?

EDIT:
Seems like initunderground.lua does the trick... will try it out.

[Updated on: Thu, 03 January 2013 20:53] by Moderator

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Master Sergeant
Re: 1.13 Xml Editing[message #313846] Thu, 03 January 2013 21:02 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
The code uses GetLoadscreen() from initunderground.lua. So if you edit the sectorList in there, yu should be able to edit sector names. Of course, it seems that this will not work in an existing game, you propably have to restart to test it.

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Captain

Re: 1.13 Xml Editing[message #313847] Thu, 03 January 2013 21:28 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Okay, I have tested it and can now say that it all works exactly as intended.

initundergroundsectors.lua and undergroundsectornames.lua both work. Thanks for pointing me to the right direction. :bunny:

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Master Sergeant
Re: 1.13 Xml Editing[message #313927] Sat, 05 January 2013 21:06 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
We can create new civgroups via
civgroupnames.xml
and assign civilians to these groups via map editor.
Is it also possible to add/edit speech for new groups? Because if no speech is added, all those civilians can say in the game is "quotex"...

I know that speech for civgroups is stored within npcdata.slf, but I can't figure out the way the edt files are assigned to certain groups.

EDIT: Forget it. It's all well-documented... should've looked for documentation before posting... :heavy:

[Updated on: Sat, 05 January 2013 21:25] by Moderator

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Master Sergeant
Re: 1.13 Xml Editing[message #313928] Sat, 05 January 2013 22:12 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Mind pointing out to the location of said documentation? I'm modding similar thing and wasn't able to find answers I was looking for.

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Master Sergeant
Re: 1.13 Xml Editing[message #313935] Sun, 06 January 2013 01:23 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Civgroupnames documentation in the 'docs' folder.

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Master Sergeant
Re: 1.13 Xml Editing[message #313936] Sun, 06 January 2013 01:33 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
:uhh:

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Master Sergeant
Re: 1.13 Xml Editing[message #313937] Sun, 06 January 2013 01:51 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
That pretty much expresses how I felt when I found it.... Smile

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Master Sergeant
Re: 1.13 Xml Editing[message #315169] Tue, 05 February 2013 01:53 Go to previous messageGo to next message
wacs828 is currently offline wacs828

 
Messages:31
Registered:August 2009
Hi Guys,

I am trying to add a new gun to my new game on v1.13. I have managed to get the image made, and added the available attachments with xml editor, e.g. scopes, reflex sights, laser, flashlighs, retractable stocks etc. The item shows up in a new game, however, only the default 4 attachment slots for the weapon shows up. What step am I missing here? Any help would be great, thanks!

Currently using v1.13 build4571 with aimnas v20, and am trying to add an EBR version of a gun.

Regards.

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Private 1st Class
Re: 1.13 Xml Editing[message #315171] Tue, 05 February 2013 02:19 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Maybe you have set the attach system of your gun to "OAS only" instead of "any"?

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Sergeant Major
Re: 1.13 Xml Editing[message #315173] Tue, 05 February 2013 04:46 Go to previous messageGo to next message
wacs828 is currently offline wacs828

 
Messages:31
Registered:August 2009
Thanks for the reply, do I have to manually edit the xml file to reflect the attach system to "any"? I cannot seem to find the value on the xml editor.

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Private 1st Class
Re: 1.13 Xml Editing[message #315174] Tue, 05 February 2013 05:29 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
It used to be present in v0.60 of xml editor, so i'd assume it's still there:
double click the item to open the details window. IIRC it's on its second page "general".

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Sergeant Major
Re: 1.13 Xml Editing[message #315175] Tue, 05 February 2013 06:04 Go to previous messageGo to next message
wacs828 is currently offline wacs828

 
Messages:31
Registered:August 2009
Ah, ok I think that might explain things, I am using v0.54 of the editor, as I am using the editor that came with v20 of aimnas that smeagol made in early 2012. So I have 3 questions:

1. Would v0.60 work with an older version of ja2 v1.13?
2. Have there been changes made to the xml values or layout which would prevent the game from loading if I use a later version of the xml editor than what comes with tais sci files?
3. From what I understand about modding, I cannot overwrite #1 and #70 of the bigitems .sti files. Should I use the placeholder .sti images "nada" or would it be alright to just use any of the available blanks?

Thanks for the answers guys!

[Updated on: Tue, 05 February 2013 07:41] by Moderator

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Private 1st Class
Re: 1.13 Xml Editing[message #315194] Tue, 05 February 2013 16:23 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Dunno.
JFTR:
v.60 is the version that comes with official 1.13 release 4870 (that is end of 2011). So if AIMNAS v20 is later and thus based on 1.13 v4870+ (dunno), it should be safe to work with editor v0.60 from release.

Perhaps it's easiest to just copy one of the existing, similar guns and edit stats and pics of this copy? That way you would have working values on all properties you are not touching/changing ...

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Sergeant Major
Re: 1.13 Xml Editing[message #315309] Mon, 11 February 2013 07:37 Go to previous messageGo to next message
Vince7403 is currently offline Vince7403

 
Messages:145
Registered:February 2012
I've been trying to create a mini-mod for myself. I found that the packaged XML editor (claims to be version 0.100 when I ask for file properties) produces strange results so I only use it to read data now and make all my edits with Notepad++.

I've added a new caliber, at #60, appropriate magazines/retail boxes/crates for it at the end of magazines.xml, and several weapons that use those magazines. The XML editor reads my edits and displays them properly, and they display properly in Bobby Ray's. However, I now have several problems which I suspect are related:
1) Nearly all magazines are glitched and seem to not exist in the game except in merc starting inventory. Unloading weapons results in an empty weapon and no item on the cursor.
2) Mercenaries start with no guns, whether AIM or IMPs, original weapons or the ones I've added.
3) The game crashes when I open the crate to receive my new modded weapons from Bobby Ray's.

Can someone point me towards what I've done wrong?
Thank you for your time.

Update: After some more prodding, I've managed to solve the problems and created the items I was working on, though I don't know exactly what changed besides setting the XML editor to compatibility mode XP-SP3.

[Updated on: Thu, 21 March 2013 03:52] by Moderator

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Sergeant
Re: 1.13 Xml Editing[message #329148] Sat, 21 December 2013 16:55 Go to previous messageGo to next message
LoTeK_ is currently offline LoTeK_

 
Messages:12
Registered:December 2013
Location: Italy
Hello,
in the xml editor what the "drop?" option in the merc starting gear window means? Thank you.

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Private
Re: 1.13 Xml Editing[message #329152] Sat, 21 December 2013 18:31 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Hi LoTeK_, welcome to the pit!

It determines wether an item is allowed to drop after the person gets killed. It is meaningless for persons you can recruit, like mercenaries.

It was used in the old days (back when we had no 'drop all' option) to allow enemies to have gun, ithout giving it to the player after the person wielding it died.

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Captain

Re: 1.13 Xml Editing[message #329198] Sun, 22 December 2013 19:24 Go to previous messageGo to next message
LoTeK_ is currently offline LoTeK_

 
Messages:12
Registered:December 2013
Location: Italy
Thanks, and thanks for the answer. If I have to tell the truth I always have been on these forums but rarely posted, just lost access to the previous email address I used to register here years ago and had to register again with another. Used another nickname this time.

One last question abouot XML editing if I can.
I was trying to give different starting gear to IMP characters and noticed some things aren't working.
For example, I can give him a Kevlar Vest but not a Coated Dyneema Vest, no ACOG 4x combo, no xray detector.
Looks like only items marked as "Bobby Ray's available" can be "spawned" by the IMP starting gear.
Item choices/Item Count in the XML editor are ok I double and triple checked them but still getting nothing ingame.
Instead if I use MERC starting gear to spawn the same equipment it works fine.
Is that wanted? or I'm doing something wrong?

[Updated on: Sun, 22 December 2013 19:25] by Moderator

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Private
Re: 1.13 Xml Editing[message #329234] Tue, 24 December 2013 04:16 Go to previous messageGo to next message
John_5696 is currently offline John_5696

 
Messages:38
Registered:November 2009
Location: Mainland China
Vince7403
I've been trying to create a mini-mod for myself. I found that the packaged XML editor (claims to be version 0.100 when I ask for file properties) produces strange results so I only use it to read data now and make all my edits with Notepad++.

I've added a new caliber, at #60, appropriate magazines/retail boxes/crates for it at the end of magazines.xml, and several weapons that use those magazines. The XML editor reads my edits and displays them properly, and they display properly in Bobby Ray's. However, I now have several problems which I suspect are related:
1) Nearly all magazines are glitched and seem to not exist in the game except in merc starting inventory. Unloading weapons results in an empty weapon and no item on the cursor.
2) Mercenaries start with no guns, whether AIM or IMPs, original weapons or the ones I've added.
3) The game crashes when I open the crate to receive my new modded weapons from Bobby Ray's.

Can someone point me towards what I've done wrong?
Thank you for your time.

Update: After some more prodding, I've managed to solve the problems and created the items I was working on, though I don't know exactly what changed besides setting the XML editor to compatibility mode XP-SP3.


There is an exact same missing weapon/magazine bug in IOV mod. This happens for some mods of 1.13 then I assume, I couldn't find anything wrong in the xml files either.

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Private 1st Class
Re: 1.13 Xml Editing[message #331421] Thu, 20 March 2014 17:24 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
I've looked around the forums but couldn't find my own answers, so this is probably the best place to ask.

Is there a list or something that explains what the different xml tags actually do? Like, "BestLaserRange" and some other stuff that isn't self-evident. Also, I could use some information about what the numbers behind tags like the former actually refer to. At first I thought it's just tiles, but that would be weird with values like 150. And lastly, what tags do I need to add to make things appear in BR's inventory?

If this helps, I want to do some fixes to the items.xml of an old mod from here that I still enjoy to play. I've never done such a thing, but assume that it isn't too hard. Just some dry text work, right?

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Master Sergeant
Re: 1.13 Xml Editing[message #336118] Thu, 25 September 2014 01:19 Go to previous messageGo to next message
Torres is currently offline Torres

 
Messages:171
Registered:June 2010
Location: Canary Islands
Hi there, I wanted to add some weapons like the XM25 (which is marked as sci-fi even if it's supposed to come to market next year) to my realistic games, and I have no idea if I need to just uncheck the box, save and wait for Bobby Ray to get it?

Also, about item sizes... I realized the same amount of 20mm grenades fit in pockets for 40mm grenades.

I'm using AIMNAS easter, game says it's 5521.

Thanks in advance!

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Staff Sergeant
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #336367] Wed, 01 October 2014 16:52 Go to previous messageGo to next message
Hanokh1967

 
Messages:14
Registered:December 2007
Location: Outer Banks, NC USA
I am using the newest stable release. The XML editor opens correctly. I can show items by class correctly. When I try to edit an individual item, its window is too large for the screen and cannot be re-sized. I edited the XML settings, but that only makes the class window size different. For example, I can make the LBE window smaller but cannot edit a SAW Pouch as the window is too large for the screen. I have tried running in different screen resolutions, but can find no way to make these windows smaller. I did not have this problem with older releases of the XML editor. Any help is appreciated. Thanks.

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Private
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #336369] Wed, 01 October 2014 18:09 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
:headscratch: Hmm, which version of the editor are you using? It should be 0.105.1.164.

It looks fine on my PC. Here is a screenshot of the SAW Pouch:
http://picload.org/image/cdgacor/editor.png

My desktop is running at 1920x1200 and as you can see there is still lots of space around the window with the SAW Pouch. Which resolution are you trying to use the editor with?

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Lieutenant
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #336381] Wed, 01 October 2014 23:13 Go to previous messageGo to next message
Hanokh1967

 
Messages:14
Registered:December 2007
Location: Outer Banks, NC USA
Getting old is the problem! I had my display settings at 150% which was causing the window to act strangely. Everything displays fine at 100%.



[Updated on: Wed, 01 October 2014 23:23] by Moderator

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Private
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #339326 is a reply to message #336381] Sun, 08 February 2015 07:37 Go to previous messageGo to next message
Useless Heathen is currently offline Useless Heathen

 
Messages:18
Registered:May 2010
Location: Texas, USA
Hey y'all, I'm trying to get back into XML editing after a long hiatus, and I have hit a wall. I added some graphic of my favorite guns, grenades, and rocket launchers from AIMNAS to replace stock 1.13 item images. Bigitems, mdguns, p1items, p2items, all the ones I added (in sequential order, I remember that screwing me up before) are visible in the image selector under the General tab. But when I attempt to select these images, an Unhandled Exception appears to thwart my advance. I quote:

Unhandled exception has occurred in your application...
Value of '374' (or whatever new item image i added) is not valid for 'Value". 'Value' should
be between 'Minimum' and 'Maximum'. Parameter name: Value.

I do not know where this value is so I can edit it and get to blowing stuff up. Anybody run into this before?

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Private
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #341761 is a reply to message #339326] Thu, 16 July 2015 08:20 Go to previous messageGo to next message
SabinyAk is currently offline SabinyAk

 
Messages:140
Registered:July 2015
Location: Mexico
someone knows what i need to do to get custom images in XML editor? i have put already the image in STI format with STI-Edit i used the .38 special as a size template and i put it into the "BigItems" folder inside "1.13 data" and "data" with the name of "Gun372.STI"
but it still not appearing in the xml editor when i want to make a weapon, how do i put the image into the editor? do i have to modify something else?

[Updated on: Thu, 16 July 2015 09:17]




Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.

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Sergeant
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #347978 is a reply to message #341761] Mon, 02 January 2017 19:32 Go to previous messageGo to next message
LoTeK_ is currently offline LoTeK_

 
Messages:12
Registered:December 2013
Location: Italy
Someone knows what we should use to edit XML files? For merc starting gear, imp starting gear, etc etc.
In some other topic they say included XML editor is broken, it truncate files and that its maintainer has gone MIA since long time. Is that true?
It is also not working for me anyway, fails to load for some bad value in it that I'm not able to fetch.
Using SCI_Unstable_Revision_8347_on_GameDir_2350.
I tried with Notepad++ but here item values are just numbers, how I'm supposed to know each item number?
There are billions anyway even with that knowledge it would be too much time consuming, this really need some working tool.
Plz help. Thank you.

PS: before someone come out with ingame imp starting gear please don't, feature is cool but a selection between some garbage pistols, a water can and crappy armors are not much useful to start with in the extreme games I usually setup. Won't even pass the landing stage with that kind of gear.

[Updated on: Mon, 02 January 2017 19:56]

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Private
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #356514 is a reply to message #347978] Sun, 20 January 2019 22:07 Go to previous messageGo to next message
kmoi is currently offline kmoi

 
Messages:39
Registered:September 2013
Can anyone update it??? XML editor
This is a very good auxiliary tool......。

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Private 1st Class
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #358204 is a reply to message #356514] Sat, 05 October 2019 20:48 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
Well, for the MercStartingGear.xml and for the IMP probably as well, this MercStartingGear Editor did work for me so far on a test with Flo from M.E.R.C. on one of her starting kits. And it has access to everything in the Items.xml and weapons.xml. It can do multiple Gearkits, gives you access to the Bobby Ray Description text (only the first 14 words or so though), so if like me you have never had the high level stuff, you can still find out what it is even in that Editor. Might want to check the posts fully thru the thread on the MercStartingGear Editor, as I found a few things a tad unintuitive on first attempt, but got it to work right within 10 minutes of fiddling and describe most of the issue as best I could, it may help. Here's the thread on it:

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=17838&start=0&

Supposedly the INIEditor is updated and will work for INIs, but I never use it -- so can't vouch for it. As for the Maps, the MapEditor should be updated also each SCI, so again that should work, but I never tried it.

As for any other XMLs I can't help you. But most of the other XMLs are not too large to fool with in Notepad or Notepad ++ (which I just tried and after about 15 mins of use, ya I sort of like the 2 files in one view linked scroll, great for comparisons of files, and it has other hidden pluses in the way it highlights the text for XML by color, for comments versus values, etc.).

At any rate, hope that helps you somewhat.

[Updated on: Thu, 16 January 2020 04:09]

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Sergeant 1st Class
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #366296 is a reply to message #358204] Tue, 05 November 2024 19:51 Go to previous messageGo to next message
MasterN is currently offline MasterN

 
Messages:51
Registered:February 2011
Location: Berlin - Ger
Hi all.
tldr:
How badly can I brick the game by completely reordering Items.xml?

full:
Atm. I am overhauling the Weapons and ammo for myself. Regarding this I wanted to ask the following:
I already thought about a couple things like crepitus and wildcat stuff that I can't find anywhere which probably needs to stay at its current index.
But I already ran into the problem that I can't find any files for weapon caches and other placables on the maps so I don't know if they access the Items.xml by index or by name (first most likely).
so is it an ok idea to just rearrange, add and remove stuff like weapons, ammo, gear, kits, and so on without the game breaking?

Ty very much.

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Corporal
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #366298 is a reply to message #366296] Wed, 06 November 2024 00:24 Go to previous messageGo to next message
Kitty

 
Messages:472
Registered:October 2017
Location: Germany
As far as I know, few things are hardcoded - problem is to find out which
i.e., I faintly recall that this "advanced explosives attachment"-thingy is using index-nr of ducttape and rubberband
in most other cases a flag is used instead, but hard to say without diving deep into code
some internal stuff like the explosions, roofcollaps, tankshells, etc shouldn't be touched to be sure
most of those should have that mentioned in description (i.e. "internal item" or "don't touch")

tl:dr - I wouldn't try

Alternative:

add several placeholder items at the end of items.xml (to leave space for further 1.13 additions)
that way it probably would be easier for you to still use latest 1.13 (even if it adds new items, you only have those few new ones)
and only after that add your own stuff (like, add placeholder from current latest id 17xx up to 2000
and start your own items from 2000 onwards
than go and adjust all the other xmls (attachments, merges, transformation, weapons, whatever-you-need) to replace the original ID's with your own

As for weapon caches, I don't get the question?
Place items with mapeditor on map, the caches are "alternative" sectors with the suffix "_alt" after the map

-
In case my english is to crude, here's a german answer since your profile says Berlin

Ich würde davon abraten, manche id's sind hardcoded und es ist schwer rauszufinden welche, ohne tief in den code abzutauchen (und selbst dann ist es schwer alle zu finden)
Einige items sind als "internal" beschrieben, die nicht ändern (roofcollaps, explosions, etc), das geht wahrscheinlich schief
Als Alternative würde ich vorschlagen die neuen items ans Ende von items.xml anzufügen und dabei genug Platzhalter zwischen den existierenedn und den neuen zu lassen
Wenn 1.13 dann neue items zufügt kommen die den eigenen nicht ins Gehege
Die neuen, eigenen items haben dann 'nen neuen Index und deshalb müssten alle xml die die brauchen ebenfalls angepasst werden, aber je nachdem wie der ursprügliche Plan war, wäre das sowieso nötig
Die Frage zu den Weapon Caches verstehe ich nicht so recht. Die caches sind alternative maps, die haben die Endung "-alt"
Kann man im MapEditor gezielt ausfiltern. Die items werden mit dem MapEditor auf den maps platziert

[Updated on: Wed, 06 November 2024 00:26]




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #366299 is a reply to message #366298] Wed, 06 November 2024 08:57 Go to previous message
MasterN is currently offline MasterN

 
Messages:51
Registered:February 2011
Location: Berlin - Ger
Thank you for your consideration. Your English is great.

Regarding the weapon caches: They are supposed to drop certain types of items. If I rearrange Items.txt it may cause them to drop pistol ammo or a med kit rather than a rocket-launcher. that's what I'm afraid of happening. (not afraid enough to not do it btw...)
I was about to go off on a tangent about separating vanilla from 1.13 and cleaning up the historically arisen mess that are the .xml-files but without having broad support from the people who sacrifice their private time in sustaining the project that probably won't happen anyway.

The following code-block is not really for reading...
The problem I'm facing is that it is easier to make it new and orderly rather than attempt to fiddle the xml-chaos with this chaos:
 - I removed .38 special... 1 caliber-set for one useless weapon. 30-06 Springfield as well. and the G11... and the .50 Beowulf, because the Automag III actually take .30 Carbine which is way more interesting of a real choice.
 - removed 6x35mm because it doesn't exist, but the KAC-PDW takes .300 Blackout and that's a more interesting caliber anyway so added that.
 - remove AET, because that sort of magic doesn't exist. removed ball, because ball and FMJ are essentially the same. removed glaser and tweaked JHP so the latter can stay more relevant during the game and glaser is specialty use only anyway.
 - I'm planning to remove all this overhead of weapons that are not just doing the same but actually are the same. like the 100 versions of the G36. one with a collapsable stock one with a folding stock one with long barrel and collapsable stock... The stocks can be bought, make your own in-game -> better solution
 - added .510 Whisper, bc only having 12.7x55mm (yes it's 55 not 97) as a silent armor-breaker seems too sad and .300 Blackout can be a nice counter-version to the 9x39mm AAAAAAAAND There's a frikkin' Revolver for 12.7x55mm o.O 
 - Zastava M79 Takes 8x57 Mauser, not 7.62 Nato, Magpul-PDW takes 5.56 NATO so 1 more reason to remove 6x35mm...
 - Changing damage to more closely resemble actual projectile energy (not entirely done with that yet. the original values are already quite good in some places)... But in turn thinking about removing the 50 BMG and 12.7x108 because 17,000 J would just break the game if adjusted. I had to go to the 4th root over muzzle energy to keep it at 60 Damage and that's already 10 more than present.
 .
 .
 .
I'll be taking a "deeper dive" into the item.xml. it's only like 1400 entries and if I can build a bit of an understanding where what is I'll make a suggestion in a different thread.
Thanks for the quick response Kitty happy

[Updated on: Wed, 06 November 2024 09:13]

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