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Re: 1.13 Xml Editing[message #181182]
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Sun, 13 April 2008 09:31 
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Xerxes17 |
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Messages:12
Registered:October 2007 |
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Is there a way to make it so that certain items go in the right places? Eg, Pistols + thier mages going into the holster rig instead of going into the TNT pouches on my vest? This is with modified mercxstartinggear.xml.
[Updated on: Sun, 13 April 2008 09:42] by Moderator Report message to a moderator
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Private
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Re: 1.13 Xml Editing[message #181185]
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Sun, 13 April 2008 10:30 
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Kaerius |
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Messages:31
Registered:March 2008 |
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Well, they fit in holster rig(some exceptions), but the starting gear goes into vest first... basically everything goes into the first pocket it finds that fits the item.
PS: I like the utility / grenade pouch for holding pistols... pistol in utility slot, and each grenade slot has room for 2 mags...
PPS: Actually, come to think of it, it will often put things in pockets where they don't actually fit either. I've had SMGs in pockets they can't fit in, and other weird stuff after editing merc starting gear...
[Updated on: Sun, 13 April 2008 10:45] by Moderator Report message to a moderator
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Private 1st Class
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Re: 1.13 Xml Editing[message #183327]
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Tue, 29 April 2008 20:57 
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Hairysteed |
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Messages:193
Registered:December 2007 Location: Finland |
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How do you delete entries with the XML editor? I'm trying to give the AUG series integrated optics by giving them an aiming bonus of 15, but then I have to delete the scopes from the available attachments menu. How do I do that?
EDIT - Never mind! I found it out myself. You click on the entry while holding Del
[Updated on: Tue, 29 April 2008 22:52] by Moderator Report message to a moderator
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Staff Sergeant
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Re: 1.13 Xml Editing[message #186548]
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Tue, 27 May 2008 19:52 
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KoTT |
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Messages:50
Registered:May 2008 Location: Cali |
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ok, I'll try. and, yea, I have cyrilic (Russian) language pack installed. well, thanks for the help guys, gon fix it soon as I got the time 
edit: actually, to make life easy, would somebody please send the original Weapons.xml to kott@land.ru? I wanna have the original file as backup, just in case now.. Thanks.
[Updated on: Tue, 27 May 2008 23:52] by Moderator Report message to a moderator
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Corporal
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Re: 1.13 Xml Editing[message #191838]
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Sat, 26 July 2008 13:16 
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no_clip |
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Messages:24
Registered:June 2007 |
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I'm getting fatal errors when I try to open the XML editor. Would this be because I have possumsdbb mod installed?
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Private 1st Class
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Re: 1.13 Xml Editing[message #194710]
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Sat, 23 August 2008 22:33 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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sounds like an entry in attachments.xml might be missing
but be careful. distance diagnosis is often wrong and it could be other reasons equally well
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Sergeant Major
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Re: 1.13 Xml Editing[message #194796]
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Sun, 24 August 2008 18:12 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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in attachments.xml, there must be an entry that allows to attach the index of your GL (902?) to your gun.
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Sergeant Major
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Re: 1.13 Xml Editing[message #194841]
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Mon, 25 August 2008 10:24 
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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WillyWonkaI have replaced the obsolete M16A1/203 with a Colt M4 Commando/203 in weapons.xml, items.xml, Big items sti and Interface sti.
We do not have the combo M16A1/M203 (as an item with its own pic) in basic 1.13. Are you playing a mod?
WillyWonkaI have copied and added the tag 902 into items.xml, but my gun neither has the M203 as default attatchment upon delivery from BR nor will it accept the M203 as a normal attatchment, nor will it accept a 40 mm grenade.
Attachments.xml does indeed have an entry that allows to attach the M203PI (item 902) to the M4 Commando (item 12), so you should definitely be able to attach it (in basic 1.13!).
Did you add the default-attachment entry to items.xml /after/ ordering the gun from BR?
And again the question: are you playing a mod, not basic 1.13?
EDIT: if your new M4 Commando/M203 is not item 12, but another item, then attachments.xml should have an entry for that new item, of course.
[Updated on: Mon, 25 August 2008 10:27] by Moderator Report message to a moderator
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Re: 1.13 Xml Editing[message #194880]
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Mon, 25 August 2008 19:06 
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WillyWonka |
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Messages:120
Registered:February 2006 Location: Sweden/Sverige |
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StarwalkerWillyWonkaI have replaced the obsolete M16A1/203 with a Colt M4 Commando/203 in weapons.xml, items.xml, Big items sti and Interface sti.
We do not have the combo M16A1/M203 (as an item with its own pic) in basic 1.13. Are you playing a mod?
WillyWonkaI have copied and added the tag 902 into items.xml, but my gun neither has the M203 as default attatchment upon delivery from BR nor will it accept the M203 as a normal attatchment, nor will it accept a 40 mm grenade.
Attachments.xml does indeed have an entry that allows to attach the M203PI (item 902) to the M4 Commando (item 12), so you should definitely be able to attach it (in basic 1.13!).
Did you add the default-attachment entry to items.xml /after/ ordering the gun from BR?
And again the question: are you playing a mod, not basic 1.13?
EDIT: if your new M4 Commando/M203 is not item 12, but another item, then attachments.xml should have an entry for that new item, of course.
I
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Sergeant
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Re: 1.13 Xml Editing[message #196248]
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Thu, 11 September 2008 16:28 
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inz |
Messages:3
Registered:September 2008 |
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Right, to cut the long story short, I finally got my younger brother to try JA2, and he's adamant about playing with only one character (hrmph, that's the ADD generation for ya, not in my days...!). He wants to carry lots of weapons, too, so I was thinking of re-enabling the upgrade kits (Medical, Field ops etc.) for NIV version for some extra inventory space. This I think can be done just by editing the itemsize entries in items.xml with some xml editor?
DBB adds a lot of nifty stuff so using that would of course be preferred to the normal 1.13, but looking at the items.xml entries there, most of the upgrade stuff is overwritten by the new additions, so is there any easy way of adding them back?
Ah and finally, carry weight limit would of course become an issue even with a STR 100 character, is there any easy way to circumvent this?
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Civilian
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Re: 1.13 Xml Editing[message #196251]
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Thu, 11 September 2008 17:24 
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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inzRight, to cut the long story short, I finally got my younger brother to try JA2, and he's adamant about playing with only one character (hrmph, that's the ADD generation for ya, not in my days...!). He wants to carry lots of weapons, too, so I was thinking of re-enabling the upgrade kits (Medical, Field ops etc.) for NIV version for some extra inventory space. This I think can be done just by editing the itemsize entries in items.xml with some xml editor?
Yes. You should look at the other armors to find proper values for itemsize.
inzDBB adds a lot of nifty stuff so using that would of course be preferred to the normal 1.13, but looking at the items.xml entries there, most of the upgrade stuff is overwritten by the new additions, so is there any easy way of adding them back?
No, no easy way to get overwritten stuff back, unless you want to overwrite the new items again (and even that might get complicated).
inzAh and finally, carry weight limit would of course become an issue even with a STR 100 character, is there any easy way to circumvent this?
Well, you could use Notepad++ to replace all weight entries with a 1, thus each and every item will only weigh 100g.
But that's extremely unbalancing, and might even make problems with dynamic ammo weight.
Well, let your kid brother's lone character wait in Drassen mine for the counterattack 
[Updated on: Thu, 11 September 2008 17:24] by Moderator Report message to a moderator
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Re: 1.13 Xml Editing[message #196562]
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Thu, 18 September 2008 15:58 
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Trevor |
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Messages:16
Registered:March 2007 Location: France |
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Hi, with evry release and mod i had used i can't open XML editor! ihave this message: can't run (0xc0000135). i use the gold ja2 french release. Is anyone know that problem?
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Private
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