Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #238569]
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Tue, 24 November 2009 07:09 
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Void296 |
Messages:4
Registered:November 2009 |
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I have a quick question:
I noticed that in the Alpha Items mod for Wildfire 1.13 that certain items and weapons that are in-the game do not appear inside the XML editor.
Since I am going to remove and make some weapons unbuyable, how would I do the same thing?
I'm guessing changing the class to "nothing" would accomplish this? I don't think that's what he did though, since it's just that the ammo magazines don't show up in the XML editor (but the ammo boxes do as they should). I imagine if you changed an ammo mag to "Nothing" it would cease to work as ammunition...
So how do you think this is done, or could be done?
Any help would be appreciated. The XML editor is starting to look cluttered and I want to remove things if possible so that I don't have to go through lots of entries to get to what I left in there.
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Civilian
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Re: 1.13 Xml Editing[message #238578]
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Tue, 24 November 2009 13:08 
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Void296 |
Messages:4
Registered:November 2009 |
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Thanks, but I just want to double check:
Is the above tag the same as hitting the "Not Buyable" tag for items within the editor? I have done that for all the items in the editor already, I just checked items.xml in PSPad (basically the same thing as Notepad++) and the element you posted above and those elements already still show up in the editor.
Reading my prior post, I'm not sure if I was being all that clear:
What I want is for certain items not to appear at all when I open up the XML editor, if this is possible.
Does the element serve this purpose? I looked at the wiki and it said it didn't do anything, unless it's outdated? Does throwing them in the "Nothing" category also work to get rid of my having to see them?
If what I'm asking isn't possible it's not that big of a deal. I just don't like to sort through things I'm not editing and don't have in the game anymore. If I can't do the above I'll just make a listing of all the items I removed and put them in a text document so I remember.
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Civilian
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Re: 1.13 Xml Editing[message #238611]
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Tue, 24 November 2009 19:54 
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Void296 |
Messages:4
Registered:November 2009 |
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I don't have a clue what craigmsandy is even talking about so I shouldn't have replied.
Whatever it was I don't care anyway 
[Updated on: Tue, 24 November 2009 23:39] by Moderator Report message to a moderator
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Civilian
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Re: 1.13 Xml Editing[message #240275]
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Sat, 19 December 2009 02:56 
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Schmidt |
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Messages:30
Registered:September 2009 Location: Br |
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BTw, is there any way of exporting the xml data?
-I just used Regex
[Updated on: Sat, 19 December 2009 03:34] by Moderator Report message to a moderator
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Private 1st Class
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Re: 1.13 Xml Editing[message #242402]
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Sun, 24 January 2010 03:05 
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vikcasar |
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Messages:9
Registered:November 2009 |
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Hello, i hope this is a right place for my questions. curently playing lates 1.13 with HAMSTOPM
first of all, how is xml editing done?
i would like to achieve two effects:
1) give the Army some conventional equipment (no, dual uzis are not conventional) - so basically, more emphasis on SMGs, ARs, LMGs etc, also earlier in the game. Plus, maybe some personal armor... I understand that i somehow have to edit the corresponding xml so that these weapons are preferred over pistols even at the beginning of the game at the lowest coolness levels (but i have no idea how to do it)
2) I would still like the Army to wear MPs and guns as backup weapons - so i guess they will have to remain in the xml for them to have chance to choose them. But is it actually possible to implement two weapons per soldier when one is the primary and the other a backup one?
2.1) Would it be possible to set the country-side patrols (and roaming militia) to prefer ARs and city assault squads to prefer close/mid range weapons?
also, is it possible to edit this for militia alike?
thanks
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Private
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Re: 1.13 Xml Editing[message #242455]
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Mon, 25 January 2010 00:23 
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vikcasar |
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Messages:9
Registered:November 2009 |
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Thanks for you answer,
Will notepad suffice, or do i need some program to produce compatible results?
One more question about progress level: do they still use outclassed weapons (from earlier progress levels)? Does level 5 override levels 1-4, or does it add to those weapons?
Also, is it enough to list the armor in the appropriate tier, or do i have to adjust the coolness level of armor lower so they start using it earlier?
Other question about the Army: i can adjust % of elite in the squads, is there a way to also adjust the % for green troops? So i would encounter mixed groups of enemy for the whole campaign instead of slaughtering the green guys on the day one.
edit: for purposes of testing, does xml apply to a saved game before i enter a battle? (i write some xml, load a game, enter battle, check if it is good, quit, rewrite xml and so on)
[Updated on: Mon, 25 January 2010 00:46] by Moderator Report message to a moderator
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Private
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Re: 1.13 Xml Editing[message #242504]
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Mon, 25 January 2010 21:08 
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profound |
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Messages:64
Registered:October 2004 Location: Lithuania |
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Notepad is sufficient, though crudely comfortable. I use ConTEXT, quite universal word processor. For intense xml multitasking I pick XMLPad.
Answering the question. If you encounter group which is marching towards a patrol rout or a garrison, than I would say: yes, choices are overridden, and enemies should not use first level weapons if you are counting half of full progress. Though gun choices are fluctuating around progress meter a bit.
But if a soldier group has reached it's anticipatory sector, e.g. predefined garrison, then weapon choices are picked anew according to choices given to soldiers in that garrison through Map editor. Basically, it's what wil473 said. Soldiers, whose positions in sector are defined by map editor, have 5 possibilities of relative equipment(from poor to great) which you can choose manually. So if your progress is 40%, but you entered a sector, where enemies with predefined "poor relative equipment" reside, then be sure that some crude, low coolness pistols might show up in a fight.
At least these are my speculations 
About armors: I believe you don't have to list them accordingly to coolness. Though I advise you to check already existant choices and see if they are sorted by this criterium.
Regular and elite soldiers ratio is controlled by ArmyComposition.xml. Though I am not sure what will happen if you change garrison X to 100% elite, while that garrison X in Map editor contains only regular soldiers.
Cannot answer you about save games and xml changes. Try it and tell us 
Edited: OK, I've just changed garrison composition in Omerta to 100% elite, and predefined regular troops became low level elites with better equipment in A9. So it seems ArmyComposition.xml selected ratio overrides soldier type choices visible through Map editor without any complications.
[Updated on: Mon, 25 January 2010 21:51] by Moderator Report message to a moderator
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Corporal
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Re: 1.13 Xml Editing[message #243034]
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Tue, 02 February 2010 13:26 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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didn't you write at some point that it's a bug and value is actually ignored in 1.13? Like burst/ autopenalties that are said to be largely ignored as well?
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Sergeant Major
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Re: 1.13 Xml Editing[message #243100]
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Wed, 03 February 2010 17:26 
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james_bonk |
Messages:1
Registered:February 2010 |
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Hello folks!
How can I make a new caliber and guns to go with it in 1.13 XML editor?
I added new line in data-ammo-calibers and made couple of magazines. But then problem arises: a gun that is using this new caliber (.22Lr) is missing from my mercs inventory.
New magazines are working just fine.
Is there something obvious there that I have missed??
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Civilian
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Re: 1.13 Xml Editing[message #243687]
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Wed, 10 February 2010 03:18 
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Sot |
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Messages:85
Registered:April 2009 |
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I only heard that something like "Oh, great gun" or "long dreamed to try this gun", when the mercenary received some sort of a cool gun; not remember the exact words.
Replicas with complaints of bad weapons in general is in sound files mercs?
[Updated on: Wed, 10 February 2010 03:21] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: 1.13 Xml Editing[message #243693]
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Wed, 10 February 2010 04:30 
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LordHaHa |
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Messages:17
Registered:November 2005 Location: Midwest, USA |
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I've never heard of mercs complaining about a weak gun either. A disabled feature? That said, I'd rather have a S&W .38 over a knife in a fight, beggars can't be choosers when you are a part of an irregular force.
BTW, thanks for the link, Sot. I found the "Ammo Types" descriptions on the wiki. Should be able to seal the deal with my editing now.
LordHaHa
UPDATE: I do have one question, though. Regarding the field "fontColour" in AmmoTypes, what pallet does this reference? The one in MDGUNS.STI? Or one of the item STI's? Or some other pallet that is not readily apparent?
UPDATE #2: Never mind. Figured out that it was "tinyfont1.sti" in the "Fonts" directory.
[Updated on: Wed, 10 February 2010 09:51] by Moderator Report message to a moderator
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Private
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Re: 1.13 Xml Editing[message #243697]
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Wed, 10 February 2010 07:50 
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usrbid |
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Messages:1506
Registered:December 2008 |
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Quote:I've never heard of mercs complaining about a weak gun either
The feature should be working, I was playing WF with AIM and HAM and Meltdown was complaining about her guns constantly in the beginning when all she had was pistols, SMGs, and even her Ruger Mini-14 didn't seem to please her.
Quote:fontColour
I wasn't able to figure this one out myself. It "feels" like the fontColour value can be any number, although I couldn't figure out how fontColour translates into a color. I asked this question on this board a long time ago but wasn't able to get this figured out.
What I recommend is look at other mods, they have different colors, and choose one of the existing ones. (Theoretically you could try different numbers and see how they look in the game as well, but this might take a long time and be fairly boring)
In any case, if you figure it out, I would like to know how it works.
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Re: 1.13 Xml Editing[message #243712]
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Wed, 10 February 2010 10:03 
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LordHaHa |
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Messages:17
Registered:November 2005 Location: Midwest, USA |
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DieterQuote:I've never heard of mercs complaining about a weak gun either
The feature should be working, I was playing WF with AIM and HAM and Meltdown was complaining about her guns constantly in the beginning when all she had was pistols, SMGs, and even her Ruger Mini-14 didn't seem to please her.
Huh. Well, it was Meltdown, so I'm not surprised. Still, never heard Fox or Static complaining with their early game kit. Of course, I always play with "Tons of Guns", so my force usually gets decent kit after Drassen and/or Chitzina. Although in my recent games with WF 1.13, Drassen always mines out around Day 24, so I have been hitting that up as City #2 quite a bit recently.
DieterQuote:fontColour
I wasn't able to figure this one out myself. It "feels" like the fontColour value can be any number, although I couldn't figure out how fontColour translates into a color. I asked this question on this board a long time ago but wasn't able to get this figured out.
What I recommend is look at other mods, they have different colors, and choose one of the existing ones. (Theoretically you could try different numbers and see how they look in the game as well, but this might take a long time and be fairly boring)
In any case, if you figure it out, I would like to know how it works.
Yeah, I just did after some investigation. It refers to the graphics and palette (I knew I was spelling it wrong) in "tinyfont1.sti" (which is what's used for the ammo count). Top-left color in STI-Edit is Color #0, and you work your way to the right down the rows.
It looks like there might be some duplicate blacks in the first few rows of the palette so if, in a few years, people run out of ammo colors, one could perhaps add some more. Just a thought while giving it a quick look over.
LordHaHa
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Private
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Re: 1.13 Xml Editing[message #243817]
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Wed, 10 February 2010 23:35 
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LordHaHa |
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Messages:17
Registered:November 2005 Location: Midwest, USA |
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DieterWow LordHaHa, this is really awesome!! So bottom right corner pink (RGB 255 0 255) will have the XML value 255?
How do you know that this is how it works? (Not trying to question you, but this is a major thing - at least for me it is. I tried so many values in the XML and they didn't seem to make any sense, now I know why.)
Yes, I believe 255 is that pink value.
As to how the logical order of the palette is arranged, it took some time but I sort of figured it like this: hollow points use color #24 in the palette. Since in STI-Edit the palette is arranged in rows of 8, if you multiply 8*3, you get 24. However, since the palette is a 0 to 255 deal, you actually land on color #23. You have to go one up to get to 24, the first color of the next row, which is a rich blue color that looks like the HP ammo count color.
Using this process I also arrived at a set of grey colors mid-way down the palette that seem to be where the Ball and Match ammo count colors are (around #133, 16-17 rows down).
LordHaHa
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Private
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Re: 1.13 Xml Editing[message #244133]
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Sun, 14 February 2010 02:55 
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LordHaHa |
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Messages:17
Registered:November 2005 Location: Midwest, USA |
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DieterYou rock LordHaHa!!
Now I wonder why this palette has such strange colors, wouldn't it make more sense to have it go through all possible colors (limited of course) this way you can chose any of the let's say base colors for your ammo?
Have you tried changing some of the black colors (there are like 20 of them all the same)? Is there any wierd in game effect? For example user interface is all borked up as a result?
Well, "tinyfont1" is also the font used when you receive messages on the tactical screen (for example, "#MERC Stealth Mode On"), and the notifications on the strategic screen ("#MERC passes 7.62MM NATO" in the dark box in the corner).
However I would assume (without a lot of messing around as I have another project on the burner at the moment) that only one of the black colors functions as the border for the text, and that no other set of graphics uses its color palette. I haven't experimented with the blank colors too much, but if the creation of more specialty ammunition is in order (like dedicated acid ammo for Sci-Fi mode), I'll give it a whirl.
The palette is colorful probably because it would be used in a variety of situations (tactical screen, strategic screen, ammo count, etc.) while still having to work within the STI system like every other font. Plus its less hard-coding for the dev team. At least, that's my best guess.
LordHaHa
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