Xml coding questions -1 reply

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Lord Necron

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26th June 2010

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#41 8 years ago

All your hard points have the wrong attachment bones, and damage decals, so every ship you bring in wont have any hardpoints.




time99

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29th July 2010

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#42 8 years ago

can you show me an example with one of my hardpoints, please???




Lord Necron

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#43 8 years ago

Ok, everything in purple is a problem HARD_POINT_WEAPON_TORPEDO YesYesTEXT_WEAPON_TORPEDOES600.0 Large_Explosion_Space_Empire Unit_Hardpoint_Proton_To rpedoe_Death Damage_Star_Destroyer [COLOR=magenta] [/COLOR]HP_WEAPON_1C_BONE [COLOR=magenta]HP_WEAPON_1C_COLLHP_WEAPON_1C_BLASTHP_WEAPON_1C_EMITDAMAGE [/COLOR] [COLOR=magenta]FP_WEAPON_1C_00FP_WEAPON_1C_01 [/COLOR]180180.0Proj_Ship_Proton_Torpedo5.05.040.152500.0Unit_Torpedo_Fire Fighter, Bomber Its seems your trying to make a new code for everything, and all thse bones well not work unless youve actully made new bones and a new star destroyer model with a modeling program of some kind, if your trying to take the star destroyer desiegn and jus redo, you barley have to change much, plus you have to use the bones that alrdy exist, load up the HARDPOINTS.XML and look at the star destroyer hardpoints, jus copy them and jus rename the hardpoint ONLY, then make a destoyer with the renamed hardpoints, then you can change what it shoots, also for example of this to my Star Destroyer Thread and download my attach ment and youll see what i did.




time99

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#44 8 years ago

@mcmbdon

that sounds like a good idea. could you send my a link of where the coding is or could you just post a example of it.




time99

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#45 8 years ago

my question is why is it wrong?

i put the in comment (i forgot what you call it) so that it wont read that XML line. and the bones are what are from the model. like i said, im using a model from rise of the mandolorians, not the stock vanilla model. so i, still stuck on why its not working.




time99

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#46 8 years ago

btw im just experimenting with coding and such, im not going to be posting anything for people to download.




Lord Necron

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#47 8 years ago

ok so you take the model you want, copy that and copy its hardpoint file. Rename the hardpoint (Change this only)[/COLOR] HARD_POINT_WEAPON_LASER NoNoFP_IC_FR_00FP_IC_FR_00180.0170.0Proj_Ship_Super_Turbolaser_Red2.03.040.23200.0Unit_Turbo_Fire Fighter, 90.0 Bomber, 90.0 Transport, 75.0 Corvette, 45.0 Frigate, 30.0 Capital, 5.0 Super, 1.0 then take your unit(Example)

(Orginal Name Star_Destroyer) [/COLOR] TEXT_UNIT_STAR_DESTROYER Corellian_Corvette Interceptor4_Frigate Nebulon_B_Frigate Y-wing Skipray_Blastboat Home_One 0 imperial-class_star_destroyer.alo [COLOR=magenta][/COLOR] HP_HOT_01, (and what ever other hardpoints you want) cant have more hardpoints then what the model can hold, like cant put 7 hardpoints on a 6 hardpoint ship. Example code: well not actully work:rofl:.




time99

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#48 8 years ago

yeah but i didn't copy the hardpoints from Rise of the mandos. instead i recoded the hard points so i could get some practice. you see im a noob and i don't really know how to code hard points. so i took the hardpoint xml of the vanilla Star destroyer and used that as a template, and i basically recoded everything. i still cant figure out what i did wrong




time99

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#49 8 years ago

oh yeah i updated the hardpoints in the xml file for my new star destroyer 2 (created a new unit not the vanilla SD) so that it has all the new hardpoints rather than the vanilla. could it be i did something on the unit xml rather than the hardpoint xml?




Lord Necron

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#50 8 years ago

Post your new unit and the hardpoint data for it.