silencer Posted September 16, 2014 Share Posted September 16, 2014 (edited) So in AIProps I have added new alien rank type. In UfoContents I've made that UFO uses only this alien rank. The game however uses default load out from the XCE. IF I change the UFO content to already existing aliens, in mission correct aliens are generated. Example I have added this to AIProps <Rank type="GuardLight"> <Props APs="50" Resilience="60" Strength="60" Accuracy="60" Reflexes="55" Bravery="50" /> <Decision MinimumAccuracy = "0.40" EngagementRange = "25.0" /> <Armour kinetic="0" energy="0" chemical="0" incendiary="0" /> <Items killed="Items.CaesanGuardCorpse" stunned="Items.CaesanGuard" /> <BloodHitSprite name="particles/hit_alienblood/hit_alienblood" /> <Equipments> <Equipment> <PrimaryWeapon name="weapon.AlienPlasmaPistol" /> <Belt> <Item name="ammo.alienplasmacell" /> </Belt> </Equipment> </Equipments> </Rank> and this to for example light scout. Caesan_GuardLight_Aggressive 10 10 10 10 [/Code] I've made in units\aliens\caesan\ another folder to have proper sprites for the alien. After starting new game, I've got the standard aliens instead of what I have assigned. If I replace GuardLight with Elite in Ufocontents, elites are spawned in next UFO that gets created. Edited September 16, 2014 by silencer Quote Link to comment Share on other sites More sharing options...
kabill Posted September 17, 2014 Share Posted September 17, 2014 You need MODMERGE="insert" in the top element. Quote Link to comment Share on other sites More sharing options...
silencer Posted September 17, 2014 Author Share Posted September 17, 2014 you mean like <Rank type="GuardLight" MODMERGE="insert"> ? Quote Link to comment Share on other sites More sharing options...
kabill Posted September 17, 2014 Share Posted September 17, 2014 Yes, that's it. It's possible there's other things as well that need doing depending on the rest of the file but that that's the only thing I can see from what you've posted. Quote Link to comment Share on other sites More sharing options...
llunak Posted September 17, 2014 Share Posted September 17, 2014 I bet it needs MODMERGEATTRIBUTE, but it's rather hard to say what the problem is without the error log. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 17, 2014 Share Posted September 17, 2014 Oh, yes, it will. I forgot about that. Quote Link to comment Share on other sites More sharing options...
silencer Posted September 17, 2014 Author Share Posted September 17, 2014 There are no error logs. I'll add that modmerge later and check it. But if I read right - if an element has no MODMERGE attribute - if a matching element doesn't exist yet, it is appended in the right place including all its child elements shouldn't this kick in ? Quote Link to comment Share on other sites More sharing options...
llunak Posted September 17, 2014 Share Posted September 17, 2014 There are no error logs. Are you sure? -modinfo should complain about it. shouldn't this kick in ? - if an element has a special attribute MODMERGEATTRIBUTE, this attribute specifies the name of attribute that will be used for matching, i.e. elements match if their names match and values for the given attribute match (this is for merging e.g. <Weapon name="weapon"...> elements in weapons_gc.xml), if the attribute does not exist, two elements match if their names match Quote Link to comment Share on other sites More sharing options...
silencer Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) Oh wait I forgot I've changed appdata folder I thought I didn't because of some errors and I looked at the wrong one, which was empty. Tue Sep 16 23:16:22 2014: Xenonauts, version .Tue Sep 16 23:16:22 2014: Pixel Shader Version: ffff0300Tue Sep 16 23:16:29 2014: MOD ERROR: Columns do not match.Tue Sep 16 23:16:29 2014: MOD ERROR: Merging Excel XML for mods/fire in the hole v3.0 (xce v0.27+)/ from mod ufocontents/airplane.alien.corvette.caesan.xml failed.Tue Sep 16 23:16:29 2014: MOD ERROR: Columns do not match.Tue Sep 16 23:16:29 2014: MOD ERROR: Merging Excel XML for mods/fire in the hole v3.0 (xce v0.27+)/ from mod ufocontents/airplane.alien.corvette.sebillian.xml failed.Tue Sep 16 23:16:29 2014: MOD ERROR: Columns do not match.Tue Sep 16 23:16:29 2014: MOD ERROR: Merging Excel XML for mods/fire in the hole v3.0 (xce v0.27+)/ from mod ufocontents/airplane.alien.corvette.andron.xml failed.Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_03.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_04.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_05.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_06.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_07.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_08.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_09.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_10.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_alt.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_06.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:30 2014: MOD ERROR: There are multiple elements to update: PathingMechanicsTue Sep 16 23:17:30 2014: MOD ERROR: Merging XML for aiprops.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:30 2014: MOD ERROR: There are multiple elements to update: PathingMechanicsTue Sep 16 23:17:30 2014: MOD ERROR: Merging XML for aiprops.xml from mod mods/improved alien loadouts/ failed. And it looks like I have question to kabill, what FitH is doing in this log? It's back to the ol' drawing board for me then. Edited September 17, 2014 by silencer Quote Link to comment Share on other sites More sharing options...
kabill Posted September 17, 2014 Share Posted September 17, 2014 Hmm... I think the light scout issues are a known (to me) bug and I've already fixed it in an unreleased build (I accidentally missed some modmerge commands in some of the files) The thing with the corvette might be that the current FitH build is pre-XCE 0.28 and therefore using old (and incompatible) replacements for the corvette loadouts. That's not essential - all it did is change some alien types from defensive to command to make use of the command tiles - but it's useful to know. The pathing mechanics thing is a known issue and something that was supposed to get fixed in vanilla at some point, but hasn't yet (maybe waiting for 1.5?). I might bother the XCE folks about it when I have chance; it's a tiny fix that's needed. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.