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I need some help in modding.


korsss

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Yeah. Or at least I assume so. When I tried adding new UFO types to maps, it didn't work (they don't display in the map editor so can't be added) and I'm assuming the same is true of player dropships as they're drawn from the same list.

It's something on my XCE to-do list to try and change this but there's a fair chance it will be too complex for me.

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You didn't change everything, did you? The only things I think you should change are:

All strings entries in strings.xml

So a typical entry would look something like this:

<Row ss:AutoFitHeight="0">

<Cell><Data ss:Type="String">airplane.human.valkyrie</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell><Data ss:Type="String">Mi-18</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

</Row>

and

<Row ss:AutoFitHeight="0">

<Cell><Data ss:Type="String">D-54 Valkyrie</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell><Data ss:Type="String">Mi-18</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

</Row>

and

<Row ss:AutoFitHeight="0">

<Cell><Data ss:Type="String">ManTech.Valkyrie</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell><Data ss:Type="String">Mi-18</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

</Row>

etc. So all the strings for a player are reported as (say) Mi-18, but internally, it's still the Valkyrie.

Xenopedia

You will need to change the Xenopedia to reflect the different aircraft to something like this:

<Row ss:AutoFitHeight="0" ss:Height="178.5">

<Cell ss:StyleID="s72"><Data ss:Type="String">airplane.human.valkyrie</Data></Cell>

<Cell ss:StyleID="s72"><Data ss:Type="String">Mi-19</Data></Cell>

<Cell ss:StyleID="s72"><Data ss:Type="String">xenopediaimages/mi-18</Data></Cell>

<Cell ss:StyleID="s72"><Data ss:Type="String">Xenonaut Aircraft</Data></Cell>

<Cell ss:StyleID="s72"><Data ss:Type="String">AC</Data></Cell>

<Cell ss:StyleID="s72"><Data ss:Type="String">Blah blah blah boring info about dropship </Data></Cell>

</Row>

researches.xml

Only change in researches.xml point where the dropship will be researched. (Remember that technology which is already researched cannot be used when testing).

manufactures.xml

Alter in manufactures the manufacturing costs for the valkyrie.

That should be it for basic testing. The big changes are in strings.xml, because strings.xml is the interface between what text the player sees and what the game matches the text to.

Also, I don't think light scout maps have a valkyrie submap so I don't think you'd be able to test that with light scouts.

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thanks ) you have allready done my job )))

The idea was to give valkyrie`s submap to the chinook. it was failed. )))you was right, i don`t see any reason to design new dropsheep because i will lose the existing ((. It makes me sick ))

Edited by korsss
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thanks ) you have allready done my job )))

The idea was to give valkyrie submap to the chinook. it was failed. )))you was right, i don`t see any reason to design new dropsheep because i will lose the existing ((. It makes me sick ))

If kabills say something its %99 right. If max says it, its %97.5.. if they both say the same, just close computer and go take some fresh air..

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may be i can add it here (maps) ? will it works ?

<layer name="airplane.human.chinook" orientation="NE">

<submap name="human.chinook" left="25" top="90" width="14" height="7" />

</layer>

<layer name="airplane.human.chinook" orientation="SW">

<submap name="human.chinook" left="1" top="90" width="14" height="7" />

</layer>

<layer name="airplane.human.shrike" orientation="NE">

<submap name="human.shrike" left="26" top="88" width="12" height="12" />

<submap name="human.shrike" left="2" top="88" width="12" height="12" />

</layer>

<layer name="airplane.human.valkyrie" orientation="NE">

<submap name="human.valkyrie" left="1" top="89" width="10" height="10" />

<submap name="human.valkyrie" left="16" top="88" width="10" height="10" />

<submap name="human.valkyrie" left="29" top="89" width="10" height="10" />

</layer>

<layer name="airplane.human.DROPSHIP1" orientation="NE"> !!!!!!!!!!!!!!

<submap name="human.valkyrie" left="1" top="89" width="10" height="10" />

<submap name="human.valkyrie" left="16" top="88" width="10" height="10" />

<submap name="human.valkyrie" left="29" top="89" width="10" height="10" />

</layer>

<layer name="airplane.human.DROPSHIP2" orientation="NE"> !!!!!!!!!!!!!!

<submap name="human.valkyrie" left="1" top="89" width="10" height="10" />

<submap name="human.valkyrie" left="16" top="88" width="10" height="10" />

<submap name="human.valkyrie" left="29" top="89" width="10" height="10" />

<layer name="airplane.human.DROPSHIP3" orientation="NE"> !!!!!!!!!!!!!!

<submap name="human.valkyrie" left="1" top="89" width="10" height="10" />

<submap name="human.valkyrie" left="16" top="88" width="10" height="10" />

<submap name="human.valkyrie" left="29" top="89" width="10" height="10" />

and what about to use such instruction as (child): airplane.human.DROPSHIP.dropshipname

<layer name="aairplane.human.DROPSHIP.dropshipname" orientation="NE"> !!!!!!!!!!!!!!

<submap name="human.DROPSHIP" left="1" top="89" width="10" height="10" />

<submap name="human.DROPSHIP" left="16" top="88" width="10" height="10" />

<submap name="human.DROPSHIP" left="29" top="89" width="10" height="10" />

Edited by korsss
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Tried doing that when trying to add a new UFO but didn't seem to work. Although, honestly, I'm not sure why it wouldn't so it's possible I made a mistake. You could always try it and see.

ok i will try, but may you tell me how i can use only one map 4 testing it ?

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Delete most of the maps. Seriously. The game randomly selects a map, and if there are random elements in the map it randomly selects them. There was a lot of complaining in beta about facing the same maps over and over so the devs put in code that specifically selects a different map each time (for the specific area). But if you delete most of the maps, it can only choose from what is there!

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That's probably because you've copied from only one direction. There's four directions: NW, NE, SW and SE. You'll need to make sure that the directions you're copying to match the direction you've copied from.

(Also, the Shrike submaps aren't always the right way anyway.)

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<layer name="airplane.human.chinook" orientation="NE">

<submap name="human.chinook" left="34" top="39" width="14" height="7" />

</layer>

<layer name="airplane.human.chinook" orientation="SW">

<submap name="human.chinook" left="4" top="40" width="14" height="7" />

</layer>

<layer name="airplane.human.shrike" orientation="NE">

<submap name="human.shrike" left="35" top="36" width="12" height="12" />

</layer>

<layer name="airplane.human.valkyrie" orientation="NW">

<submap name="human.valkyrie" left="5" top="39" width="10" height="10" />

<submap name="human.valkyrie" left="37" top="38" width="10" height="10" />

<submap name="human.valkyrie" left="22" top="38" width="10" height="10" />

</layer>

<layer name="airplane.human.drop1" orientation="NW">

<submap name="human.valkyrie" left="5" top="39" width="10" height="10" />

<submap name="human.valkyrie" left="37" top="38" width="10" height="10" />

<submap name="human.valkyrie" left="22" top="38" width="10" height="10" />

</layer>

dont work.

kabil, valkirye have only one direction in the map, i cant understand you

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</layer>

<layer name="airplane.human.chinook" orientation="NE">

<submap name="human.chinook" left="34" top="39" width="14" height="7" />

</layer>

<layer name="airplane.human.chinook" orientation="SW">

<submap name="human.chinook" left="4" top="40" width="14" height="7" />

</layer>

<layer name="airplane.human.shrike" orientation="NE">

<submap name="human.shrike" left="35" top="36" width="12" height="12" />

</layer>

<layer name="airplane.human.valkyrie" orientation="NW">

<submap name="human.valkyrie" left="5" top="39" width="10" height="10" />

<submap name="human.valkyrie" left="37" top="38" width="10" height="10" />

<submap name="human.valkyrie" left="22" top="38" width="10" height="10" />

</layer>

<layer name="airplane.human.drop1" orientation="NE">

<submap name="human.chinook" left="34" top="39" width="14" height="7" />

</layer>

<layer name="airplane.human.drop1" orientation="SW">

<submap name="human.chinook" left="4" top="40" width="14" height="7" />

</layer>

dont work to

I have my brain exploded.

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Sorry, I think I misunderstood what you were trying to do.

In any case, I just had a look at the code and there are hardcoded lists as I thought. On the other hand, a very cursory glance implies that it wouldn't be very difficult to, at least, add in some new blank entries for modding. I'd prefer to make it dynamic if possible for maximum flexibility but that might be beyond me.

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ok.

I am trying to RESUME:

1) I have my dropship (drop1), i can research it, i can build it, i can give it the crew

2) there are 3 types of dropzones in the vanila game (maps/dropships/....)

3) I want to give wellknown dropezone to my ship, and describe it in the map (map/desert/desert_small_skitso_lighscout.xml) by adding the new strings.

4) it dont brake the game, but make impossible to load the mission

5) FAIL

WHYYYYYYYYYYYYYYYYYY ))))))))))))))) I want to know where i f**ed up. Do somebody can help us ?

sorry my english

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You didn't. The game will only recognize the three vanilla dropship names. Anything else you add it can't load as it's not programmed to recognise it.

so why we have this strings ? and descriptions ? 4 little editing only ?

What do you think, Can we ask the developers to add the "freedropzone" © )) to the game in the future ?

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There's no point asking Goldhawk, because they are working on their next game. That's one of the reasons why there's a community coder program, so people who are dissatisfied with Xenonauts can open up the game and make it more to their liking.

they do not want to give us some instruments 4 more productivity modding ? )))

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I don't think Chris would want to add anything to the game now: the development team have moved onto Goldhawk's new project save for doing emergency bugfixing (which has also more or less finished). So the only way this will become possible is via the community coding program.

EDIT: Ninja'd.

Also: the game was never intended to be especially moddable. What was and was not made accessible for modding was haphazard and unplanned for the most part, so far as I can tell. Chris's main focus was just getting the game up and running at all (a monumental achievement under the circumstances); mod support was very much secondary to this.

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i don't think chris would want to add anything to the game now: The development team have moved onto goldhawk's new project save for doing emergency bugfixing (which has also more or less finished). So the only way this will become possible is via the community coding program.

Edit: Ninja'd.

Also: The game was never intended to be especially moddable. What was and was not made accessible for modding was haphazard and unplanned for the most part, so far as i can tell. Chris's main focus was just getting the game up and running at all (a monumental achievement under the circumstances); mod support was very much secondary to this.

god bless the community )))

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