nDervish Posted April 4, 2015 Share Posted April 4, 2015 I recently noticed that alien grenades cost fewer AP to throw than human grenades. This seems off to me, so I'd like to change it, but I do not grok MODMERGE attributes fully enough to see what I should use to achieve this. So, to change the AP cost of alien grenades from 40% to 50%, the actual changed setting is: <Weapon name="weapon.aliengrenade" bulletType="gasgrenade" emptySound="Empty Click 1"> <SingleShot delay="0.85" sound="Weapon Grenade Throw" suppressionValue="70" suppressionRadius="2"> <Set1 ap="50" accuracy="30" /> </SingleShot></Weapon> Where do I need to put the MODMERGE and what should it be set to? Also, will I need to include all the other attributes (bulletType, emptySound, delay, accuracy, etc.) in the tags or can it be stripped down to just <Weapon name="weapon.aliengrenade"> <SingleShot> <Set1 ap="50"/> </SingleShot></Weapon> (plus MODMERGE)? Quote Link to comment Share on other sites More sharing options...
drages Posted April 4, 2015 Share Posted April 4, 2015 You can get a weapon mod to see it to be honest. Get a kabill mod and u will see the examples. I am not at computer so I can't say anything for now.. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted April 4, 2015 Share Posted April 4, 2015 I'm not at my home computer, but you've almost got it right. It should look like this: <Weapon [b]MODMERGE="update" MODMERGEATTRIBUTE="name" [/b] name="weapon.aliengrenade"> <SingleShot> <Set1 ap="50"/> </SingleShot></Weapon> For further details you can see my guide or the MODMERGE documentation. Quote Link to comment Share on other sites More sharing options...
nDervish Posted April 4, 2015 Author Share Posted April 4, 2015 I'm not at my home computer, but you've almost got it right. It should look like this:<Weapon [b]MODMERGE="update" MODMERGEATTRIBUTE="name" [/b] name="weapon.aliengrenade"> <SingleShot> <Set1 ap="50"/> </SingleShot></Weapon> Really? That's all? I was assuming I'd also need a MODMERGE on the <SingleShot> tag, which doesn't have a name to merge on, so I didn't know how that would be formed. Thanks! For further details you can see my guide or the MODMERGE documentation. I've tried to make sense of the main docs before. I failed miserably, despite having been a professional programmer for the last 20ish years and having written similar configuration-merging algorithms myself. The docs seem to assume a level of pre-existing knowledge of the game's internals, as well as using a bit of unclear terminology (e.g., it's not stated what the difference is between "replacing" an existing entry and "updating" an existing entry; I think I can guess, but it's just that - a guess). Haven't seen your guide before, though. I'll definitely take a look at it! Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted April 4, 2015 Share Posted April 4, 2015 The guide isn't complete - I haven't written anything about XML spreadsheets, but if you have any input into how the guide could be improved, that'd be handy! Quote Link to comment Share on other sites More sharing options...
llunak Posted June 1, 2015 Share Posted June 1, 2015 The grenade costs will be fixed in the next X:CE. Quote Link to comment Share on other sites More sharing options...
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