Author Topic: XML questions and answers  (Read 68607 times)

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: [.80X] xml questions and answers
« Reply #45 on: January 24, 2016, 01:50:53 am »
Q: Anyone have a good method to combine all of the xml docs into a single searchable offline document that is easily updated?
Q: Are death animations changeable?
Q: Should a modding forum be established?

No.
Should be, but going by the Wiki, it would be a pain in the ...
I already emailed Chris about a modding subforum.  :D
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: [.80X] xml questions and answers
« Reply #46 on: January 24, 2016, 06:13:00 am »
The wiki is a hideous exploded mess;  I know I wouldnt want to try to put that thing together.


Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: [.80X] xml questions and answers
« Reply #47 on: January 24, 2016, 06:33:01 am »
It's not helpful at all.  I'm having better luck using existing stuff as templates to modify.

Still a royal pain trying to find everything you need to adjust for systems.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline ptarth

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,166
  • I'm probably joking.
Re: [.80X] xml questions and answers
« Reply #48 on: January 24, 2016, 06:07:16 pm »
Q: Method for system to have a chance to fire?
Q: Method to move system to location in room? Right now the best idea I have is to create an invisible invulnerable entity to move to a location given a bullet pattern, but I don't have example code for it...
Q: Apply gravity effect to an entity?
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: [.80X] xml questions and answers
« Reply #49 on: January 24, 2016, 06:17:09 pm »
Q: Method for system to have a chance to fire?

A: Use two bullet patterns. One is the real deal.  The other spawns an invisible shot that just fizzles.  Chance to fire = 1 real / # fakes

special_bullet_patterns="Realdealpattern, Junkpattern,Junkpattern"


Did I do good?
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline ptarth

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,166
  • I'm probably joking.
Re: [.80X] xml questions and answers
« Reply #50 on: January 24, 2016, 06:21:10 pm »
That works for shots, but not for systems that act on events. In this case I want to have a chance to summon another guy on death.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: [.80X] xml questions and answers
« Reply #51 on: January 24, 2016, 06:30:50 pm »
on_death_transforms_into  using the same principal  as the bullet patterns?


Gravity stuff:

Spoiler for Hiden:
gravity_pull_per_second, gravity_falloff_per_unit_distance (both floats, optional)

    so if you had values of 100 and 0.2, then it would exert a pull on something up to 500 units away, where that pull is 20 at 400 distance, 40 at 300, 60 at 200, 80 at 100, etc

gravity_affects_shots, gravity_affects_ships , shot_gravity_affects_friendlies (all bools, optional)

    you need to set either shots or ships for it to do anything; always affects enemies, but only friendlies if you set that flag

gravity_has_repelling_effect (bool, optional)

    makes the entity's gravity pull do a repulsion instea
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: [.80X] xml questions and answers
« Reply #52 on: January 24, 2016, 07:46:34 pm »
That works for shots, but not for systems that act on events. In this case I want to have a chance to summon another guy on death.
give the entity a system with:
- only_fires_on_death=true
- effect
-- timing=OnUse
-- type=SpawnEnemy
-- chance_out_of_100_to_happen=(whatever)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: [.80X] xml questions and answers
« Reply #53 on: January 24, 2016, 07:59:40 pm »
You can give systems a random chance of activating?

....huh.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: [.80X] xml questions and answers
« Reply #54 on: January 24, 2016, 10:04:04 pm »
You can give systems a random chance of activating?

....huh.
You can give the individual effect nodes a random chance of doing something. Which isn't quite the same thing. But still useful.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline ptarth

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,166
  • I'm probably joking.
Re: [.80X] xml questions and answers
« Reply #55 on: January 25, 2016, 12:20:23 am »
gravity_affects_ships ... of course. Thanks. It is possible that I was having too many overlaping gravity effects and that was affecting things. It would be nice to have a nonlinear gravity function, but this works.
effects ... these guys give me a bit of a headache honestly. Using them to add and remove systems from other entities to create timing events... Or using it to add a weapon system to another entity (or to take that weapon away).

Thank you, Misery, Keith, and Cinth (reverse alphabetic order, no favoritism implied)

Mechanics have been added to the Invader Boss, I'm not good enough to test Misery mode balance.
New miniboss/boss is about half done. I really like him/her/it. I was trying to make a miniboss, but my playtester informed me I was making a boss.
Control over image rotation of a shot rotating around a pivot point is proving awkward. I finally got shot_is_not_stopped_by_hitting="true" to make the shots no collide, I'm not sure what the other tags like Self_NotDestroyedOnCollisionWithShip do then.
« Last Edit: January 25, 2016, 12:30:51 am by ptarth »
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: [.80X] xml questions and answers
« Reply #56 on: January 25, 2016, 04:14:46 am »
All I did was use a spaghetti test using stuff from the wiki :)   I have no idea what I'm doing   ;)
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Dominus Arbitrationis

  • Arcen Games Contractor
  • Arcen Staff
  • Sr. Member Mark III
  • *****
  • Posts: 479
Re: [.80X] xml questions and answers
« Reply #57 on: January 25, 2016, 04:21:34 am »
I already emailed Chris about a modding subforum.  :D

I went ahead and made it since the game does have an emphasis on the whole modability thing. :)
Come help out at the Wiki!

Have ideas or bug reports for one of Arcen's games or any part of the site? Use  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games and site better!

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: [.80X] xml questions and answers
« Reply #58 on: January 25, 2016, 04:33:11 am »
I already emailed Chris about a modding subforum.  :D

I went ahead and made it since the game does have an emphasis on the whole modability thing. :)

:D  Chris will probably see my mail in a few weeks, once he gets time to sift through his inbox.
« Last Edit: January 25, 2016, 04:34:55 am by Cinth »
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline ptarth

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,166
  • I'm probably joking.
Re: XML questions and answers
« Reply #59 on: January 25, 2016, 05:36:08 pm »
Controlling Enemy Movement
This is one of the things that we've all wanted to use (precise boss movement controls), but no one has gotten to work quite right yet.

The only code I've seen is from Dayton.
Code: [Select]
  <system name="MagneticPersonalitySystem"
          category="DirectUseSystem"
          firing_timing="Never"
          image_name="Invisible"
          display_name="Magnetic Personality" description="Nothing will be barred from you."
          >
    <effect timing="OnRoomSwitch" targeting="AllAutoPickups" type="StartMovementDrivingPattern" related_pattern="MagneticPattern"/>
    <effect timing="OnRoomSwitch" targeting="AllAutoPickups" type="CopyModifiersToWorldToAffect">
      <modifier type="IgnoresCollisionWithNonWallTerrain"/>
      <modifier type="IgnoresCollisionWithWallTerrain"/>
    </effect>
  </system>


  <bullet_pattern name="MagneticPattern">
    <bullet speed="100" angle="0" shot_type="Invisible" never_collides_with_terrain="true">
      <loop iterations="-1">
        <wait time="0.01" />
        <change relative="ToPlayer" angle="0" speed="100" time="0.0001"/>
      </loop>
    </bullet>
  </bullet_pattern>
 

I've tried many things to get it to work, but I haven't managed yet. Here is my latest failure.
Code: [Select]
  <system name="BossTrainSystem"
category="DirectUseSystem"
fire_rate="1"
firing_timing="AllTheTime"
image_name="MolarBlue"
special_bullet_patterns="BossTrainPattern"
>
<effect timing="OnUse" targetting="Self" type="StartMovementDrivingPattern" related_pattern="BossTrainPattern"/>
  </system>

    <bullet_pattern name="BossTrainPattern">
<bullet speed="200" angle="180" shot_type="HexishellEmblazonedYellow" relative="true">
    <loop iterations="-1">
<change angle="90" speed="100" time="0.5"/>
<wait time="1" />
</loop>
</bullet>
  </bullet_pattern>

Ideas? Answers?
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.