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Star Wolves 3D space RPG with deep strategy and tactical elements |
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Thread Tools | Display Modes |
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#1
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Tracking down the pilot was easy. Dialog xml file gives <pilot_name>, which you look up in \Data\Game\Pilots.xml, which points to a string in \Data\LocData\English\m_pilots.loc.
In this guy's case, just match the blue stuff: 1) Dialog.xml: <pilot_name> --> VksOfficer 2) Pilots.xml: <GamePilot name="VksOfficer">; and callsign --> #M_pilot_Name_VksOfficer 3) m_pilots.loc: #M_pilot_Name_VksOfficer = MSF lieutenant (whom I renamed, as seen in the screenshot) The pilot's icon, perks, and all other crap are in Pilots.xml so if you feel like changing more stuff it's all in there. |
#2
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You can also change the pilot face icon for the pilot perks. |
#3
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This is actually true. Not only active dialogs are affected. It's hard to explain because not each dialog is displayed wrong. From time to time you'll see "#string_name String not found".
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#4
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I know 2 ways to avoid filetype_dynamic if you'll want to make your own story but i am recommend waiting for patch 1.12 as it gives new filetype specially for modding
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#5
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"To be 100% sure everything works you have to type whole text in the xml file." - Is that kind of solution? ![]() |
#6
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I don't know anything about THIS method
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#7
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Perhaps you mean entering the text directly into the Dialog xml instead of making it refer to a loc file? I'm not sure if that works, I'll go test if it allows you to enter text instead of a #string in the <message> and <answer> tags.
Edit: Ah, yes it seems to work. I edited the XML and replaced the #string with plaintext (screenshot 1) and tried it in the game (screenshot 2). I guess this is what he meant by putting the text directly into the XML. The xml file doesn't specify the name of the loc file it refers to, I guess the game simply recycles the name. I suppose if we put all the text into the xml, you still need the loc file but we can leave empty except for the header comments. Edit: Fixed the screenshot, was using an old one. Last edited by Trucidation; 06-11-2010 at 02:46 AM. |
#8
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What about your solutions? Please, share your secrets.
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#9
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I understand what you mean about the UI. \Data\TEXTURE\Interface\Pilot\PerkTree\ pretty much tells me each pilot has to have their own graphic, and the .ini file to show which perk slot goes where. But this doesn't tell us the prerequisites perks, right? E.g. to learn skill X, skill Y must be learned first <-- where is this determined? Edit: Hmm, is it those ugly properties_<pilot name> = { ... } structures inside PilotProperties.script? That does look likely but I don't understand the { numbers } stuff. Wait, I think I got it... the number is the perk's cost in exp points, then anything following that in the nested {} are the prerequisites. Ok, I think I understand. Last edited by Trucidation; 06-10-2010 at 04:01 PM. |
#10
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F_Weapon_Laser = {50,{"Gunnery_2"},{"F_Weapon_HC","F_Weapon_AC"}}, F_weapon_Laser is the perk. 50 is the amount of skill points required to purchase the perk. {"Gunnery_2"} is the skill required to purchase the perk. You can have multiple pre-requisites. {"F_Weapon_HC","F_Weapon_AC"} is rarely used in most perks (usually blank), and it means that if you purchase either F_Weapon_HC Perk, or F_Weapon_AC Perks, then you cannot get F_Weapon_Laser perk. Last edited by Nanaki; 06-10-2010 at 04:01 PM. |
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