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A semi-useless explenation about WeaponClass.xml?!?

It turns out it was a mistake from my part... Also, editing magazines is HELL.; Tue, 02 April 2024 00:10

I implemented 43 weapons that are almost half of what I need: I don't want to say it out too loud but EVERYTHING works as intended. I can order my weapons from BR without crashes, rifles are in BR rifles section, SAWs are in the SAWs one, what must be single shot only is single shot and so forth..

Now, I mostly copy and paste existing stuff from Items and Weapons .xml's to speed things up. Lately I made a line of SMG, Assault, DMR, SAW out an smg and I discovered a thing: I must set my weapons  WeaponClass as "2", IE Submachinegun. If I use another weapon class my weapons spawn with no ammo and cannot be loaded. Are my weapons going to give bonuses to snipers/machinegunners? Is this an issue that only happens when turning a given class of weapons into another? Just wandering..

v1.13 Modding, Customising, Editing | 2 comments

Troubles with new weapons again.. (SOLVED!!)

And I hope solved for good..; Thu, 28 March 2024 23:25

I wasted my afternoon in doing something I already did: adding new weapons at the end of the lists.
(My apologies, I feel like a cry overcomplicating things..)

Why I'm posting: The game crashes with an hunandled exception wich is a NEW problem for me. I never experienced it before.

Status of my files: I got fresh .xml's files from a new install. I only edited Items, Weapons and Attachments .xml's. Currently I reverted to a clean attachments.xml, but the game crashes just the same.
I checked Gunxx.sti, MDGUNS.sti and SMGuns.sti a dozen times, they are ok.

Expected behaviour when cheating a weapon in game: A weapon that can be fired and inspected with right clicking (And hopefully show right inventory/ground pictures): it should show just the 4 standard attachments slots.
What I get instead: The game crashes upon browsing BR site or right clicking on the weapon in my inventory. In an early attemp I modded in 3 weapons, only the first one showed the correct graphics.

Last but not least: Since it's a new problem maybe it's not related to my .xml's, instead it's a 1.13 bug?!? The version I'm using: JA2_113-v1-115-g32cae66-Ga965L0144-English. Should I upgrade for this?

Anyways, my .xmlfiles (It simply is copy and paste):

Items.xml

<CROUCH_MODIFIERS/>
<PRONE_MODIFIERS/>
</ITEM>
<ITEM>
<uiIndex>1762</uiIndex>
<szItemName>VT-A</szItemName>
<szLongItemName>VT-A Semiautomatic</szLongItemName>
<szItemDesc>Favored by most military officers, this Austrian semi-automatic pistol is considered the defacto standard side-arm worldwide.</szItemDesc>
<szBRName>VT-A</szBRName>
<szBRDesc>Even though most of this Austrian pistol's parts are plastic, it will get detected by airport x-ray machines. The simple design of this recoil-operated self-loader contains only 32 components and is a common army issue worldwide.</szBRDesc>
<usItemClass>2</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>1762</ubClassIndex>
<ubCursor>3</ubCursor>
<ubGraphicNum>374</ubGraphicNum>
<ubWeight>6</ubWeight>
<ubPerPocket>1</ubPerPocket>
<ItemSize>1</ItemSize>
<usPrice>796</usPrice>
<ubCoolness>2</ubCoolness>
<bReliability>4</bReliability>
<bRepairEase>3</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<WaterDamages>1</WaterDamages>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<BR_NewInventory>5</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<BR_ROF>36</BR_ROF>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DamageChance>10</DamageChance>
<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
<STAND_MODIFIERS/>
<CROUCH_MODIFIERS/>
<PRONE_MODIFIERS/>
</ITEM>
</ITEMLIST>

Weapons.xml:

<usOverheatingDamageThreshold>20000</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>100</usOverheatingSingleShotTemperature>
</WEAPON>
<WEAPON>
<uiIndex>1762</uiIndex>
<szWeaponName>VT-A</szWeaponName>
<ubWeaponClass>1</ubWeaponClass>
<ubWeaponType>1</ubWeaponType>
<ubCalibre>2</ubCalibre>
<ubShotsPer4Turns>18.72</ubShotsPer4Turns>
<ubBulletSpeed>21</ubBulletSpeed>
<ubImpact>25</ubImpact>
<ubDeadliness>16</ubDeadliness>
<ubMagSize>15</ubMagSize>
<usRange>115</usRange>
<usReloadDelay>200</usReloadDelay>
<BurstAniDelay>100</BurstAniDelay>
<ubAttackVolume>50</ubAttackVolume>
<ubHitVolume>3</ubHitVolume>
<sSound>299</sSound>
<sReloadSound>100</sReloadSound>
<sLocknLoadSound>106</sLocknLoadSound>
<SilencedSound>156</SilencedSound>
<bBurstAP>20</bBurstAP>
<APsToReload>12</APsToReload>
<SwapClips>1</SwapClips>
<MaxDistForMessyDeath>7</MaxDistForMessyDeath>
<ManualReloadSound>476</ManualReloadSound>
<nAccuracy>6</nAccuracy>
<ubAimLevels>3</ubAimLevels>
<Handling>9</Handling>
<usOverheatingJamThreshold>20000</usOverheatingJamThreshold>
<usOverheatingDamageThreshold>13500</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>45</usOverheatingSingleShotTemperature>
</WEAPON>
</WEAPONLIST>

Any ideas guys?

v1.13 Modding, Customising, Editing | 2 comments

Eliminate screams

Thu, 28 March 2024 04:06

Is there a way to eliminate screams when someone is hit or bleeding out?

Vengeance 1.13 Reloaded | 1 comment

AttachmentSlots.xml - about coordinates used in there

Thu, 28 March 2024 01:55

https://i.imgur.com/jnzzIuR.png
-

It's probably of no concern for most players, but modders might find some use for AttachmentSlots.xml

Part of it is for defining the position of attachment slots at the UI panel

While doing some modding, I ended up at this xml and asked myself about the tags

<usDescPanelPosX>
<usDescPanelPosY>
-

What are they refering to? Where's 0/0 in this coordinate sytem?

The picture should show a brief explannation on that

Basically, 0/0 is the very top left of the panel

For testing purposes, I gave the default slot 1 in AttachmentSlots.xml the coordinates 0/0  (named "A" in the picture)
(don't mess with default slots for real, that was just done to showcase things !!)
That resulted in some things not being shown. There's a little sidebar left of the actual attachment slot, the width of this should be considered when editing coordinates.
The actual position the coordinates refer to is the top left of the slot, not the sidebar
Another thing might worth consideration are the panel frames. Those also have some width and, depending on position of slot, that may result in them not being correctly shown.

Considering the frame and sidebar, I next used 9/7 for default slot 1 and this time things looked ok  (named "B" in the picture)
(again, don't mess with default slots unless you know what you do, I just used it to showcase things)

So, that's how I found out where 0/0 is in this coordinate system and should I ever feel the urge to shuffle attachment slots, it should be a little easier

-

v1.13 XML Customization | 0 comments

Fastest/most efficient way to test new items in game? (Solved!!)

Wed, 27 March 2024 17:49

I set a delivery destination in Omerta: Can I give for granted it is the best/only solution?

(As a side note, I finally grasped the difference between biggun number and frame position in smguns/mdguns multiple. sti's. Better late than never I guess..)

v1.13 Modding, Customising, Editing | 2 comments

How to add a new BR shipment destination that works.

No crashes at last!; Tue, 26 March 2024 20:06

When you open Deliverymethods and shippingdestinations .xml files, you'll find a list of 16 locations. Do NOT add your new destination as number 17 at the end of the list: That crashes the game.

What you must do instead is add the new location in the middle of the list, say at number 10, for example. After that the original 10th location becomes the 11th, the original 11th becomes the 12th and so forth till you have 17 locations.

v1.13 XML Customization | 0 comments

MDGuns and SMGuns (More workarounded than SOLVED, but..)

New weapon shows no inventory/ground pictures.; Tue, 26 March 2024 19:58

I managed to put a first test weapon in game, I can order it from Bobby Ray's (new graphic is shown), I can get it and shoot it but it shows no graphics in my inventory or on the ground (in this case I get a nada item). Now, I triple checked everything and mdgunsns and smguns do contain the new images. So, do I need to edit more files? Op xml ones? Any help is appreciated, thx.

v1.13 Modding, Customising, Editing | 6 comments

Modding Weapons In Game. (SOLVED, basically)

Wed, 20 March 2024 10:58

A: AFAIK I need images for BigItems folder, I need to edit MDGUNS.sti, SDGUNS.sti, Weapons.xml, items.xml. Is there anything else to edit?

B: I Want to add camo jackets and trousers: What abour medium and small .sti? I found mditems 1,2,3. I gave a look with sti-edit and it seems to me they are the files I need. Am I correct?

C: How does the attachment system work for weapons? I don't find it defined in items or weapons.xml. I also want camo jacket and trouser to accept light body armour, How can I make it?

D: Is weapons weight expressed in ounces?

E: A few line in items/weapons .xml I can't get:

usItemClass>2</usItemClass

nasLayoutClass>1</nasLayoutClass

ubClassIndex>1</ubClassIndex

ubWeaponClass>1</ubWeaponClass

ubWeaponType>1</ubWeaponType

IE, how does the game understand that a pistol is a pistol and not a bazooka? Are there lists?

Thanks in advance.

EDIT: In the FAL OSW configuration I found these lines:

<DefaultAttachment>1006</DefaultAttachment>
DefaultAttachment>1011</DefaultAttachment
DefaultAttachment>1746</DefaultAttachment

Are these what I'm looking for?

v1.13 Modding, Customising, Editing | 2 comments

Shank does not appear in Tixa

Aimnas Shank not showing up; Mon, 18 March 2024 18:52

Ok, long time lurker, absolutely a huge fan of all the work that has gone into this game!  My only gripe is that all the modders on here (special recognition to smeagol, Tais, Sevenfm, Shanga, DeppressiveBrot, Flugente and Kitty!  Many others worth noting, but just can't remember all their handles at the moment!)

I have run into a bit of a weird quirk!
System: Windows 10
Nvidia GTX960
Latest drivers and updates.
Ja2 1.13 latest download "Ja2-Unstable-2024-03-11" (Does not show a revision number on startup, just "@revision@...")  Using this one as I was getting the "hit esc to end" fatal error with original download and install from github (this one is from a "mayo" something or other website that I found, due to one of Kitty's posts-can't find it again offhand, but this one works fantastically, very few game crashes, whereas previous installations have given me a fair number of crashes-enough that I was quick saving at the start and end of every turn!)
Aimnas latest version (downloaded from Github).

Ok, so the game starts and runs fine (indeed, the least number of crashes I have ever encountered with all the different versions I have tried!) however, when I take J9 Tixa, Shank does not show up, not even if I activate the cheat code and "alt + E"!  I have opened the map in the map editor and I can see that he shows as being placed in a jail cell, towards the Southern part of the prison, next to a "beggar" and the editor shows that he is part of the "Dynamo, Shank" group, but he physically is just not there!  Dynamo is in his spot and works fine, recruiting him is not a problem.

It may be worthwhile to note that this sector DOES tend to cause a lot of fatal errors with the "press esc to end", typically when I click the check mark to end my turn/as the AI begins the opponent turn.

Any thoughts on what may cause Shank to be placed on the map, but not show up in the game?  There is no body and there was no shooting around the area where he should be, so he was not killed...

I DID kind of resolve the gas challenge, without him, by finding some old posts about adding items to BR Inventory!  It seems BR now sells gas, unfortunately, it won't resolve the Jake Cameron/Shank/Estoni refuel for the helicopter challenge...

Any thoughts or wisdom is much appreciated!  I am a big fan of all of your hard work!

AIMNAS | 6 comments

XML Editor crashing on latest releases.

Mon, 18 March 2024 07:50

(My apologies if not the right subforum)

I tried the editor on three the latest releases and it crashes on startup. In case of not so recent versions like the one of Arulco Vacations it does work. Error log:

Memory: 34,765,896 - Error:
Source: BackEnd
Base Error Type: System.NullReferenceException
Message: Object reference not set to an instance of an object.
Stack Trace:  at BackEnd.ItemTable.LoadItemData(String fileName, String filePath)
at BackEnd.ItemTable.LoadData()
at BackEnd.XmlDB.LoadData(DataTable table)
at BackEnd.XmlDB.LoadAllData()
at BackEnd.DataManager.LoadData()
at GUI.Main.Main()
Target Site:  LoadItemData
Available Physical Memory:  23255334912
Available Virtual Memory:  140732359217152

Can this be fixed or do I have to get an older 1.13 version?

v1.13 XML Customization | 4 comments

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