How to convert XML1 stuff (includes UltimateAlphabetizerV1.2, extentConverterV1)

Started by Norrin Radd, August 06, 2007, 04:12PM

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im not sure, it may be dynamic, however when i used the old convension it didnt work, so i just used the new convension and used 'stark' . i could try using the new convension with the old variable 'nyc_fb' and see if it works.

however, i think some variables have multiple layers (or elements like an array) (like i was using variable 6 of stark), so if that is dynamic, im not sure how it would keep track of how many layers/elements a variable has

thanks for the new converter, i'll try it out later. hopefully this fixes whatever issues i seem to be having.
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

ok, i found out that yes, you can make your own variables, but the scripts that call them using xml1 convension is not compatible  with mua (and not for xml2 also)

In the scripts i had to change the entries from getMissionFlag() to getGameFlag() and setMissionFlag() to setGameFlag().

As an example:
Original (not working, the game never finds that 'nyc_fb=1')
QuoteiNYC2Done = getMissionFlag("nyc_fb", 2 )
if iNYC2Done != 1
     setMissionFlag("nyc_fb", 2, 1 )
     objective ( "sentinel2",  "EOBJCMD_INCREMENT" )
else
     setEnable("zone_link02", "TRUE" )
     setEnable("trigger_touch01", "TRUE" )
     setEnable("trigger_touch04", "FALSE" )
     objective ( "sentinel2",  "EOBJCMD_INCREMENT" )

After change (working):
QuoteiNYC2Done = getGameFlag("nyc_fb", 2 )
if iNYC2Done != 1
     objective ( "sentinel2",  "EOBJCMD_INCREMENT" )
     setGameFlag("nyc_fb", 2, 1 )
else
     setEnable("zone_link02", "TRUE" )
     setEnable("trigger_touch01", "TRUE" )
     setEnable("trigger_touch04", "FALSE" )
     objective ( "sentinel2",  "EOBJCMD_INCREMENT" )

so no need to improvise, just need to convert the convension

edit:
thanks T.
So these should be changed for MUA AND XML2


if the camera is not following your characters, and instead only stays stuck at some spots until you move into certain areas, you may have to remove some camera magnets from the level eng.

For example, in nyc3 (nyc_fb3) there are camera magnets and the camera will not follow your characters through small alleys, so basically you cant see what you are doing. Once i removed the camera magnets, the camera followed me through the alleys. What you lose when you remove these is the camera locking into a certain position, it can look around, but physically wont move.
Here are the lines i had to remove:
Quoteentinst {
   type = camera_magnet05 ;
      inst {
      extents = -800 -900 0 800 900 480.001 ;
      name = camera_magnet05 ;
      pos = 2181.86 2961.08 0.369495 ;
      }

   }

   entinst {
   type = camera_magnet02 ;
      inst {
      extents = -449.995 -450 0 450 450.004 480.001 ;
      name = camera_magnet02 ;
      pos = 1427.37 853.536 0.369495 ;
      }

   }

   entinst {
   type = null ;
      inst {
      extents = -6 -6 0 6 6 12 ;
      name = cm5 ;
      pos = 2159.25 3359.95 468 ;
      }

      inst {
      extents = -6 -6 0 6 6 12 ;
      name = cm2 ;
      pos = 1793.46 726.449 468 ;
      }

   }


... some other level info in between


   entity {
   actleader = true ;
   actmatchteam = true ;
   boxcollision = true ;
   cameramagtype = 3 ;
   cameratarget = cm2 ;
   classname = cameramagnetent ;
   name = camera_magnet02 ;
   nocollide = true ;
   team = hero ;
   }

   entity {
   actleader = true ;
   actmatchteam = true ;
   boxcollision = true ;
   cameramagtype = 3 ;
   cameratarget = cm5 ;
   classname = cameramagnetent ;
   name = camera_magnet05 ;
   nocollide = true ;
   team = hero ;
   }

I got the policemen's (5803.igb converted to 7563) guns to show up, i added this in their npcstat entry:
QuoteBoltOn {
      bolt = Bip01 R Hand ;
      model = models/weapons/pistol_rhand ;
      slot = ebolton_weapon ;
      }
they still dont shoot, they just punch, but they do have guns now

On a side note, the Ultimate Alphabetizer alphabetizes capital letters first, so watch out if you have any capital entries in your files as it wont alphabetize everything properly then, i saw some that were capitalized and some that weren't in the power and fightstyles, so i had to do a bit of manual changing.

when i was putting act1/man/mansion1 together i notice that the game crashed when i added conversations and scripts to the pkg file (there are many). The only way i could fix this was by putting the script and conversation entries in the pkg file in the same order as they were in the fb file. so apparently the order matters, although ive only had this problem for mansion1 so far.

Does anyone know how to get characters in levels to follow you for mua? right now the script file that is used to get Phoenix to follow me is:
setFollowingHero("phoenix", "TRUE" )
but it doesnt work


ill check it out, thanks

edit:
hm, it didnt work, it was:
beATeamPlayer("phoenix", "TRUE" )
maybe it is different because she in the herostat though, im not sure

Maybe you could try changing all the references to "PhoenixSimple"? (who would be in the npcstat)


for some reason the entries (from the level eng):
Quoteentity {
   alpha = 0.35 ;
   ambienteffect = misc/waterMove ;
   classname = waterent ;
   density = 10 ;
   gridsize =  ;
   name = water ;
   nocollide = true ;
   splasheffect = misc/waterEntry ;
   texture = textures/water.png ;
   texturescale =  ;
   wakeeffect = base/misc/misc_waterwake ;
   xscroll =  ;
   yscroll =  ;
   }

and
Quoteentinst {
   type = water ;
      inst {
      extents = -1319.99 -624 0 1320 624 30 ;
      name = water ;
      pos = 1859.5 2301.76 -150.616 ;
      }

   }

led to the game freazing at the load screen, even when all the effects and textures were there, i found them in act0/nyc3. When i removed them the level ran fine.

edit:
I believe the freezing happened when the line gridsize was left empty. If it is empty, try removing just that line, and it should no longer freeze the game.

for some reason MUA doesnt like those water entities, i had to remove these to get Haarp1 to load

Quoteentinst {
   type = water01 ;
      inst {
      extents = -420 -1200 0 420 1200 24 ;
      name = water01 ;
      pos = 255.306 159.008 -214.795 ;
      }

   }

   entinst {
   type = water03 ;
      inst {
      extents = -833.87 -540.672 0 833.868 540.67 134.495 ;
      name = water03 ;
      pos = -1001.49 -693.508 -139.274 ;
      }

      inst {
      extents = -747.507 -439.372 0 747.5 439.373 26.6287 ;
      name = water03 ;
      pos = 1120.44 -73.8846 -18.02 ;
      }

   }

and
Quoteentity {
   alpha = 0.8 ;
   ambienteffect = misc/waterMove ;
   classname = waterent ;
   density = 10 ;
   gridsize =  ;
   name = water03 ;
   nocollide = true ;
   splasheffect = misc/waterEntry_haarp ;
   texture = textures/water_haarp.png ;
   texturescale =  ;
   wakeeffect = misc/waterSplash_haarp ;
   xscroll =  ;
   yscroll =  ;
   }

   entity {
   alpha = 0.8 ;
   ambienteffect = misc/waterMove ;
   classname = waterent ;
   density = 10 ;
   gridsize =  ;
   name = water01 ;
   nocollide = true ;
   splasheffect = misc/waterEntry_haarp ;
   texture = textures/water_haarp.png ;
   texturescale =  ;
   wakeeffect = misc/waterSplash_haarp ;
   xscroll =  ;
   yscroll =  ;
   }

to make enemies huff and puff like they are in the cold (so breath clouds or whatever you want to call them) put this line in the level eng, in the first entity definition
Quotecold = true ;

thats weird about the water entities,
arena_arb2 has them and they loaded alright in XML2

Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it