So including the .xsd in the mod.xml will automatically compile it? I heard the buildmod.bat couldn't read them like it can't read the .ini files.
Edited by Mighty BOB!, 29 March 2009 - 02:59 AM.
Posted 17 February 2008 - 07:17 PM
Edited by Mighty BOB!, 29 March 2009 - 02:59 AM.
We are living in a post-common sense society.
Posted 17 February 2008 - 07:27 PM
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
Posted 17 February 2008 - 10:00 PM
No no no, the XSDs are different. They are not game files. Basically, they are a "roadmap" for the compiler, telling it what is valid for compiling and what is invalid. The point of editing the XSDs is that some "roads" actually exist even though they are not in the XSDs - adding something to this "map" does however not necessarily mean that it will function per se. The XSDs are for the compiler only - they do not have any effect on the game and are not included in the mod.xml (the compiler will actually look em up automatically).Edit, overwrite, same difference.
So including the .xsd in the mod.xml will aucomatically compile it? I heard the buildmod.bat couldn't read them like it can't read the .ini files.
Edited by Golan, 17 February 2008 - 10:14 PM.
Posted 23 February 2008 - 12:28 AM
Edited by Mighty BOB!, 23 February 2008 - 03:31 AM.
We are living in a post-common sense society.
Posted 23 February 2008 - 09:10 AM
You can use the DestinationPlayer= attribute of OCLs to assign an object to a pre-defined player. Leave it blank for example to make it neutral or assign it to PlyrCreeps to make it aggressive (Stygs/Chriz reported that he encountered some errors doing the later - you might have to spend some time on debugging).New question: How can I go about making objects spawned from a crate be neutral (or on _insert faction_) rather than belonging to the player that picks up the crate?
Just add a <GameDependency/> to the special power. Take a look at the bombardment special ability and the SummonMothership special ability for samples of using objectfilters respectively requiredobjects & required-/forbiddenupgrades (I´d suggest using an objectfilter in your case).Oh and also, is it possible for a support power (Shockwave Artillery, Bloodhounds, Vapor Bomb, etc, etc) to have multiple prerequisites or is it slaved to 1 structure? I want to make the Sharpshooter team require that an Airfield be constructed in addition to the Tech Center.
Posted 11 March 2008 - 08:22 AM
Edited by Mighty BOB!, 15 March 2008 - 03:59 AM.
We are living in a post-common sense society.
Posted 26 March 2008 - 11:27 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
Posted 27 March 2008 - 12:06 AM
We are living in a post-common sense society.
Posted 29 March 2009 - 02:57 AM
Edited by Mighty BOB!, 29 March 2009 - 09:42 PM.
We are living in a post-common sense society.
Posted 30 March 2009 - 09:46 AM
We are living in a post-common sense society.
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