66ee39205d516

Post Reply

Your name:
Subject:
Message Icon:

Verification:
This box must be left blank:

Look at you, hacker: a pathetic creature of ____ and bone!  (Fill in the missing word):

Shortcuts: Alt+s to submit/post; Alt+p to preview


Topic Summary

Posted by: sarge945
« on: 29. July 2024, 01:34:49 »

yes, no geometry changes, nothing that need a level relight, and the physics props changes are somewhat limited.

You can do physics props changes via squirrel, but not dml.

You will need to make a "spawner" object in DML and then replace it with the real object when the game starts.

Otherwise collision will break.
Posted by: voodoo47
« on: 28. July 2024, 08:11:43 »

those two monkeys (the two that break out of the glass cages) are scripted, testing mods on scripted creatures is not a very good idea.

30 second glance at the dmls - the gamesys dml has 4200+ lines. I think you might have a bit of redundancy going on there. mission dmls are force-adding projectile links onto concretes, 99.9% sure you actually don't want to do that.

this is going to be a long shift. I would start with - what is breaking the monkeys? the gamesys dml, or the map dml? get one out of the way and find out (remember, you have to enter a map freshly if you change a map dml, loading a save from that map will not reflect the changes as the old ones are already saved into it).


here is an example of what I think you actually want to do with the monkeys (medsci2 dml) - so this
Code: [Select]
// AI->Ranged Combat->Ranged Combat
+ObjProp "Willy" "AIRCProp"
{
"Minimum Distance" 0
"Ideal Distance" 40
"Firing Delay" 0.00
"Cover Desire" "Very Low"
"Decay Speed" 0.80
"Fire While Moving" "Never"
"Contain Projectile" FALSE
}

++Link "Willy" 1359 "AIProjectile"
{
"Constraint Type" "None"
"Constraint Data" 0
"Targeting Method" "Straight-Line"
"Selection Desire" "Very High"
"Firing Delay" 0.00
"Ammo" 0
"Burst Count" 0
"Accuracy" "Very High"
"Leads Target" TRUE
"Launch Joint" "Head"
}

becomes this
Code: [Select]
Link "Willy" 1359 "AIProjectile" 02E1000C
{
"Accuracy" "Very High"
"Leads Target" TRUE
}
yes, we do like our minimal footprint around here. also notice the missing pluses - we are editing an existing link so they are not needed (one is for adding a link, two is for force adding a link even if one such link already exists). the 02E1000C code is the existing link code, this ensures the change will only be applied to that specific link. you can see it in the editor.
Posted by: TheHEX
« on: 28. July 2024, 04:54:54 »

help my monkeys cant see me? i didnt change any vision...

it seems that the 2 monkeys in the medsci2 have a very hit or miss ability to see the player regardless of my mods running. and also the scary monsters ai mod is completely breaking their melee ability. they are freezing still as they touch me and stay that way until i move again. sometimes they just run underneath me forever without attacking
[TacticalCombatED scp5.7z expired]
Posted by: voodoo47
« on: 26. July 2024, 21:12:34 »

you are allowed to attach zip files to your posts.
Posted by: TheHEX
« on: 26. July 2024, 20:49:38 »

ok im just gonna upload it and maybe you can switch it to scp5 if its fast thing. then i will playtest it and modify it further. where should i put it
Posted by: voodoo47
« on: 26. July 2024, 10:45:59 »

depends on what you want to do in the end, how much shortcuts you want to take, how much of your previous work are you willing to discard etc.

so, ideally, you would just scrap everything and start making a SCPb5+ dml mod from scratch. note - a dml mod made for SCP will NOT be compatible with the vanilla game without additional code (and vice versa). I always construct mods primarily with SCP in mind, and once done, I may add vanilla game compatibility if deemed feasible (explore the pistol hybrid mod if you need an example).

but you probably don't want to waste all your work, hence, my previous recommendation to get whatever you have exported into the dml format, and once you have a working dml, tweaking the code to be compatible with the latest SCP is relatively easy.
Posted by: TheHEX
« on: 26. July 2024, 10:04:41 »

so on another note... we are determining that my scp3 mod is causing even more problems potentially with the current scp5 version? based on the fact that you informed me that some unspecified by you setting has been randomized in your current scp5 version... not sure which settings youre referring to. so im wondering if i need to start over from scratch by modifying the scp5 gamesys then exporting dml and pasting it all together again after i just finished doing all of it for my scp3 mod based dml. but do i really need to do this? for example couldnt i have just made my mod from the original shock2.gam instead of using scp3 as a base initially, and wouldnt all of the changes still be applicable and compatible with the current version of scp5? are you saying that some or possibly any older based mods might be broken or incompatible with scp5 due to the fact that scp5 has cleaned up and randomized and moved around etc... many game sys settings? all future mods should or must be based on the current scp version? can i just carry on with finalizing my scp3 based dml? i will post it soon, there are some inconsistencies in monster behavior settings and projectile velocities i must hunt down.
Posted by: TheHEX
« on: 26. July 2024, 10:00:34 »

dude no one is asking you to do their work for them. you are are equating informing someone about game mechanics and editing, to doing their work for them. doing their work for them consists of actually making the edited files yourself and then sending them dml. that is not whats happening. lets not be intellectually dishonest. this is presumably a community of sorts, of modding system shock... it should be absolutely acceptable and expected that senior developers can and should inform new modders on HOW they would go about, in generalized terms, implementing their desired changes. it would be virtually IMPOSSIBLE for me to do EVERYTHING alone. take a recent occurrence for example... i changed the monsters fire while moving to often, because i thought it would increase the difficulty by having them play out their shoot animation with the top half of their bodies, while walking with their legs and chasing me... and i changed it for all the monsters because i saw no foreseeable issue with using an option that is provided in the editor as a core gameplay mechanic... and what did i find? it broke my monsters ranged combat ability. now i must go back and be delayed DAYS by trying to fix this SINGLE problem, not to mention all of the other problems and changes yet unfinished. if i were to do this completely alone and use troubleshooting and trial and error to make all of the desired changes... it would take a ridiculous and unrealistic amount of time... seems quite unnecessary and unrealistic considering the scope of advanced engine and editor knowledge that some people here have... to simply just shoot a mere couple of lines on each question as to where something is or what i need to add, etc. take for example, adding venom to a bite. you could just say "go to the monsters page and in the stims section you add venom blabla and 1 equals 1 tox application. there is nothing wrong with this and i really think the members of this community need to step up their game in helping new modders get their foot in the door here with their mods and becoming a contributing member. no one can contribute anything if they cant understand anything, dont have the time to do endless trial and error experimentation, and are constantly shut down by senior modders when seeking help. honestly i have always gotten the feeling that this forum is a closed group where only a few select people help each other and collaborate and all of us peasants are up shit creek.
Posted by: voodoo47
« on: 26. July 2024, 07:45:23 »

at this point you should have all the info you need, start sharing the dmls if you want them to be checked.

I mean sure, I can just take everything over and do the work myself, but where's the point in that?
Posted by: TheHEX
« on: 26. July 2024, 02:27:25 »

thats funny because there have been large projects and collaborations but i guess im not in the little club  ¯\_(ツ)_/¯
Posted by: voodoo47
« on: 25. July 2024, 09:15:43 »

yes, they should be randomized in the last SCP. if you are still working with b3, you probably should stop.

as for the rest, either explore what can be done yourself (SCPb5 setups should be a good reference) or check the Thief wiki. ain't nobody going to pull your chestnuts out of the fire for you.
Posted by: TheHEX
« on: 25. July 2024, 08:47:12 »

yea i kow of those ones they seem pretty limited it only says min distance, ideal distance, firing delay 0 (would negative do anything?) cover desire. (they dont take cover though?) decay speed? fire while moving. (does this screw up their animations by firing without using a firing animation + walking?. contain projectile? dont know what many of those actually are meant to do.

what about ai acuity in chunks? trying to make them see me faster and further. looking at the acuity is confusing as many of them under lighting are set to 0 right next to a high number like 20. for example. light only lighting 20, then right under it light only movement and exposure are 0.

oh also im looking to add the sparks to bullet impact and i think i know how ok, but do you have any ideas on the name for the desired effect? because the list is huge. also smoke and sparks to my muzzleflashes at the gun muzzle? im planning on just adding in the link like the muzzleflash sprite is linked and presumably it will spawn the smoke and sparks from the muzzle as it does for the flash, and then the physics options should be in the link, but i need to add a new one under SFX to give it unique physics characteristics? ok so i just added smoke blast to the muzzle and its ok looking. dont know what to use for the impact sparks though.

is there a way to make it so the casings dont sit all in a perfect line and are all sticky on the ground? so they bounce around more?
Posted by: voodoo47
« on: 25. July 2024, 08:30:46 »

then look for the timewarp prop.

explore AI/Ranged Combat props if you want to modify ranged behavior.
Posted by: TheHEX
« on: 25. July 2024, 07:34:11 »

no im trying to make them faster in those regards. also how to i ensure that enemies will attack at long ranges like in the mall?
Posted by: voodoo47
« on: 25. July 2024, 06:33:05 »

yes, if you want less responsive AIs, then limiting their vision and hearing is a good way of doing it. but once they spot you, I don't think you can slow them down, they will attack.
Posted by: TheHEX
« on: 25. July 2024, 02:14:22 »

got it

how do i:

1 decrease enemies response time to view the player, and for beginning attack after seeing? in the AI core vision description?

2 i forgot the other
Posted by: voodoo47
« on: 24. July 2024, 10:35:38 »

aha, gamesys variables. will have to check that. //here we go.
Posted by: TheHEX
« on: 24. July 2024, 09:30:45 »

i dont know how to export or get dml for my gamesys variables. fall damage and player speed. psi cost. agility speed

why the redundancy in armor? we have armor effects which mulitplies damages by 0.__ percent in armor effects, then we have in the physical armor you can set its mitigation values in there too. which one do i edit to change mitigation amounts
Posted by: ZylonBane
« on: 23. July 2024, 15:19:09 »

At this point, I flat-out wouldn't use a minor mod that replaced the gamesys. First, lord only knows what other things it changes besides what it claims to. Second, a full replacement gamesys instead of a DML would convey a lack of competence by the modder.
Posted by: voodoo47
« on: 23. July 2024, 14:36:34 »

he already found out the hard way, but guess no harm in reminding him in one very clear sentence.

so yeah, if you want to make your mod public at some point, don't do hard edits. if not, sure, do whatever and then bear the consequences once SCP gets updated..
Posted by: ZylonBane
« on: 23. July 2024, 14:30:55 »

hard edits are easier if you need to do something quickly want to make your mod incompatible with every other mod that uses a custom gamesys.
FTFY.
Posted by: voodoo47
« on: 23. July 2024, 08:33:00 »

hard edits are easier if you need to do something quickly, and very difficult when you need to update your mod later, as you have found out.

dml mod is difficult to put together, but once it exists, any future updates are a breeze, as you just need to edit a txt file a little bit. choose your poison wisely.


just start to work and share your code, we'll tell you whether you are doing it right or not.
Posted by: TheHEXy
« on: 23. July 2024, 02:08:03 »

well i dont really get what you did so ill keep looking at it and prob just do the dml my way and test to see if it works. i wonder if itd be easier to just hard edit the scp5 gamesys instead
Posted by: voodoo47
« on: 22. July 2024, 08:24:17 »

yes, no geometry changes, nothing that need a level relight, and the physics props changes are somewhat limited.

the gamesys dml also probably will have to be adjusted once SCPb6 is out, but this should be easy once the dml actually exists (this is one of the main advantages of dml minimods, easy to update once something else gets updated).
Posted by: sarge945
« on: 22. July 2024, 02:10:56 »

i need general help understanding this process of converting my gamesys and mission file edits into dml.

Also keep in mind only a limited subset of map edits can be done in pure DML. Adding new objects, changing properties on existing objects, etc, is generally okay. Adding new geometry is not really possible.

If you want your mod to be maximally compatible, it's recommended that you don't make any changes to map geometry or layout, or anything that would require the lighting to be rebuilt.
Posted by: voodoo47
« on: 21. July 2024, 07:20:33 »

it can, but not always, manual edits are necessary most of the time, because again, you want to avoid needlessly applying the props again and again.

so, now you know what to do, time to roll up the sleeves and start working.
Posted by: TheHEX
« on: 21. July 2024, 02:02:19 »

cant i just export all "archetypes"? changed and just delete any bit that is irrelevant to my mod? and then put all the snippets  together and use that? will it not work because i must necessarily edit the dml exports to work? i exported my shotgun slug and didnt edit it and it is working now as a dml though.

so the export function does not create an immediately automatically usable dml, it still must be edited to be usable?
Posted by: voodoo47
« on: 20. July 2024, 09:13:36 »

to make it short, SCPb3 is not supported in the current SS2 environment, whoever tries to use it in any way will have problems. this is standard policy - either you are up to date, or you are on your own.

ok, so, if you are unsure what you have changed in the gamesys, you can export all from the unmodified b3 gamesys, and then from your modified b3 gamesys, and then compare both exports using windiff. that will show you all the changes.

then you will have to convert them to proper dmls - no cheap way out of this. so you will have to learn how to read the exports, and convert them into a proper working dml.

example (full export):
Property "Creature: Time Warp"
{
   Protocol Droid (-174): 0.80
   Midwife (-179): 0.75
   Rumbler (-180): 0.88
   Grub (-182): 0.75
   Arachnightmare (-189): 0.65
   SHODAN (-196): 0.50
   Once-Grunts (-396): 1.00
   Training Droid (-4015): 0.80
} // 8 object(s)
say you need to apply the value to Protocol Droid. check proplist.txt, find the value;
ObjProp "TimeWarp"           // type float                     , flags 0x0000 , editor name: "Creature: Time Warp"
{
   "" : float
}
edit it accordingly;
ObjProp "Protocol Droid" "TimeWarp"
{
   "" 0.80
}
or you can use the full export just as a guide - full export tells me I need to modify timewarp on the droid, so find the droid, and export the archetype as single dml;
DML1

// Object Export of "Protocol Droid (-174)"

// Note: Reverse links are not exported. Links, receptrons, stims and metaproperties are exported with '++',
//       which will cause duplicates if the DML is used on an already populated object.


// Shape->Model Name
+ObjProp "Protocol Droid" "ModelName"
{
   "" "protonew"
}

// Position
+ObjProp "Protocol Droid" "Position"
{
   "Location" 0.00, 0.00, 0.00
   "Heading" 0
   "Pitch" 0
   "Bank" 0
}

// Motions->ActorTagList
+ObjProp "Protocol Droid" "MotActorTagList"
{
   "tags" "prodroid"
}

// Creature->Time Warp
+ObjProp "Protocol Droid" "TimeWarp"
{
   "" 0.80
}

// Game->Damage Model->Hit Points
+ObjProp "Protocol Droid" "HitPoints"
{
   "" 20
}

// Game->Damage Model->Max Hit Points
+ObjProp "Protocol Droid" "MAX_HP"
{
   "" 20
}

// Obj->Object name
+ObjProp "Protocol Droid" "ObjName" = "ProtocolDroid: "A protocol droid.""

// Creature->Creature Type
+ObjProp "Protocol Droid" "Creature"
{
   "Type" "Humanoid"
}

// AI->AI Core->AI
+ObjProp "Protocol Droid" "AI"
{
   "Behavior set" "protocol"
}

// AI->AI Core->Vision Joint
+ObjProp "Protocol Droid" "AI_VisJoint"
{
   "joint" "Head"
}

// AI->Ability Settings->Non-combat: Dmg Response Params
+ObjProp "Protocol Droid" "AI_NCDmgRsp"
{
   "Wound Threshold" 1
   "Severe Threshold" 10
   "Response Chance (%)" 20
}

// AI->Ability Settings->Idling: Directions
+ObjProp "Protocol Droid" "AI_IdleDirs"
{
   "Min. facing switch time" 5000
   "Max. facing switch time" 20000
   "Facing 1: direction" -45
   "               weight" 1
   "Facing 2: direction" 0
   "               weight"[1] 2
   "Facing 3: direction" 45
   "               weight"[2] 1
}

// Speech->Voice
+ObjProp "Protocol Droid" "SpchVoice"
{
   "" "vprotobot"
}

// Schema->Class Tags
+ObjProp "Protocol Droid" "Class Tags"
{
   "1: Tags" "CreatureType ProtoBot"
}

++Link "Protocol Droid" "Protocol Explosion" "Corpse"
{
}

++Link "Protocol Droid" "PD_Part_1" "Flinderize"
{
   "Count" 2
   "Impulse" 12.00
   "Scatter?" TRUE
   "Offset" 0.00, 0.00, 0.00
}

++Link "Protocol Droid" "PD_Part_2" "Flinderize"
{
   "Count" 2
   "Impulse" 8.00
   "Scatter?" TRUE
   "Offset" 0.00, 0.00, 0.00
}
but you only need the timewarp part, so you will end up with this (again);
ObjProp "Protocol Droid" "TimeWarp"
{
   "" 0.80
}
and now you have the proper code snippet. do this with everything, put all the snippets together and there is your gamesys dml.
Posted by: TheHEX
« on: 19. July 2024, 21:40:16 »

thx.

ok so i made a mod for scp3 a long time ago. i copied the scp3 gamesys and the mis files and was editing them and then use mod manager to supercede scp3. i didnt do dml because i didnt know how etc. and i came back to the game now and was finishing up my mod, and was too lazy to move it to scp5 until this shotgun slug issue and now i am forced to move it. but yea i want to do it in dml if possible so this doesnt happen again thats why im trying to understand it all. i think i should be able to do the gamesys dml fine just by exporting my changes as dml and deleting the extra entries.. but does the mis dml work the same?

"ANY dml that exists in your SS2 folder will override the hard edits. if this is what you are doing, you need to rename the misdml folder, and gamesys.dml under patch_ext, that's where the SS2tool fixup dmls (meant for the vanilla game) reside."

isnt it controlled by the mod manager pause/resume system and prioritization? are you saying even if i use mod manager to pause or deprioritize dml mods, they will still override my gamesys's from various mods?

so yea, moving my old hard modded scp3 mod to dml and to scp5. consisting of mis files and gamesys
Posted by: voodoo47
« on: 19. July 2024, 08:17:49 »

ok, should have mentioned you are doing hard edits, and not dmls, because if you are doing hard edits, ANY dml that exists in your SS2 folder will override the hard edits. if this is what you are doing, you need to rename the misdml folder, and gamesys.dml under patch_ext, that's where the SS2tool fixup dmls (meant for the vanilla game) reside.

either way, let me get this right - have you hard modded SCPb3, and now you are stuck with your work invested in an outdated SCP build? if so, then that was most unwise of you, and there will be a price to pay - no matter what you choose to do, this is going to be a tedious process.

confirm this and then I'll give you my recommendation - if you have decided to do this, then it would be smart to do it right this time.
Posted by: TheHEX
« on: 19. July 2024, 06:01:58 »

i deleted all the mods and installed scp5 and changed the slug damage and it was one shotting everything so theres some kind of weird bug going on with my mod and the scp3 that im using to play on because thats what my mod was made on and i never did dml's. so now im trying to move it to scp5 base hopefully by dml. im not sure exactly how to go about it again. i can export dml for all of my gamesys changes and just delete the things in it that i dont want changed, that should be the best way to go about it for the gamesys? the question im trying to ask is, i want to convert my mod from scp3 to scp5 by DML WITHOUT writing any DML because i just cant do it. so i am planning on only exporting dml from the gamesys and also the mis files ONLY. this should be viable for the gamesys changes assuming its compatible with scp5 gamesys... but is this method suitable for the mis changes too? do i just export the mis as dml and then try to find what i changed and just delete everything else? and it will only make those changes to the scp5 base maps?
Posted by: TheHEX
« on: 18. July 2024, 23:42:55 »

i am in physical/weapon/conventional/shotgun/links/projectile/rifled slug/to/rifled slug/sources standard impact. numbers dont change damage for my shotgun. it shows it as the projectile for my shotgun, and for hybrid shotgun.

"will have to do it for all shotgun linked projectiles."

all new shotgun projectiles are created as a regular slug, they dont have their own damage values, actually they dont exist at all. only the monsters have their own slug listings but they dont have damages, they inherit the main monster slug value.

it appears that each "a grunt slug" has inherited the damage from "grunt shotgun slug", because there is only damage under the latter.
but i believe my grunt shotgun slug damage edit worked and the issue is just my shotgun slug thats unresponsive. i went and paused all of the other mods and its still happening. only mods active were scp 3 beta, my scp3 mod on top which all of the other changes have worked on, and alternative start, despawn. just double checked all the values, resaved gamesys, disabled all other mods, started new game, and its still same damage.
Posted by: voodoo47
« on: 18. July 2024, 06:44:46 »

see rifled slug (-516) Act React/Sources. will have to do it for all shotgun linked projectiles.

monsters already placed around maps will have to have their linked projectiles edited separately, they already exist so changes on the archetype linked projectile will not affect them.

inheritable props are inherited all the way, number of levels doesn't matter.
Posted by: TheHEX
« on: 18. July 2024, 02:41:41 »

i am completely unable to effect a change to the shotgun slug damage. i set it all the way to 100 with no effect. still takes 4 shots to kill melee hybrid... same exact number of standard bullets from pistol. im accessing the slug from both the projectile area, and the shotgun link. makes no sense.
Posted by: TheHEX
« on: 17. July 2024, 22:50:41 »

what about if i delete all of the extra pojectile velocities under "a monster shot" for example i click "a cyborg" then "link: a ninja shot" and delete the velocity. it will inherit the main ninja shot velocity right?

and same thing "ranged combat" for "a monster" ? when i delete ranged combat, it also deletes the velocity which should be effective in killing 2 birds with 1 stone as long as it doesnt BREAK the monsters combat ability.

i tested it and i needed to add ranged combat back onto shotgun hybrid because it was absent, then i was able to delete "a shotgun hyrid: ranged combat.

quetsion. will it inherit stuff from further up the tree than one jump? or it will only inherit one jump up?
Posted by: voodoo47
« on: 16. July 2024, 20:43:42 »

but to answer the question, yes, if a concrete has those props, they can (or rather, have to) be removed so the gun would inherit the now modified props from the archetype.

this can be done via a mission dml targeting the affected concretes, or you can use some scripting in the gamesys dml to automate the process.
Posted by: ZylonBane
« on: 16. July 2024, 20:32:01 »

Dude what? All the guns in the world DON'T have their own kickback settings.

The only guns that do have it, have it accidentally. SCP cleaned all that up years ago.
Posted by: TheHEX
« on: 16. July 2024, 20:26:48 »

like all the guns in the world have their own set of kickback settings and i changed the recoil so now i would need to change it for every single gun laying on the ground so i want to just delete the kickback instead so it refers to the master guns recoil settings?
Posted by: voodoo47
« on: 16. July 2024, 10:48:00 »

not quite sure what do you mean, but generally yes, you want to avoid redundancy, meaning, props that already are assigned being reloaded for no good reason. //aha, I probably know what you mean - yes you can, IF you are sure this will not break anything. not all props are inheritable, meaning some have to be replicated on each archetype. don't fix something that ain't broke..

so for example, if your mod changes the amount of hitpoints on the normal assassin and the red assassin, then the dml should modify just those two values, and nothing else, so no reload of the AI model prop for example.
Posted by: TheHEX
« on: 16. July 2024, 10:13:37 »

can i just delete the redundant stuff under each monster so the game will refer to the parent listings settings instead?
Posted by: voodoo47
« on: 16. July 2024, 09:53:28 »

top priority doesn't mean the other mods will not apply their changes, it just means the one on top will apply its changes last.

yes, it doesn't work properly, hence, share what you have and explain what you are trying to do, so we can investigate properly. unless you enjoy trial and error, if that's the case, then knock yourself out.
Posted by: TheHEX
« on: 16. July 2024, 09:28:13 »

ok yea that must be it. i am running pistol hybrid. i dont understand why its overwriting my pistol setting since my mod is top prio in list though.

i saved that dml webpage for later reading, havent read it yet. im not ready to do the dml yet because the mod is still not working correctly
Posted by: voodoo47
« on: 16. July 2024, 07:47:24 »

now would be the time to share the dml, so I could check it and tell you what went wrong instead of having to guess what could have gone wrong. if using other mods too, list your mod loadout, as they may be interfering (example if you have the Pistol Hybrid active, then yes, if you summon a pistol, it will be broken).

also have you read this?
Posted by: TheHEX
« on: 16. July 2024, 06:45:04 »

what is export single for? i notice its different than the dml export. but i cant tell whats what. is everything inside the dml export but some things are missing from the text? or the text is just in the wrong format or wrong format+missing things
Posted by: TheHEX
« on: 16. July 2024, 02:27:47 »

i set my mod to top priority and ensured that the pistols setting is correct but everytime i spawn it its broken. its set to 100 condition in gamesys..
Posted by: voodoo47
« on: 15. July 2024, 13:29:25 »

generally speaking, you would use export single as dml, and that would export all dmlable props of the selected archetype (and just that archetype alone) into a dml file. you would then clean it up (meaning, having it include only your changes, as you want to avoid duplication as much as possible. also watch out for exported links and metaprops, very easy to duplicate them if you are not paying attention).

once you collect all the changes you made, you put them into a single dmls, and that's your gamesys mod right there. thorough real game testing is highly recommended.

the process is similar with the map edits, but you will have to construct the dmls manually, no export function for the concretes. not too difficult, you can grab the code snippets from wherever (ex. type dump_props_full into the Shocked command window and hit enter, then see proplist.txt in the SS2 root) and modify them accordingly. one dml per map here, and each concrete object will have to be targeted by the map dml separately (that is why many mods use scripting to deploy props onto the concretes at map start - targeting each concrete object is a pain in the neck).
Posted by: TheHEX
« on: 15. July 2024, 02:26:40 »

i need general help understanding this process of converting my gamesys and mission file edits into dml. if someone would engage in a live chat with me for a couple minutes it would be a huge help. im looking at these export functions in the editor.

i have attempted to export a listing as text and as dml and i notice that they look different inside but im wondering if they are both usable a dml?

which export option should i use for this task?

can i use this same process for exporting my changes from a particular map's gamesys options? such as individual instances of midwives that i have changed non inheritable properties on such as projectile speed.

if i export the parent midwife, will it also export all of the individual midwives under it?

can i cut and paste all of my exported dml's into one single dml and have it contain all of the changes ive made to the gamesys and in addition each individual map's edits?

idk if im asking the best questions or.. if someone wants to just run down the basic procedure for what im attempting... so i edited many things in the main gamesys and also im making edits to the monsters in each map. so instead of having the gamesys file and the mis files, i wish to simply export all of my changes to dml so it can be used with any mods. should i just find each section ive changed, export it, and then cut and paste everything ive exported into one single dml file? or do i make one dml file for each file ive exported from? for example one for gamesys and then one for each mis edited. must i export each specific monsters file or can i just export the parent which includes all of those monsters for each map?
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66ee39205eb6a