<item> element missing item atribute

Freeform discussion about anything related to modding Transcendence.
Post Reply
Emoneg
Miner
Miner
Posts: 36
Joined: Tue Nov 23, 2010 7:44 pm
Location: In the crew quarters of his freighter working on weapons schematics.

I'm not sure what I'm missing.
<?xml version="1.0" ?>
<!DOCTYPE TranscendenceExtension
[
<!ENTITY itHelium3FuelRod "0x0000403C">

<!ENTITY rsZubrinShields "0x0000F004">
<!ENTITY rsZubrinArmor "0x0000F005">
<!ENTITY rsZubrinReactor "0x0000F00C">
<!ENTITY rsDriveExhaust "0x0000F10C">
<!ENTITY rsItems1 "0x0000F11D">

<!ENTITY unidExtension "0xD7790000">
<!ENTITY unidMerovianArmor "0xDFFF0100">
<!ENTITY scSabrePlayer "0xD779304A">
<!ENTITY itEmporiumReactor "0xD1024197">
]>

<TranscendenceExtension UNID="&unidExtension;" version="0.99">

<ShipClass UNID="&scSabrePlayer;"
manufacturer= "Tester Arms"
class= "Sabre"
type= "Fast Attack Fighter"
score= "225"
techOrder= "mech"

mass= "30"
reactorPower= "100000"
fuelCapacity= "250000"
cargoSpace= "35000"
thrust= "300"
rotationCount= "40"
maneuver= "2"
maxSpeed= "28"

maxArmor= "10000"
maxCargoSpace= "100000"
maxDevices= "15"
maxNonWeapons= "10"

leavesWreck= "20"
>

<Armor>
<ArmorSection start="315" span="90" armorID="&unidMerovianArmor;" areaSet="0,2" />
<ArmorSection start="225" span="90" armorID="&unidMerovianArmor;" areaSet="3,4" />
<ArmorSection start="45" span="90" armorID="&unidMerovianArmor;" areaSet="7,13" />
<ArmorSection start="135" span="90" armorID="&unidMerovianArmor;" areaSet="1,6" />
</Armor>

<Devices>
<Device deviceID="&itOmniPartisanCannon;"/>
<Device deviceID="&itCyclotronDeflectorIV;"/>
<Device deviceID="&itSmugglersCargoHold;"/>
<Device deviceID="&itEmporiumReactor;"/>
<Device deviceID="&itInertialessDrive;"/>
</Devices>

<Items>
<Item count="1" item="itTargetingComputerROM;"/>
<Item count="6d12" item="&itWeaponSpeedROM;"/>
<Item count="20d12" item="&itCashCardPlatinum;"/>
<Item count="6d12" item="&itMilitaryMapROM;"/>
<Item count="6d12" item="&itSystemMapROM;"/>
<Item count="4" item="&itRegeneratingNanos;"/>
<Item count="6d12" item="&itHiroShieldOptimizer;"/>
</Items>

<AISettings
fireRateAdj= "30"
fireAccuracy= "90"
perception= "4"
/>

<Image imageID="&rsWolfenGunship;" imageX="0" imageY="0" imageWidth="48" imageHeight="48" imageFrameCount="0"

imageTicksPerFrame="0"/>

<DriveImages>
<NozzleImage imageID="&rsDriveExhaust2;" imageX="0" imageY="0" imageWidth="48" imageHeight="48"

imageFrameCount="0" imageTicksPerFrame="0"/>
<NozzlePos x="-41" y="-8"/>
<NozzlePos x="-41" y="0"/>
<NozzlePos x="-41" y="8"/>
</DriveImages>

<PlayerSettings
desc= "Fast and deadly, the Sabre is designed for combat. Plenty of room for

cargo and state of the art armor make this ship an agressive choice for your pilgramige."
largeImage= "&rsWolfenLarge;"
initialClass= "true"

startingSystem= "SE"
startingPos= "Start"
>

<ArmorDisplay>
<ArmorSection name="forward"
imageID="&rsWolfenArmor;"
imageX="0" imageY="0" imageWidth="52" imageHeight="15"
destX="42" destY="19" hpX="55" hpY="18"
nameY="8" nameBreakWidth="200" nameDestX="0" nameDestY="10" />

<ArmorSection name="starboard"
imageID="&rsWolfenArmor;"
imageX="75" imageY="0" imageWidth="23" imageHeight="69"
destX="94" destY="34" hpX="97" hpY="60"
nameY="30" nameBreakWidth="360" nameDestX="12" nameDestY="0" />

<ArmorSection name="port"
imageID="&rsWolfenArmor;"
imageX="52" imageY="0" imageWidth="23" imageHeight="69"
destX="19" destY="34" hpX="13" hpY="60"
nameY="52" nameBreakWidth="200" nameDestX="0" nameDestY="8" />

<ArmorSection name="aft"
imageID="&rsWolfenArmor;"
imageX="0" imageY="75" imageWidth="52" imageHeight="16"
destX="42" destY="103" hpX="55" hpY="107"
nameY="74" nameBreakWidth="360" nameDestX="12" nameDestY="0" />
</ArmorDisplay>

<ShieldDisplay>
<Image imageID="&rsWolfenShields;" imageX="0" imageY="0" imageWidth="136"

imageHeight="136"/>
</ShieldDisplay>

<ReactorDisplay>
<Image imageID="&rsZubrinReactor;"
imageX="0" imageY="0" imageWidth="256" imageHeight="60"/>

<PowerLevelImage imageID="&rsZubrinReactor;"
imageX="0" imageY="60" imageWidth="202" imageHeight="14"
destX="54" destY="9"/>

<FuelLevelImage imageID="&rsZubrinReactor;"
imageX="0" imageY="74" imageWidth="194" imageHeight="14"
destX="54" destY="37"/>

<FuelLowLevelImage imageID="&rsZubrinReactor;"
imageX="0" imageY="88" imageWidth="194" imageHeight="14"/>

<ReactorText x="62" y="22" width="154" height="14"/>
<PowerLevelText x="62" y="0" width="154" height="9"/>
<FuelLevelText x="62" y="51" width="154" height="9"/>
</ReactorDisplay>

</PlayerSettings>

</ShipClass>

</TranscendenceExtension>
I get this every time I try to activate the program: <item> element missing item attribute
All of my mods do this. Am I just missing something or am I doing it wrong?
Just trying my hand at tweaking things for my own purposes right now. but eventually i want to release things.
sdw195
Militia Captain
Militia Captain
Posts: 779
Joined: Wed Nov 18, 2009 1:01 am
Location: Still looking for the csc Antarctica
Contact:

firstly i see you have coustom armor :) armor unids i usualy &itMerovianArmor; not &unidMerovianArmor; (it just helps moders konw what type of object it is ;) )
and you shouldnt need all these unids unless you are changeing them

Code: Select all

<!ENTITY itHelium3FuelRod "0x0000403C"> 

<!ENTITY rsZubrinShields "0x0000F004"> 
<!ENTITY rsZubrinArmor "0x0000F005"> 
<!ENTITY rsZubrinReactor "0x0000F00C"> 
<!ENTITY rsDriveExhaust "0x0000F10C"> 
<!ENTITY rsItems1 "0x0000F11D">
after a bit of testing i found that theres something wrong with this

Code: Select all

<Item count="1" item="itTargetingComputerROM;"/>
and it seems to be missing the & in front of it

Code: Select all

<Item count="1" item="itTargetingComputerROM;"/>
not

Code: Select all

<Item count="1" item="&itTargetingComputerROM;"/>
Image
Image
Image
Image
"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
"<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev
"You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
Emoneg
Miner
Miner
Posts: 36
Joined: Tue Nov 23, 2010 7:44 pm
Location: In the crew quarters of his freighter working on weapons schematics.

thank you
Emoneg
Miner
Miner
Posts: 36
Joined: Tue Nov 23, 2010 7:44 pm
Location: In the crew quarters of his freighter working on weapons schematics.

Thank you very much i see why i kept missing it. is there something you use just to test things or do you have to launch the program?
User avatar
ThePrivateer
Militia Captain
Militia Captain
Posts: 943
Joined: Tue Oct 12, 2010 5:12 am
Location: Starton Australia

Emoneg wrote:Thank you very much i see why i kept missing it. is there something you use just to test things or do you have to launch the program?
As far as I know, you have to launch Transcendence to test things (which gets hard if you want to trial things in end-game systems) but maybe George (the developer) knows something we don't.

*Over to you George?*
User avatar
alterecco
Fleet Officer
Fleet Officer
Posts: 1658
Joined: Wed Jan 14, 2009 3:08 am
Location: Previously enslaved by the Iocrym

Nops... two ways of testing... learn to read xml and tscript like a machine, or boot up Transcendence... usually the latter yields better results ;)

If all you want to do is test scripting there is a miniature version of T that loads in ~1 sec, for your scripting pleasure. It is missing all game resources though, so not much use for testing xml that draws on the vanilla resources.

Miniature Transcendence 1.03
User avatar
SiaFu
Commonwealth Pilot
Commonwealth Pilot
Posts: 88
Joined: Thu Jul 08, 2010 4:10 pm

My not very original solution for testing end-game systems (possible SPOILERS, copy/paste to read 2-4):

1) create a custom playership with a sufficiently powerful reactor and armament (or use the god mod if it works with your mod)

2) equip it with a jumpdrive from start (or add appropriate Halo gems).
3) Add 28x system info and military map ROMs to the cargo hold to get around easier
4) Start a new game and jump ahead through Elysium by hovering over a stargate when activating the Jumpdrive (or using up the gem)


5) Optionally, override something in Eridani, St. Katherines or other scripted systems so you know where to look for new stations, events etc... and not rely on level frequency and random generation

6) put closed comment blocks between independent segments of your mod like:

Code: Select all

<!-- comment here -->
so you can switch them off by deleting the "--> " at will if something's broken
Image
Mods here & there.Banners thanks to: digdug .
Emoneg
Miner
Miner
Posts: 36
Joined: Tue Nov 23, 2010 7:44 pm
Location: In the crew quarters of his freighter working on weapons schematics.

Excellent. That is very valuable info. it helps a great deal. I really appreciate the help. Ive gotten that mod working and i have gone through most of the rest and fixed some errors.
Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
Post Reply