🔒 How do I edit properties with DMLs?

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66496ae189bee
marceloQuote
Hey Voodoo, thank you for explaining the basics on dml editing. I finally figured it out and would like to learn more about it. Is there a list of common edits somewhere I could check out? I'm specifically looking for weapon damage (specially wrench), AI damage and explosion radius. I've been looking all over the Forum for more info on dml but I just found a few things here and there.
66496ae189f7b
voodoo47Quote
you will need the list of all props (type dump_props_full in the command window of the editor and hit enter, a proplist.txt file will be created in the SS2 folder), know what to edit (this is kind of the hard part because you need to know/find out how things work in the gamesys), and then put the dml together properly (there is documentation in the doc folder that you should read).

quick example of how to edit rumbler damage (or rather, the damage of its claw) hit F3 in the editor, type rumbler claw and press enter, click export/as single dml and save, now you have an example of a working dml code. yank out the code snippets you need, modify them, put them into your dml. test the dml by loading it into the editor (dbmod_load in the command window), errors will be spewed out by the console if something went wrong with the syntax.

Code:
DML1

// Object Export of "Rumbler Claw (-1614)"

// 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.


// Schema->Class Tags
+ObjProp "Rumbler Claw" "Class Tags"
{
"1: Tags" "EnemyWeapType RumblerClaw"
}

++StimSource "Rumbler Claw" "WeaponStim"
{
Intensity 1

Propagator "Contact"
{
Shape
{
"Contact Types" "Weapon Swing Low, Weapon Swing Med, Weapon Swing High"
"Velocity Coeff" 0.00
"Frob Time Coeff" 0.00
}
}
}

++StimSource "Rumbler Claw" "WeaponBash"
{
Intensity 20

Propagator "Contact"
{
Shape
{
"Contact Types" "Weapon Swing Low, Weapon Swing Med, Weapon Swing High"
"Velocity Coeff" 0.00
"Frob Time Coeff" 0.00
}
}
}
you only need the StimSource Intensity part, and you are editing what already exists, so no ++ (see the docs to see why), so

Code:
DML1

StimSource "Rumbler Claw" "WeaponBash"
{
Intensity 2
}
save as gamesys.dml (will be applied to all gamesyses) drop into SS2 root or any modfolder, run the game, hit SHIFT+; to open the console and type summon_obj rumbler, give him a hug and see whether it's weak as a fly. note - additional trickery will be required to apply this to all the rumblers that already exist in levels.
66496ae18a082
marceloQuote
Thanks for the quick reply Voodoo. Few questions. How do I open the command window of the editor? are all codes for damage in all AI described as stimsource? what about weapon damage specifics?
66496ae18a15a
voodoo47Quote
the command window is always there, lower right corner. yeah, pretty sure that the AI damage will be stimsource, but would need to snoop around, and that's something you can do as well. basically, you are looking either for the creature's melee weapon, or it's projectile, both will be linked to the creature in some way.
66496ae18a25f
marceloQuote
Again thanks for the quick reply. So far so good. Could you please expand a bit on the ++ thing? For example, I edited the Standard Bullets Damage points but I saw no changes with the edits, only when I left the ++ the edits were successful. I'm editing on top of SPC, perhaps it has to do with it?

I'm also experience difficulty with camera hit points. The dml edits don't seem to stick with em. Also, Are these things possible with dml edits?:

1. Camera rotation speed.

2. Camera reacting to hits: example (Camera turning yellow after x number of hits?)

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