FLMM and Naming Conventions
EDIT: Problem solved- see below. Sometimes sheer persistance and trial-and-error get me through the worst stumpers lol... it only took 3 hours this time
Ok folks... I shot off an email to Matt about this... but, in the interest of saving him the time it'll take to write back if this is really silly... here's my problem:
1. I have a new System, which has 22 Bases in it. It's not a modded FL System- I created it from scratch with FLE.
2. The problem is, FLE doesn't properly assign names or descriptions to things.
Soooo... I thought, "why not do this with FLMM and XML?"
So, I read through the instructions, and quickly made a new ship mod. And it worked. Sweet. The ship had a name, a 3DB file for a custom icon, etc., etc.... and I was like, "cool, wiping this problem out's going to be a piece of cake".
Then I tried doing it. And it's not working. So either something's wrong with my code, or FLMM doesn't support what I'm trying to do here (which would be very annoying).
Here's what I did, in a nutshell: I wrote a bit of code like this:
<script>
<data file="data\universe\systems\br07\br07.ini" method="copyfile" sourcefile="br07.ini" scanfile=”true”>
</data>
</script>
According to the directions that came with FLMM, this should copy this file to the specified directory, and then scan it for any GENERATESTRRES entries, thus generating new, valid name strings as it makes the DLL. Which, of course, is what I want to happen, when I have the following entries in my br07.ini file:
[Object
nickname = BR07_02
ids_name = 0 ;GENERATESTRRES("Oceania City"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT>CLASS: City</TEXT><PARA/><TEXT>POPULATION: </TEXT><TRA data="65280" mask="-32" def="31"/><TEXT>250341</TEXT><PARA/><TRA data="96" mask="-32" def="-1"/><TEXT>ARMAMENT: </TEXT><TRA data="65280" mask="-32" def="31"/><TEXT>NONE</TEXT><PARA/><TRA data="96" mask="-32" def="-1"/><TEXT> </TEXT><PARA/><TEXT>Oceania City is the capital of the Northern Alliance.</TEXT><POP/></RDL></xml>"
What's really irritating is that FLMM is clearly obeying me when I tell it to copy that file and place it in the appropriate directory. But the object comes up as "Object Unknown", and the description and icon aren't available, either. So... obviously this didn't go as planned.
So what's up? I'm not sure where to go with this. I was hoping that I'd solve the irritation of naming things and giving them their little "stories" this way, but it's not working.
I've looked at some other mods... and there are mods where they've added things like Base locations through "append", and they have names and stuff. Soooo, is it just this "scanfile" tag that's not working, or what?
Edited by - Argh on 11/30/2004 4:26:06 AM
Ok folks... I shot off an email to Matt about this... but, in the interest of saving him the time it'll take to write back if this is really silly... here's my problem:
1. I have a new System, which has 22 Bases in it. It's not a modded FL System- I created it from scratch with FLE.
2. The problem is, FLE doesn't properly assign names or descriptions to things.
Soooo... I thought, "why not do this with FLMM and XML?"
So, I read through the instructions, and quickly made a new ship mod. And it worked. Sweet. The ship had a name, a 3DB file for a custom icon, etc., etc.... and I was like, "cool, wiping this problem out's going to be a piece of cake".
Then I tried doing it. And it's not working. So either something's wrong with my code, or FLMM doesn't support what I'm trying to do here (which would be very annoying).
Here's what I did, in a nutshell: I wrote a bit of code like this:
<script>
<data file="data\universe\systems\br07\br07.ini" method="copyfile" sourcefile="br07.ini" scanfile=”true”>
</data>
</script>
According to the directions that came with FLMM, this should copy this file to the specified directory, and then scan it for any GENERATESTRRES entries, thus generating new, valid name strings as it makes the DLL. Which, of course, is what I want to happen, when I have the following entries in my br07.ini file:
[Object
nickname = BR07_02
ids_name = 0 ;GENERATESTRRES("Oceania City"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT>CLASS: City</TEXT><PARA/><TEXT>POPULATION: </TEXT><TRA data="65280" mask="-32" def="31"/><TEXT>250341</TEXT><PARA/><TRA data="96" mask="-32" def="-1"/><TEXT>ARMAMENT: </TEXT><TRA data="65280" mask="-32" def="31"/><TEXT>NONE</TEXT><PARA/><TRA data="96" mask="-32" def="-1"/><TEXT> </TEXT><PARA/><TEXT>Oceania City is the capital of the Northern Alliance.</TEXT><POP/></RDL></xml>"
What's really irritating is that FLMM is clearly obeying me when I tell it to copy that file and place it in the appropriate directory. But the object comes up as "Object Unknown", and the description and icon aren't available, either. So... obviously this didn't go as planned.
So what's up? I'm not sure where to go with this. I was hoping that I'd solve the irritation of naming things and giving them their little "stories" this way, but it's not working.
I've looked at some other mods... and there are mods where they've added things like Base locations through "append", and they have names and stuff. Soooo, is it just this "scanfile" tag that's not working, or what?
Edited by - Argh on 11/30/2004 4:26:06 AM