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.xml Script Choices

The general place to discuss MOD''ing Freelancer!

Post Sun Jun 10, 2007 9:52 am

.xml Script Choices

As I was working on my TC mod, I thought of something that would make it better.

When you activate it, you get to chose what you want to be in the universe (Career Selection 1.2), but I was wondering if there was a way to make sub-questions. Like the second question's answer depends on the answer to the first question.

Is this possible or not?

Everything is nothing, but nothing is not everything.

Post Sun Jun 10, 2007 12:53 pm

if you're talking about LOGIC operations, no FLMM cannot handle that - it can find a single entry by its context (nearby text) and replace it regardless of its actual value, and it can find an entry or multiple entries that match the section specified, but options can't affect each other except by out-foxing the other option's code (for example, say you have two options and one will change your character's PILOT entry to X, the second to Y - if operation X comes before Y and they both look for the same code "pilot = trent" then only X will work when both are active, because it will replace "pilot = trent" with "pilot = x" which will make option Y fail. XML scripting is good, and flexible if you use it correctly (can't blame people for having trouble when the syntax has changed so much, and documentation is so scanty.), but it can also be a pain in the butt when you code 100 options and find out your code is faulty (start small and test thoroughly!)

Post Sun Jun 10, 2007 5:21 pm

ok, all that just lost me, any chance you can break it down to lazyman's terms?

Post Sun Jun 10, 2007 6:27 pm

ok - the answer is no unless you come up with a creative workaround.

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