From: SourceForge.net <no...@so...> - 2007-07-25 23:37:55
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Feature Requests item #1760644, was opened at 2007-07-25 15:58 Message generated for change (Comment added) made by overloadut You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1760644&group_id=25576 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: Works For Me Priority: 5 Private: No Submitted By: OverloadUT (overloadut) Assigned to: Nobody/Anonymous (nobody) Summary: Ability to use .MOD in an equipmod Initial Comment: I am writing my own data files for my campaign and one of the things I want to do is modify some of the equipmods that currently exist. However, I have tried adding .MOD to the equipmod name and KEY, but either one of them work. So for now I am just having to copy the entire original entry, make my changes, and ignore the console warning about duplicate entries when I load my data. It would be nice if .MOD worked for equipmods. ---------------------------------------------------------------------- >Comment By: OverloadUT (overloadut) Date: 2007-07-25 16:37 Message: Logged In: YES user_id=1005121 Originator: YES Ah, okay. As it turns out I don't need to clear the whole SPROP (I didn't understand how they work) But the original bug is definitely not a bug - I just couldn't figure out the syntax. It's working now! ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2007-07-25 16:22 Message: Logged In: YES user_id=208239 Originator: NO I've never done a clear of an SPROP. Might not actually be possible yet. What you will have to do it if is to work is SPROP:.CLEAR.<text of old sprop to remove> ---------------------------------------------------------------------- Comment By: OverloadUT (overloadut) Date: 2007-07-25 16:16 Message: Logged In: YES user_id=1005121 Originator: YES Ah ha! I should have looked at your example more closely. If I remove the "Vehicle <tab> KEY:" part of that, then it sort of works. Now the completely unrealted problem I'm having is that it's actually appending the text ".CLEAR" to the end of the SPROP instead of clearing it. I'm sure this is just me doing something wrong? ---------------------------------------------------------------------- Comment By: OverloadUT (overloadut) Date: 2007-07-25 16:13 Message: Logged In: YES user_id=1005121 Originator: YES Hm, I am trying the same thing and it's not working. I am trying to modify the AAVEHICLE equipmod (in MSRD) which is applied to every single vehicle. Even something simple like this is not working: Vehicle KEY:AAVEHICLE.MOD SPROP:.CLEAR SPROP:This is a test of the emergency broadcast system That SHOULD clear the SPROP on all vehicles and replace it with that text. But instead it doesn't do anything. If I remove the .MOD from that line, then it "works" except that it's messy and and results in warnings and not the proper way to do it. ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2007-07-25 16:05 Message: Logged In: YES user_id=208239 Originator: NO This is possible, using <key>.MOD. For example, I adjusted the cost for a Compound Footbow (closed content, so this is from my personal set) by re-using the Bow_STR equipmod. The KEY for that is BOWSTR. My line: BOWSTR.MOD <tab> BONUS:ITEMCOST|TYPE.Footbow|100*%CHOICE|PREVARGT:%CHOICE,0 Works like a charm for me. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1760644&group_id=25576 |