Full Version : XmlSiege beta 0.6 [RunUO 1.0]
xmlspawner >>XMLSiege Releases and Updates >>XmlSiege beta 0.6 [RunUO 1.0]
<< Prev | Next >>
Messiah- 03-24-2006
Just GREAT! That's it!
LowCastle- 03-24-2006
This sounds great. I will install it tomorrow. Being able to drag the cannons with horses is more appealing, but I would like to have the option to do either. Hooking up to a mount might take less time.
Something to think about if you work on making them draggable. The cannons I currently use can be dragged with any horse-type mount. But you cannot move the cannons fast while hitched. If your horse is pulling a cannon and following you, and you start running, the horse starts running to keep up (this may be because of a mod) and the cannon becomes unhitched. Can you make the horse move slow when pulling a cannon, regardless of its default speed?
Are catapults still in the works?
I'm curious, if I add a seige attachment to something so that it becomes damageable, can it be damaged with spells and weapons? I was thinking it would be neat to chop down a door with an axe . . .
ArteGordon- 03-24-2006

QUOTE (LowCastle @ March 24, 2006 06:21 pm)
This sounds great. I will install it tomorrow. Being able to drag the cannons with horses is more appealing, but I would like to have the option to do either. Hooking up to a mount might take less time. Something to think about if you work on making them draggable. The cannons I currently use can be dragged with any horse-type mount. But you cannot move the cannons fast while hitched. If your horse is pulling a cannon and following you, and you start running, the horse starts running to keep up (this may be because of a mod) and the cannon becomes unhitched. Can you make the horse move slow when pulling a cannon, regardless of its default speed?
Are catapults still in the works?
I'm curious, if I add a seige attachment to something so that it becomes damageable, can it be damaged with spells and weapons? I was thinking it would be neat to chop down a door with an axe . . .

yeah, I'll take a look at dragging although I like the ability to position them precisely as well. Catapults are on the list.
The siege attachments do not enable spell damage or regular weapon damage to structures. Only siege weapons do damage to them.
I do plan to add some hand siege weapons.
LowCastle- 03-28-2006
Thanks for the boat fix!
I've been playing with this system and I like what has been done so far. I like the packing crate. I could probably live without having them draggable by horses.

QUOTE
Attacking a multiaddon that has individual components tagged with the xmlsiege attachment (either manually or specified in the multi.txt file)

How do I go about manually specifying the xmlsiege attachments in the multi.txt file?
You are probably aware that the cannonballs appear to be travelling underground, at least on beta 0.2a. This may have something to do with the multiaddon I was shooting.
I am running a pre-aos shard and the ironcannonball seems to do the most damage (around 70) with the other cannonballs scaled back in damage. Is this because only physical damage is being calculated? Or were they designed that way?
Thanks for putting together this awesome system!
ArteGordon- 03-28-2006
this is from xmlspawner2.txt

QUOTE
- added support for specifying attachments to be added to components in multi.txt files that are loaded with the MULTIADDON keyword. This feature is used by the new XmlSiege system. Each entry now accepts one or more optional attachment specifications separated by semi-colons
itemid x y z visible [hue] ; attachmenttype[,args]
These attachments will be attached to the components automatically when they are read from the multi file.

and here is a simple example of the wall.txt file with attachments specified

QUOTE
87 5 -2 0 1 ; xmlsiege 87 5 -3 0 1 ; xmlsiege 93 5 -4 0 1 ; xmlsiege 7964 5 -6 0 0 87 5 -1 0 1 ; xmlsiege
5403 7 -2 0 1

Yeah, I'm aware of the underground cannonballs. It is an issue with the use of moving effects that use the location of the target multi rather than the targeted component as the destination location for the effect. I'm fiddling around with ways to try and get around that.
You are correct that the ironcannonball does the most damage. The ones included are sort of balanced by range, damage, and area effects.
iron has medium range (15), no area, high damage (100)
light as longer range (17), no area, medium damage (80)
exploding has shorter range (11), small area (1), lower damage (60)
fiery has shortest range (8), large area (2), lowest damage (40)
note that that cannonballs with area damage may do low damage to individual targets, but can actually do the most total damage if used in the right spot since a fiery cannonball could actually do 40 damage to each target in a a 5x5 area and an exploding does 60 damage to a 3x3 area.
There are also accuracy and speed balance tradeoffs for each.
light has good accuracy (0), fastest speed (35)
iron has good accuracy (0), medium speed (25)
exploding has lower accuracy (-10), slower speed (20)
fiery has lowest accuracy (-20), slowest speed (10)
and the fiery and exploding are the only ones with fire damage.
LowCastle- 03-28-2006
Arg! I'm sorry Arte. I should read the changelog before I ask questions. Thanks for the info on the cannonballs.
Greystar- 04-05-2006
All I can say is... Cool Thanks arte this will be fun
LowCastle- 04-06-2006
I've been playing with beta .5. It is very cool. I hope this wasn't asked already . . . do you have any plans for making ballista?
Thank you so much for the hand siege weapon attachment. Very cool!!!
ArteGordon- 04-06-2006

QUOTE (LowCastle @ April 06, 2006 02:17 pm)
I've been playing with beta .5. It is very cool. I hope this wasn't asked already . . . do you have any plans for making ballista? Thank you so much for the hand siege weapon attachment. Very cool!!!

I'm going to take a stab at it but there are a lot of parts so it might be a while. I did just put together a battering ram though, so that will probably be in the next update.
Anvil- 04-06-2006
Question, in the main post you mention this:

CODE
Permanent destruction If you change DestroyedItemID setting to zero, then when the Hits of the object reach zero the object will be permanently destroyed - gone, no repair, never to return. Use this with care. Any other setting of DestroyedItemID is fully reversable and will not lead to any permanent changes to the target.
You might want to apply this setting for objects like cannons to allow them to be actually destroyed.

How would one go about setting cannons and catapults destroyable for peranent descruction within their scripts so that when they're created this setting is already in place? Or are they setup like that now (didn't get that take from this comment). I'd prefer the objects used for fighting can be destroyed. Thanks.
Anvil
Galfaroth- 04-14-2006
How to set all my BaseHouse.cs and BaseDoor.cs damagable? House (500); Door (200)?
ArteGordon- 04-14-2006

QUOTE (Galfaroth @ April 14, 2006 04:49 pm)
How to set all my BaseHouse.cs and BaseDoor.cs damagable? House (500); Door (200)?

check out this thread
http://xmlspawner.15.forumer.com/index.php?showtopic=374
Galfaroth- 04-16-2006
1. Is XMLSiege working also with static items?
2. How to make all items in world destroyable? (I think there should be change in BaseItem.cs but it is core, so how to do this?)
ArteGordon- 04-16-2006

QUOTE (Galfaroth @ April 16, 2006 04:09 am)
1. Is XMLSiege working also with static items? 2. How to make all items in world destroyable? (I think there should be change in BaseItem.cs but it is core, so how to do this?)

it will work on any item as long as it isnt frozen into the map.
It doesnt require any script modifications to work, but do you mean how to automatically make all items destroyable by default?
Galfaroth- 04-16-2006
Yes. Online items like: .global addatt xmlsiege 20 where baseitem
But if new item is constructed it should autoattach xmlsiege 20.