Full Version : XmlSiege beta 0.6 [RunUO 1.0]
xmlspawner >>XMLSiege Releases and Updates >>XmlSiege beta 0.6 [RunUO 1.0]
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ArteGordon- 04-16-2006

QUOTE (Galfaroth @ April 16, 2006 07:16 am)
Yes. Online items like: .global addatt xmlsiege 20 where baseitem But if new item is constructed it should autoattach xmlsiege 20.

you probably dont want to apply it to all items. Only items that are actually placed in the world are attackable anyway.
In order to automatically add it to all items when constructed would require modification of the Item class constructor which is defined in the core, so not really a good option.
LowCastle- 04-16-2006
A couple of things about beta 5:
The siege catapults do not block movement when facing north or west.
When you drag a cannon or catapult, it would be more realistic if the cannon or catapult changed direction depending on which direction you are traveling. If you were dragging a cannon north, it should face south as it rolls north. Not terribly important, but it adds realism.
Wow I'm loving this system so far! I have a mountain passage that is covered by a rockslide. The rockslide is a MULTIADDON that can be blown away using a siege cannon. Certainly a great addition to the game.
ArteGordon- 04-16-2006

QUOTE (LowCastle @ April 16, 2006 07:37 pm)
A couple of things about beta 5: The siege catapults do not block movement when facing north or west. When you drag a cannon or catapult, it would be more realistic if the cannon or catapult changed direction depending on which direction you are traveling. If you were dragging a cannon north, it should face south as it rolls north. Not terribly important, but it adds realism.
Wow I'm loving this system so far! I have a mountain passage that is covered by a rockslide. The rockslide is a MULTIADDON that can be blown away using a siege cannon. Certainly a great addition to the game.

the issue about catapults not blocking movement for that facing is just the way UO defines those tiles. It is a client thing. Unfortunately, nothing can be done without modifying the tiledata files. It doesnt appear as though they quite finished the catapult art, so perhaps at some point that data will be patched in.
Changing facing when changing direction while dragging is on the todo list. Not a high priority, but it will eventually go in.
ArteGordon- 04-17-2006

QUOTE (Galfaroth @ April 16, 2006 07:16 am)
Yes. Online items like: .global addatt xmlsiege 20 where baseitem But if new item is constructed it should autoattach xmlsiege 20.

one way that you might want to do this is to have a check during saves for new objects that have been placed in the world and add the attachment at that point.
I'll post something that will do that in the optional mods sections when I get a chance.
Greystar- 04-17-2006
I could see players protecting their PBC (player built cities, specifically on Shadow1980s shard) with these if he decides to add them. Hehe I could see putting a cannon on top of my house to hit PVPers who are attacking people (well also as they are being guardwacked, once the town is big enough to support guards). I've always loved seige weapons.... I had a AD&D character that kept a magical model of a heavy balista in a girdle of many pouches and when we would get in a jam he would pull it out and they would lay a seige trap untill everyone else would get far enough away then he would use passwall and hide till everyone else was gone (this tactic only failed once).
LowCastle- 05-01-2006
One of my players had a suggestion for your siege system. Sounded cool to me, so I'll pass it on to you.
Exploding powder kegs. Using the keg graphic, these could be lit in your backpack or on the ground. A timer starts and in about 8 seconds the keg explodes, doing damage up to 1-2 tiles away.
There could be a chance that the keg goes off before it is supposed to (maybe the timer could be random ?) The keg should probably remain movable
It sounded to me like it would be a good addition to the siege weapons. What do you think?
ArteGordon- 05-01-2006
yeah, I like that idea.
Perhaps set them up so that attacks that only do physical damage can destroy them, but fire damage will ignite them.
LowCastle- 05-02-2006

QUOTE (ArteGordon @ May 01, 2006 09:17 pm)
Perhaps set them up so that attacks that only do physical damage can destroy them, but fire damage will ignite them.

That sounds great Arte!
manofwar- 06-16-2006
Just wondering if you have looked at this under 2.0 yet?
ArteGordon- 06-17-2006
beta 0.7 has been added and updated for RunUO 2.0.
http://xmlspawner.15.forumer.com/index.php?showtopic=530
Dave1969- 08-07-2006
Hey Arte is there a way i can attach the xml siege to a spawner. i have some doors for a quest that i want to respawn after they are destroyed. Im using your 0.6 version
ArteGordon- 08-07-2006
you mean add the attachment to doors that you spawn?
metaldoor,0/ATTACH/xmlsiege
Dave1969- 08-07-2006
Thanks Arte thats exactly what i wanted