Old Uncle Midwinter wrote:(... a lot of stuff...)
Wow that is some pretty good stuff! I especially like the one with the code...
![Wink ;)](./images/smilies/icon_e_wink.gif)
![Confused :?](./images/smilies/icon_e_confused.gif)
Also, please be patient, there is a lot of writing to do but I am going at a steady pace... It'll be worth it one day!
Old Uncle Midwinter wrote:(... a lot of stuff...)
cogitator wrote:Icehawk78 wrote:(...)
Also, verify that:
1) You don't have any XML errors
2) Every <choice> tag has an immediate child <event> tag (even if it's just an <event/>)
3) You didn't misspell any tag/attribute names
All good advice.
1) I have already checked my xml, unless there is something I'm just not seeing everything should be good to go. The only bits that are slightly weird are copied over from the original game files. Beyond that, everything is in pairs, open/close, etc.
2) Ah, at first I thought it might be this problem, which I discovered thanks to a post by Justin a while ago. But no, I am not (that) noob-ish.
3) This one had me for a sec because I realized I didn't know what the sensors were referred to in the xmls... then I looked and found they are called sensors. So good on that, too.
Pretty darn generic error. Most of my events are built using other pre-existing examples as reference, so I think they are mostly right.
https://www.dropbox.com/s/dpqmn4nmx597l75/newvents.xml
There's a link to the version that I am currently trying to get to work. Any help is much appreciated folks!
Code: Select all
<text planet="UNPOPULATED">There is a small federation ship trying to use the gravity well of this planet to escape a pirate raider.</text>>
Code: Select all
<choice>
<text>Leave him to his deluded fantasies.</text>
<event>
</event>
</choice>
cogitator wrote:I've been thinking and I want to check and make sure that, since my mod will include some of the original events, it won't break the modding rules currently posted on these forums. It would suck if so but...