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Madin

OCL and Helper modules

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OCLMonitorUpdate

Does anyone know if this works? I could not find any information on this being used in previous SAGE games.

 

OCLSpecialPower

Would I be correct that the 'UpgradeOCL' element is no longer used (a generals leftover?).

If it does work, is it used together with the 'Upgrade' element?

	<xs:complexType name="OCLUpgradePair">
		<xs:sequence></xs:sequence>
		<xs:attribute name="Science" type="ScienceType" />
		<xs:attribute name="OCL" type="ObjectCreationListRef" />
	</xs:complexType>
	<xs:complexType name="OCLSpecialPowerModuleData">
		<xs:complexContent>
			<xs:extension base="SpecialPowerModuleData">
				<xs:sequence>
					<xs:element name="UpgradeOCL" type="OCLUpgradePair" minOccurs="0" maxOccurs="unbounded" />
					<xs:element name="NearestSecondaryObjectFilter" type="ObjectFilter" minOccurs="0" maxOccurs="1" />
					<xs:element name="Upgrade" type="UpgradeTemplateRef" minOccurs="0" maxOccurs="unbounded" />
				</xs:sequence>
				<xs:attribute name="OCL" type="ObjectCreationListRef" />
				<xs:attribute name="CreateLocation" type="OCLCreateLocType" />
				<xs:attribute name="MaxCreateCount" type="SageUnsignedInt" default="0" />
				<!-- Only used with USE_MULTIPLE_SECONDARY_OBJECT_LOCATIONS for now -->
				<xs:attribute name="NumberToSpawn" type="SageUnsignedInt" default="1" />
				<!-- The DestinationOCL is always triggered at the cast position -->
				<xs:attribute name="DestinationOCL" type="ObjectCreationListRef" />
				<xs:attribute name="RegisterObjectsWithSpecialAbilityUpdate" type="SageBool" default="false"/>
			</xs:extension>
		</xs:complexContent>
	</xs:complexType>

 

Finally does anyone know what the helper objects were used for?

ObjectDefectionHelper

ObjectGuardingHelper

ObjectHelper

ObjectRecoveryHelper

ObjectRepulsorHelper

ObjectSMCHelper

ObjectWeaponStatusHelper

 

Thanks for any help!

 

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At a quick glance i didnt find anything in ZH related to UpgradeOCL, or it wasnt used. Im tthinking its a TW beta thing when they still intended a science based(gen/zh) system instead of the current upgrade system. As i dont have the BFMe files i can't tell if its a remnant from that.

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GLA Command Center

  Behavior           = OCLSpecialPower ModuleTag_11

SpecialPowerTemplate = SuperweaponRebelAmbush

UpgradeOCL = SCIENCE_RebelAmbush3 SUPERWEAPON_RebelAmbush3

UpgradeOCL = SCIENCE_RebelAmbush2 SUPERWEAPON_RebelAmbush2

OCL = SUPERWEAPON_RebelAmbush1

CreateLocation = CREATE_AT_LOCATION

OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.

End

Sciences are incompatible as name to enum mapping doesn't really work in my tests. Edited by Lauren
  • Upvote 1

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Weird, for some reason notepad++ didnt look into that section for UpgradeOCL when i querried a search. My mistake then.

 

Also , it seems they use OCLUpgradePair to define what UpgradeOCL = SCIENCE_RebelAmbush3 SUPERWEAPON_RebelAmbush3 did in Gen.

 

So wouldnt it be possible to use something like :

 

 

<UpgradeOCL Science="" OCL="" />
 

 

within OCLSpecialPowerModuleData ?

 

Im guessing science wont work anymore but could it be possible to change

 

 

<xs:complexType name="OCLUpgradePair">
        <xs:sequence></xs:sequence>
        <xs:attribute name="Science" type="ScienceType" />
        <xs:attribute name="OCL" type="ObjectCreationListRef" />
    </xs:complexType>
 

into

 

 

<xs:complexType name="OCLUpgradePair">
        <xs:sequence></xs:sequence>
        <xs:attribute name="Upgrade" type="UpgradeTemplateWeakRef" />
        <xs:attribute name="OCL" type="ObjectCreationListRef" />
    </xs:complexType>
 

?

Edited by Ravendark

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You cannot just change the xsd, the compiler only changes xml into binary, which the game needs to be able to understand.

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You cannot just change the xsd, the compiler only changes xml into binary, which the game needs to be able to understand.

Probably repeating the same discussion as in a similar topic but.....i assumed because

<xs:attribute name="Upgrade" type="UpgradeTemplateWeakRef" />

 

is a known reference, that it would be readable by the engine?

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The game does not use the XSD. It only reads the binary. If the binary doesn't fit the classes, and therefore the binary format, the game crashes.

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