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Old February 8th, 2013   #1
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Default Hi Folks! Got a question for ya

I'm trying to add buzz droids to IG-88 and Bossk but it keeps giving me XML parsing bs. I've checked over the files for both a couple dozen times now and its stopped giving me a message for Bossk while IG-88 continues to be a problem. I did copy paste the lines from the Starviper which was working (i'm pretty sure been a while since I've played this particular one) so I'm not sure why there would be errors in the first place. I also added the vipers reflect fire passive if that's another 2 cents on the dollar here...?
Is it something simple like renaming the abilities to the parent vehicle (or hero?) or...?
I cannot for the life of me find the problem so any help would be appreciated.
Thanks in advance
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Old February 8th, 2013   #2
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Default Re: Hi Folks! Got a question for ya

Probably the best thing for you do would be copy and paste the code for IG88's ship here. (Remember to put it inside Spoiler tags)
Sometimes it just takes a fresh set of eyes to find the error.
When you copy and paste and something doesn't work, its usually down to missing one < or > somewhere.

Just out of curiosty, what are you using to edit the XML files?
If you are just using the Notepad that comes with Windows, might I recommend you take a look at Notepad++.

It has built in syntax highlighting, which makes it much easier to spot any issues.
There are also a range of XML plug-ins for it, to make error spotting even easier.

Hope we can be of some help to you,
AUS_Doug.
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Old February 8th, 2013   #3
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Default Re: Hi Folks! Got a question for ya

Here's the code that I've been messing with:
Spoiler:
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>CORRUPT_SYSTEMS</Type>
<Recharge_Seconds>60.0</Recharge_Seconds>
<GUI_Activated_Ability_Name> IG2000_Corrupt_Systems </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
<Area_Effect_Decal_Distance> 400.0 </Area_Effect_Decal_Distance>
<SFXEvent_Target_Ability> Unit_Corrupt_Systems_IG88</SFXEvent_Target_Ability>
</Unit_Ability>

<Abilities SubObjectList="Yes">
<Corrupt_Systems_Ability Name="IG2000_Corrupt_Systems">
<Activation_Style> User_Input </Activation_Style>
<Activation_Min_Range>20.0</Activation_Min_Range>
<Activation_Max_Range>350.0</Activation_Max_Range>
<Duration_In_Seconds>12</Duration_In_Seconds>
<Shield_Drain_Per_Second>60</Shield_Drain_Per_Second>
<Inaccuracy_Radius>500</Inaccuracy_Radius>
<Target_Particle_Effect>Corrupt_Systems_Effect</Target_Particle_Effect>
<Owner_Particle_Effect>Corrupt_Systems_Flare_Effec t</Owner_Particle_Effect>
<SFXEvent_Activate>Unit_IG88_Corrupt_Systems</SFXEvent_Activate>
</Corrupt_Systems_Ability>

<Unit_Ability>
<Type>BUZZ_DROIDS</Type>
<GUI_Activated_Ability_Name>Buzz_Droids_Viper</GUI_Activated_Ability_Name>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_Target_Ability> Unit_Buzz_Droids_Star_Viper </SFXEvent_Target_Ability>
<!-- Make this double the Chase_Radius in the special ability-->
<Area_Effect_Decal_Distance> 500.0 </Area_Effect_Decal_Distance>
</Unit_Ability>

<Buzz_Droids_Ability Name="Buzz_Droids_Viper">
<Activation_Style> User_Input </Activation_Style>
<Activation_Min_Range> 5 </Activation_Min_Range>
<Activation_Max_Range> 400 </Activation_Max_Range>
<!-- If you change Chase_Radius update Area_Effect_Decal_Distance in the unit ability -->
<Chase_Radius>550</Chase_Radius>
<Damage_Radius> 575 </Damage_Radius>
<Enemy_Damage_Per_Second> 30 </Enemy_Damage_Per_Second>
<Own_Damage_Per_Second> 0 </Own_Damage_Per_Second>
<Activation_Time_In_Seconds> 1 </Activation_Time_In_Seconds>
<Activate_SFX>GUI_Buzz_Droids_SFX</Activate_SFX>
<Object_Type>Buzz_Droids</Object_Type>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Buzz_Droids_Ability>

</Unit_Abilities_Data>

<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L1">
<Initially_Enabled> No </Initially_Enabled> <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade -->
<Activation_Style>Take_Damage</Activation_Style>
<!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.25</Block_Chance>
<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<!-- We can block/redirect shots from the following units types: -->
<Applicable_Unit_Categories>Fighter | Bomber | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Bloc k</SFXEvent_Activate>
</Redirect_Blaster_Ability>

<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
<Initially_Enabled> No </Initially_Enabled> <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade -->
<Activation_Style>Take_Damage</Activation_Style>
<!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.30</Block_Chance>
<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<!-- We can block/redirect shots from the following units types: -->
<Applicable_Unit_Categories>Fighter | Bomber | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Bloc k</SFXEvent_Activate>
</Redirect_Blaster_Ability>

<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled> No </Initially_Enabled> <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade -->
<Activation_Style>Take_Damage</Activation_Style>
<!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.30</Block_Chance>
<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<!-- We can block/redirect shots from the following units types: -->
<Applicable_Unit_Categories>Fighter | Bomber | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Bloc k</SFXEvent_Activate>
</Redirect_Blaster_Ability>

</Abilities>

<Space_Override_Population_Value>1</Space_Override_Population_Value>
</UniqueUnit>
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Old February 8th, 2013   #4
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Default Re: Hi Folks! Got a question for ya

Ok, I've laid out what I think the ability section for the IG2000 should look like in this XML file.
I would copy and paste it to a post here, but doing that sometimes messes up the structure of the code. (Puts spaces in the middle of words etc.)
I hope this helps,
AUS_Doug
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Old February 8th, 2013   #5
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Default Re: Hi Folks! Got a question for ya

Hey thanks Doug it works! I had to fiddle with it because I'd done other stuff that broke it while trying to make it work but with the original xml and that pasted in it works great!
Thanks again
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Old February 8th, 2013   #6
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Default Re: Hi Folks! Got a question for ya

Excellent news, glad I could help.
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Old February 9th, 2013   #7
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Default Re: Hi Folks! Got a question for ya

The code posted is all sorts of messed up
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