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Deathwatch

so needtag can be set up as

Code:
<needtag><![CDATA[ 
  if (hero.tagis[Subtype.Tyranid] <> 0) then
    "taggroup"
    endif
  ]]></needtag>
 
Mathias,

I spend hours on that kit wiki at times, it doesn't explain everything clearly to me. I wouldn't be asking you questions if it did. I have the portal page bookmarked, I use it quite a bit. I still don't understand how the needtag works aside from setting it as

Code:
  <portal
    id="whatever"
    name="whatever"
    needtag="group"

Can the needtag be changed dynamically based on the actor's subtype or not?
 
Here's a needtag on shadowrun's mods tables:

<needtag container="VehModAllw" thing="VehModCat"/>

Here are those tag groups in tags.1st - note that one inherits from the other - that's critical if the container="" and the thing="" aren't the same group, so that you're certain that every tag in one group also exists in the other group:

<group
id="VehModCat"
name="Vehicle Mod Category"
sequence="explicit"
dynamic="yes">
<value id="Upgrade" order="5"/>
<value id="Vehicle" order="10"/>
<value id="WeapMount" name="Weapon Mount" order="10"/>
<value id="rvVDCatHrs" name="Daihatsu-Caterpillar Horseman" order="10"/>
<value id="rvDdgRIndL" name="Dodge RAM Industrial" order="10"/>
<value id="rvVNkpZugm" name="Nordkapp Zugmaschine" order="10"/>
</group>

<group
id="VehModAllw"
name="Vehicle Mods Allowed"
sequence="explicit"
inherit="VehModCat"
dynamic="yes">
</group>


Here's the relevant part of a script on vehicles that adds the VehModAllw tags to the hero:



<eval index="2" phase="Initialize" priority="10000"><![CDATA[
~tell the hero which maneuver specialty we use
perform forward[VehSpec.?]

~tell the hero what vehicle category we are
perform forward[VehicleCat.?]

~tell the hero what vehicle modification categories we can choose
perform forward[VehModAllw.?]

And here's an example of a particular vehicle mod, with a VehModCat tag


<thing id="eqTriaxSkf" name="Triax Shallows Skiff Tether" description="This modification to the Triax Shallows Skiff adds the tether control unit to the skiff." compset="Equipment">
<usesource source="DeadlyWave"/>
<tag group="VehModCat" tag="Triaxskiff" name="Triax Shallows Skiff Tether"/>
<tag group="Equipment" tag="FixRating"/>
<child entity="grCustom"></child>
</thing>


So what that does is that modifications with VehModCat.Triaxskiff are only shown if VehModAllw is present on the hero. Otherwise, the needtag fails, so that thing isn't shown in the list.
 
So in tags.1st I should be inheriting the tags from the thing? I might have to make some changes to my tags.1st file after studying this example you've given me.
 
What's important is that if you are using two different tag groups for needtag, you need to be certain that they've both got identical tag lists.
 
Which is why I should use inherited lists in tags.1st instead of listing each tag twice.
I guess what I need is a tag set for subtypes allowed on psychic powers that matches the available racial subtypes I've created.
 
Mathias,

I think I figured it out and got it working now. Thanks for the help. I had to spend some time studying the example you gave me but I figured it out using the example you gave me. Thank you for giving me a clear example of how it works.

RavenX
 
Alright, I think I'm ready for that XP advancement discussion whenever you're ready. I've gotten most of my to-do list knocked out now.
 
Character Sheet page 1

Here's what I have so far on the character sheet:
 

Attachments

  • Character Sheet Work.JPG
    Character Sheet Work.JPG
    46.9 KB · Views: 22
Is it possible to have the same table show up twice on a character sheet print out?
On the standard Deathwatch sheet, the characteristics table shows up on both sides of the sheet, I am trying to figure out how it would be possible to do this.
 
Hey RavenX, I'd like to give you a "Hell Yeah!" for your efforts. Wish I had something more to offer but in reading up I've mostly been saying "Huh?" when you start trying to figure out how to make things work.

If you need someone to keystroke data, I can do that. Provide me the format and I can copy the data, but that's about it.
 
Thanks for the offer on that, but you're a bit too late there. I've already typed in most of the data on this one myself, there really isn't anymore data to add from the core. I type fairly fast, not something people really know about me. Plus much of the data was keystroked a while ago, it was just a matter of getting the mechanical aspects working correctly. All I really have left to do is the experience advances at this point, and a few fixes on some key areas, and final cleanup of the data.
 
If you have the mechanics down, does that mean you'll be able to do additions for the other 40K RPGs?

Hypothetically, yes. Realistically, probably not. The only additions I intend to do with this data currently are the supplemental books for Deathwatch. I currently intend to add one dark heresy book, Daemon Hunter to the data, to add in the Grey Knights later on, but right now I still have to deal with the XP Advances and to be honest, from what I've been told that is going to take a good amount of time to do as the skeletal files are not capable of handling what I need to implement. The XP advance system may take a good chunk of time to implement, and it is pretty much the last thing I have to do.

I went with Deathwatch because, compared to the other game systems in the line, it was the easier character creation process. Roll 2d10+30 for each stat, pick chapter and specialization, record starting gear, ready to play. I've seen a lot of questions regarding rogue trader and I can say that will be harder to implement. I'd have to add a whole new tab just to handle the table and all of its choices. I haven't seen Only War as of yet, so I can't make any claims as to how hard that would be to code, but I have seen Black Crusade and even that was a little more involved than Deathwatch. Deathwatch characters are the most straightforward to build and even that was a lot of work to get implemented. I run Deathwatch every weekend, so I have a vested interest in finishing the data for it. I currently have no plans outside implementation of Deathwatch, but that could change in the future depending on what happens and how quickly I get the advancement system built. I am currently working on character sheet output at this time and my efforts are focused primarily on getting the sheets done. Once I have that wrapped up I will have some more breathing space to discuss this again.
 
I am sure it would be possible to do other books in the line with what I have done already, and I did build this data with that in mind. I just don't have enough time in the day to worry about additional systems yet. I want to finish Deathwatch, get the mechanical aspects implemented, and then worry about the rest from there. As it stands I will have to implement Rites of Battle in phases. Vehicles will likely be the first phase. I allowed my players access to the full vehicle section and they're in love with the motorcycles. Nothing beats mowing down Tyranids from two wheels. Part of why I initially said no about additional systems is that I know Rites of Battle is going to take time to do. The "Create a custom chapter" part of that book is going to be a major headache to implement.
 
Now that my campaign is done for the night I'll address some reasoning for not doing additional systems for a bit. I've already looked into some of the other game systems and some of you reading my posts have hinted you'd like Rogue Trader. While I did build my datafiles with the intention of expansion to cover future additional supplements, Rogue Trader will require multiple new tabs to be built. Due to the way that characters are built, a new tab to cover the historical table and choices you can make would have to be integrated. On top of this, I'd have to integrate spacecraft into the core mechanics and build a basics tab for that, because starships have their own statistics. In Deathwatch, I still have to get the vehicles integrated into the core system through Rites of Battle. I'd like to finish that up before even considering how to approach starships. I may consider doing Rogue Trader as an expansion later on, but for the time being I'd like to finish up the Deathwatch mechanics and at least get the vehicles working right, as well as a few supplemental tomes done before considering moving on to another system. I just wanted to take some time to highlight my reasons for not approaching Rogue Trader at this time. It will be a bit more involved to do and I'd like to get my core components for Deathwatch done before even thinking about it.

Thank you for expressing interest in it though. I will keep it in mind in the future, but for now, I just don't have enough hours in the day to do more than Deathwatch.

RavenX
 
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