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it_bootcustom and gizmos...

RavenX

Well-known member
Mathias,

Is there a way to rig an it_bootcustom through the editor to put bootstrapped items into the gizmo?
 
To get the gizmo on there in the first place, you've got two options:

A checkbox (this one defaults to yes, you'll note):
Code:
    <inputthing
      name="Allows Modifications"
      helptext="Check this if this gear can be modified (unchecking this is very rare, since without this, you cannot set the grade of the augmentation)">
      <it_entitycheck entity="grCustom" default="yes" />
      </inputthing>
Or with a default child setting:

Code:
  <editthing
    compset="Armor"
    name="Armor"
    group="Equipment"
    prefix="arm"
    defchild="grCustArm"
    description="Weapons, vehicles, and simple equipment all have their own tabs for creating objects of those types."
    summary="Defines armor that can be selected on the Armory tab.">
Here's examples of how to put a tag within the gimzo, and how to put a bootstrap within the gizmo:

Code:
    <inputthing
      name="Armor Specials"
      helptext="Specify any special notes about this armor.">
      <it_taglist group="ArmorNote" tag="?" target="child"/>
      </inputthing>
    <inputthing
      name="Armor Features"
      helptext="Choose any armor features this armor always comes with.">
      <it_bootcustom compset="Equipment" target="child">
        <match><![CDATA[
          ModCat.ArmorFeat & !thing.showonly
          ]]></match>
        <inputthing
          name="Fixed Rating?"
          helptext="If this gear uses ratings, specify the minimum rating it can be set to.">
          <it_tagcheck group="Equipment" tag="FixRating"/>
          </inputthing>
        <inputthing
          name="Rating"
          helptext="If this gear is only available at a single rating, specify that here.">
          <it_field field="grUser"/>
          </inputthing>
        </it_bootcustom>
      </inputthing>

The bootstraps within the gizmo option may not be something you can do unless there's a defchild set for that editor tab - I forget whether that will work with just an entitycheck.

You may also be able to set up a defchild and an entitycheck, if some items on this editor tab will need this and others won't (I think that works, but Shadowrun doesn't use that combo, so I'm not certain). An alternative, of course, is making a new compset that's nearly identical to the old compset, but is only used for the picks that will need gizmos, so it can have its own editor tab with a defchild set.
 
Ok I'll try it with the target="Child" part. The documentation on the wiki has nothing on bootcustom material yet. Thank you for this.
 
And yes, it says the target reference is only valid if you specify a defchild... so looks like the entitycheck is going to have to disappear now...
 
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