Tags
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Turrets tags
How the hell i force use ship taged weapons when i tried to copy past erlking tag weapons it working but when i change for example plasma turet and add tag noone use them anymore and if i change turret tag in ship xpl it have no option to fit any turrets..
My question is how to add plasma turret for example to battleship turret slot but erlking way so ship is forced to use plasma only tags doesnt work at all even if i reverse enginering tag naming
Please any advice how to rag weapons correctly
My question is how to add plasma turret for example to battleship turret slot but erlking way so ship is forced to use plasma only tags doesnt work at all even if i reverse enginering tag naming
Please any advice how to rag weapons correctly
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- Posts: 138
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Re: Turrets tags
Or jist tell me what tags i must put onto ship xml tags to use teladi plasma i tried high energy i tried whith out it just ship never use ehat u want and when i tried copy paste phoenix tags its using only and only missiles nothing else just missiles but phoenix whith large standard missiles rags use plasma as well
This tags seems pretty fuxck up honestly ita bs its never work or how ?????????
This tags seems pretty fuxck up honestly ita bs its never work or how ?????????
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Re: Tags
Only used them once to get any turret equipped on Boron ships. No sure that helps. 
Cheers Euclid
Edit: Just checked my mod(s) and it's also engines and shields where you need to remove the boron tag to allow any to equip. E.

Cheers Euclid
Edit: Just checked my mod(s) and it's also engines and shields where you need to remove the boron tag to allow any to equip. E.
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: Turrets tags
I feel like Shuulo would know, guy who created VRO since I believe he uses tags for all of his new weapons, etc. Ask in the Discord maybe.Caldari Navy wrote: ↑Thu, 7. Nov 24, 15:35 How the hell i force use ship taged weapons when i tried to copy past erlking tag weapons it working but when i change for example plasma turet and add tag noone use them anymore and if i change turret tag in ship xpl it have no option to fit any turrets..
My question is how to add plasma turret for example to battleship turret slot but erlking way so ship is forced to use plasma only tags doesnt work at all even if i reverse enginering tag naming
Please any advice how to rag weapons correctly
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Re: Tags
Topics merged and please do not circumvent the pofanity filter 
Cheers Euclid

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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- Moderator (Script&Mod)
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Re: Tags
Just try to restrain yourself here on the X forumsCaldari Navy wrote: ↑Sun, 10. Nov 24, 10:15Sometimes its only way how to express what you want to say .

" 2. Mild swearing is permitted, but minors do use these boards so please bear that in mind. A 'swear filter' is in place on these forums, but users who consistently rely on it in their posts may receive a warning."
And now please back to the topic or this thread is going south.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: Tags
I'll try it.
In short: the tags have to match. Turrets and weapons (and shields and engines) say, what they need / demand and ships and modules say, what they have / can offer.
The turret component files, like \assets\props\WeaponSystems\heavy\turret_arg_l_plasma_01_mk1.xml, have somewhere a connection which defines these tags. Often with a name like "con_turret", "con_turret_xxxx", "connection_tur_xxx" etc.
The same goes for weapons, with names like "con_weapon", "con_weapon_xxx" etc.
(And for shields and engines)
In this case:
We look at the tags:
- "component" is not important for us. Only, that the game knows, this is a component?
- "turret large standard combat" is the important stuff. The turret connection of a ship has to "offer" all these four tags. The order is not important.
We look at the ATF destroyer, \extensions\ego_dlc_terran\assets\units\size_l\ship_atf_l_destroyer_01.xml:
The connection offers "turret large missile standard combat "
This means, our turret can be mounted, since all four tags are offered. Additionally, this connection offers the tag "missile". Let's take a look at a missile turret, \assets\props\WeaponSystems\guided\turret_arg_l_guided_01_mk1.xml.
This (turret large missile standard) fits perfect again, all four "demanded" tags are matched.
Now to your mentioned battleship, \extensions\ego_dlc_pirate\assets\units\size_xl\ship_pir_xl_battleship_01.xml.
tags="turret large pir_battleship_01 " -> The plasma and / or the missile turret won't fit. Not all tags are matched ("standard" and "missile" are missing).
This only matches with
from \extensions\ego_dlc_pirate\assets\props\weaponsystems\standard\turret_pir_l_battleship_01_laser_01_mk1.xml
To make it clear: "pir_battleship_01" is not a reference to a ship, component or macro file / name. It is just a tag.
If you want that this ship's turret connection additionally can fit the plasma turret (and nearly all other non-missile, non-boron, large turrets), you have to change the tags. This can be done via a replacement:
The file with this code, ship_pir_xl_battleship_01.xml, has to be in "your_fancy_mod\extensions\ego_dlc_pirate\assets\units\size_xl\".
Keep in mind to set the dependency to the pirate dlc in your content.xml.
And the turret connections at the ships also should only have the corresponding tags.
Is this understandable and helpful? Is anything still unclear?
Best regards
sprIder
In short: the tags have to match. Turrets and weapons (and shields and engines) say, what they need / demand and ships and modules say, what they have / can offer.
The turret component files, like \assets\props\WeaponSystems\heavy\turret_arg_l_plasma_01_mk1.xml, have somewhere a connection which defines these tags. Often with a name like "con_turret", "con_turret_xxxx", "connection_tur_xxx" etc.
The same goes for weapons, with names like "con_weapon", "con_weapon_xxx" etc.
(And for shields and engines)
In this case:
Code: Select all
<connection name="con_turret_plasma_l" tags="turret large standard component combat ">
<offset/>
</connection>
- "component" is not important for us. Only, that the game knows, this is a component?
- "turret large standard combat" is the important stuff. The turret connection of a ship has to "offer" all these four tags. The order is not important.
We look at the ATF destroyer, \extensions\ego_dlc_terran\assets\units\size_l\ship_atf_l_destroyer_01.xml:
Code: Select all
<connection name="con_turret_l_03" group="group_mid_up_left_2" tags="turret large missile standard combat ">
...
</connection>
This means, our turret can be mounted, since all four tags are offered. Additionally, this connection offers the tag "missile". Let's take a look at a missile turret, \assets\props\WeaponSystems\guided\turret_arg_l_guided_01_mk1.xml.
Code: Select all
<connection name="con_turret_guided_l" tags="turret large missile component standard ">
<offset/>
</connection>
Now to your mentioned battleship, \extensions\ego_dlc_pirate\assets\units\size_xl\ship_pir_xl_battleship_01.xml.
Code: Select all
<connection name="con_turret_large_01" group="group_front_mid_right" tags="turret large pir_battleship_01 ">
...
</connection>
This only matches with
Code: Select all
<connection name="con_turret_laser_l" tags="turret large pir_battleship_01 component ">
<offset/>
</connection>
To make it clear: "pir_battleship_01" is not a reference to a ship, component or macro file / name. It is just a tag.
If you want that this ship's turret connection additionally can fit the plasma turret (and nearly all other non-missile, non-boron, large turrets), you have to change the tags. This can be done via a replacement:
Code: Select all
<replace sel="//connection[@name='con_turret_large_01']/@tags">turret large pir_battleship_01 standard combat </replace>
Keep in mind to set the dependency to the pirate dlc in your content.xml.
My suggestion: Do it again, just like you tried with the battleship-way, but create a new plasma turret which has a unique tag, like "plasma".Caldari Navy wrote: ↑Thu, 7. Nov 24, 15:35 My question is how to add plasma turret for example to battleship turret slot but erlking way so ship is forced to use plasma only tags doesnt work at all even if i reverse enginering tag naming
Code: Select all
<connection name="con_turret" tags="turret large plasma component ">
<offset/>
</connection>
Code: Select all
<connection name="..." group="..." tags="turret large plasma">
...
</connection>
Best regards
sprIder
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Re: Tags
sprider, can you tell me more about tags and find_object_component?
for example:
<find_object_component name="$found" object="someobject" tag="tag.sometag" />
how does it work on the different types of objects? where do the tags need to be placed?