by Ed Benowitz
Each character provides audio and video communications with
captions. All of this information is provided in a
pilotname.comms.xml file. For example, this file might be named
maniac.comms.xml. When you select the "maniac" comm in the
mission editor, all communications will reference values within
the maniac.commsxml file.
Let's look at the basic structure of a comms.xml
<?xml version="1.0" encoding="UTF-8"?>
<comms defaultvideo="helmet.avi" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="comms.xsd" >
<comm key="dead" caption="Almost clear, I think I can make it... AAAH!" sound="maniac_dead.wav" video="helmet_dead.avi" />
Ignore the first line.
The default video is an option. If no videos are specified later, this one is used.
Next is the comm. A comm is any line a character speaks.
Comms are sent automatically by the game engine. The engine
looks up a specific comm by its key. For example, when a ship is
destroyed, the engine automatically plays a comm. As you can see
above, the engine will look for the
and will then play the associated sounds, video, and caption. Multiple comm lines should be added.
Don't forget, you can add more than one comm with the same key.
For example, you could add more than one insult comm, and the
game will randomly choose which one to play, for more variety.
The particular keys that should be provided in a file depend upon the
role of the character. The keys required for a wingman are
different from those required from an enemy only. Here, I list
the keys required, depending on the role
A friendly or neutral ship that is not a wingman
Carrier that you can land on