INFO: markersAliveNormal.xc

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    (Due to the lack of an official wiki and thorough public documentation of the XVM mod, this is an attempt to publish the ins and outs of XVM and cover all of the .xc files. This is intended to be a live document. Every time there are changes to XVM, the finalized changes will be incorporated in the document. Additions/comments/corrections to the information here are welcome. If you have any comment, or noticed anything missing or needing more clarification, or anything that is wrong, please post a comment.)

     

    markersAliveNormal.xc is the config file for the information you see on the vehicle over-target-markers. Information may include vehicle name, player name, player stats, vehicle stats, health bar, health points, etc. 

    markersAliveNormal.xc is basically divided in three main sections namely (1) ally, (2) enemy, and (3) definitions or def, but not necessarily in that order.

    (1) ally section is where the markers for allies are configured.

    (2) enemy section is where the markers for enemies are configured.

    (3) definitions (or defs) are common fields that can be used for both allies and enemies. With defs, you can avoid the inconvenience of entering the same long code over and over in many locations where it is needed. Instead you can just enter for example  ${ “def.nameofdef” } to call the field named ‘nameofdef’. 

    By default, the following markers are displayed:

    (1) Vehicle name,

    (2) health bar,

    (3) remaining hp / maximum hp,

    (4) vehicle type icon, and

    w8mjia.jpg

    (5) rising/floating damage text.

    4t7bf9.jpg

     
    Default markersAliveNormal.xc config file explained. WARNING: Wall of text. :)

    Spoiler

    (default markersAliveNormal.xc config file)
     
    /**
     * Options for alive without Alt markers.
     */
    {

    Start of common definitions to be used throughout the config
      // Definitions
      “def”: {
        // Floating damage values.
        “damageText”: {    <<<< When “visible” is set to ‘true’, damageText are those hp values you see rising/floating up from a vehicle that is damaged, e.g., 217, or 980.
          // false – disable
          “visible”: true,
          // Axis field coordinates <<<< The coordinates where the damageText starts from when it starts rising. The coordinates are relative to the default location of the vehicle type icon. “x”:0 is centered horizontally, negative “x” moves the text to the left, negative “y” moves the text up.
          “x”: 0,
          “y”: -67,
          // Opacity (dynamic transparency allowed, see macros.txt).
          “alpha”: 100,  <<<< Opacity set to 100% (full), see See <a href="/index.php?/topic/494-setting-colors-and-alpha-in-xvm/” rel=””>https://www.blackwot.com/index.php?/topic/494-setting-colors-and-alpha-in-xvm/ on how to set alpha values. 
          // Color (dynamic colors allowed, see macros.txt).
          “color”: null,   <<<< When color is set to null, the color used is the default color set in colors.xc or color that is hard-coded in the game or XVM. See <a href="/index.php?/topic/494-setting-colors-and-alpha-in-xvm/” rel=””>https://www.blackwot.com/index.php?/topic/494-setting-colors-and-alpha-in-xvm/ on  how to set color hex values.

          “font”: {
            “name”: “$FieldFont”,   <<<< Font that is used for the damageText text. $FieldFont is a font that is hard-coded into the game. You can use other fonts, e.g., MicraC but must be installed in your system. Users without the font installed will not the the font style.
            “size”: 18,    <<<< Font size. Be careful not to use very large fonts, it may clutter your battle interface screen.
            “align”: “center”,  <<<< Options are left, right, center.
            “bold”: false, 
            “italic”: false 
          },

          “shadow”: {  <<<< Text shadow settings. Experiment with what best suits your font and colors. Shadows have different effects for different colors and fonts and backgrounds.
            “alpha”: 100,  
            “color”: “0x000000”, <<<< By default, shadow color is set to black, you can use other colors but why would you want to? Getting creative, eh?
            “angle”: 45,   <<<< The direction from which the light source is coming from. when 45, the light source comes from the northeast or top right.  0 (zero) is from east or left, 90 is from north or top.  Angle is measured 0 (zero) from due east (right) and going counterclockwise to 90 north (top) to 180 west (left). 
            “distance”: 0, <<<< The offset distance of the shadow from the text. Any value above 0 moves the starting point shadow away from the text. 
            “size”: 6,.   <<<< The extent of how much the shadow spreads out.
            “strength”: 200   <<<< Intensity of the shadow,
          },
          // Rising speed of displayed damage (float up speed).
          “speed”: 2,  <<<< The rate of rise of the damageText, the higher value the slower it rises. Not sure, but I think speed is measured in seconds. i.e., 2 seconds to travel a distance of “maxRange”. Set in coordination with “maxRange” for best effect.
          // Maximum distance of target for which damage rises.
          “maxRange”: 40, <<<< The distance (or height) in pixels at which the damage text rises. Past that distance the damage text fades out. Set in coordination with “speed” for best effect.

          // Text for normal damage (see description of macros in the macros.txt).
          “damageMessage”: “{{dmg}}”,  <<<< This is the format of the damageText def for non-ammo rack damage. {{dmg}} is for the damage (in hp) that the vehicle sustained.

          // Text for ammo rack explosion (see description of macros in the macros.txt).
          “blowupMessage”: “{{l10n:blownUp}}n{{dmg}}”   <<<< This is the format of the damageText def for ammo rack damage that blows up the vehicle. {{dmg}} is for the damage (hp) that the vehicle sustained{{l10n:blownUp}} is the localized text for “blown up” in the translation files that can be found in res_mods/mods/shared_resources/xvm/l10n. The n inserts a paragraph break, or the equivalent of ENTER in your keyboard when typing a letter. So “{{l10n:blownUp}}n{{dmg}}” is the localized text for “Blown-up!” (e.g., in Russian, “Взрыв БК!”) followed in the next line by the amount of damage in hp.
        },

    — The common definitions end here —

    — text fields start here —

        // Text field with the name of the tank.
        “tankName”: {   <<<< Field to display vehicle name.
          “name”: “Tank name”,
          “visible”: true,
          “x”: 0,
          “y”: -36,
          “alpha”: 100,
          “color”: null,

          “font”: {
            “name”: “$FieldFont”,
            “size”: 13,
            “align”: “center”,
            “bold”: false,
            “italic”: false
          },

          “shadow”: {
            “alpha”: 100,
            “color”: “0x000000”,
            “angle”: 45,
            “distance”: 0,
            “size”: 6,
            “strength”: 200
          },
          “format”: “{{vehicle}}{{turret}}” <<<< This format shows vehicle name and turret vulnerability side by side. {{vehicle}} macro for vehicle name, also available {{vehicle-short}} for shortened vehicle name set in vehicleNames.xc. {{turret}} is macro for stock turret marker. See macros.txt, and markers.xc section “turretMarkers”.
        },

        // Text field with the name of the player. 
        “playerName”: {   <<<< This field is for the player name. In XVM’s default config, the player name appears only when the player is in your platoon, or when the battle type is a team battle such as clan wars, strongholds, etc. The player name will not appear in non-team battle types such as random battles, or tutorials or proving grounds.  
          “name”: “Player name”,
          “visible”: true, 
          “x”: 0, 
          “y”: -51,
          “alpha”: 100, 
          “color”: null,
          “font”: {
            “name”: “$FieldFont”, 
            “size”: 13, 
            “align”: “center”,
            “bold”: false, 
            “italic”: false 
          },

          “shadow”: {
            “alpha”: 100, 
            “color”: “0x000000”,
            “angle”: 45, 
            “distance”: 0,
            “size”: 6, 
            “strength”: 200 
          },
          “format”: “<font size='{{battletype?13|{{squad?13|0}}}}’>{{name}}</font>”   <<<< This format displays the player name (without clan name), but ONLY if the player in in your platoon or the battle type is not marked as “” in battletype section of texts.xc. The battles marked as “” are ‘unknown’, regular’, ‘tutorial’, ‘event_battles’, rated_sandbox’, ‘sandbox’, ‘fallout_classic’, and ‘fallout_multiteam’. Restricting display of the player name is done with <font size='{{battletype?13|{{squad?13|0}}}}’. If the battletype is not marked “” in texts.xc, then the font size is set to 13, or if the player is in your platoon regardless of battle type the font is set to 13. If the battle type is marked “”, and the player is not in your platoon, then the font size is set to 0 (zero) thus it does not appear.

    If you prefer to see the players names regardless of battle type or platoon, replace ‘{{battletype?13|{{squad?13|0}}}}’ with ’13’, i.e., “format”: “<font size=’13’>{{name}}</font>”.
        },

        // Text field with the remaining / maximum health.
        “tankHp”: { <<<< Name assigned to the field, you can assign your preferred name such as tankHealth for example.
          “name”: “Tank HP”,
          “visible”: true,
          “x”: 0,
          “y”: -20,
          “alpha”: 100,
          “color”: “0xFCFCFC”,  <<<< Color of text set to off-white. See <a href="/index.php?/topic/494-setting-colors-and-alpha-in-xvm/” rel=””>https://www.blackwot.com/index.php?/topic/494-setting-colors-and-alpha-in-xvm/ on  how to set color hex values.

          “font”: {
            “name”: “$FieldFont”,
            “size”: 11,
            “align”: “center”,
            “bold”: true,
            “italic”: false
          },

          “shadow”: {
            “alpha”: 100,
            “color”: “0x000000”,
            “angle”: 45,
            “distance”: 0,
            “size”: 4,
            “strength”: 100
          },
          “format”: “{{hp}} / {{hp-max}}” <<<< {{hp}} is the vehicle’s current hp, and {{hp-max}} is the vehicle’s hp at full health. Also see macros.txt.
         },

     

    XMQP is a new experimental feature where data is exchanged between team mates. It is supposed to transmit data through the XVM servers to team mates where the XMQP service is enabled. Data such as when a team mate has sixth sense, or is spotted, or is on fire, or is drowning, or is overturned is made known to other team mates. But honestly, I have not seen it in action yet when I tried it in the training room.


        // Text field with the XMQP event. <<<< XMQP is an XVM service for exchanging data between players. To my understanding, for XMQP to work, the XMQP service must be enabled in the player’s personal cabinet at http://www.modxvm.com/en/, however I haven’t seen any settings in my personal cabinet to activate XMQP. Do not ask me what XMQP stands for because I haven’t the faintest idea. Anyone care to clarify?


        “xmqpEvent”: {
          “name”: “xmqp event”, 
          “visible”: true,
          “x”: 0, 
          “y”: -55,
          “alpha”: “{{x-overturned?100|{{x-spotted?100|50}}}}”,   <<<<  When the vehicle is overturned and/or when the player is spotted, the alpha will be 100%,  otherwise 50%.
          “color”: “{{x-overturned?0xFFBB00|{{x-spotted?0xFFBB00|0xFFFFFF}}}}”,  <<<< when the vehicle is overturned, the color of the overturned symbol (curved arrow) is dark yellow; when the player is spotted, the color of the spotted symbol (lightbulb) is dark yellow, otherwise the color will be white. If follows the sixth sense symbol which is a lightbulb is also white, but when spotted it will turn to dark yellow, sort of a lightbulb lighting up. See the symbols a bit further below this paragraph.

    Other XMQP event macros are {{x-fire}} and {{x-drowning}}, when a vehicle is on fire and when a vehicle is drowning, respectively.

    Another XMQP macro is {{x-enabled}} when  XMQP service is active in a player.


          “font”: { 
            “name”: “xvm”,
            “size”: 23, 
            “align”: “center”,
            “bold”: false,
            “italic”: false 
          },
          “shadow”: { 
            “alpha”: 100, 
            “color”: “0x000000”,
            “angle”: 45,
            “distance”: 0,
            “size”: 4, 
            “strength”: 100 
          },
          “format”: “{{x-overturned?&#x112;|{{x-spotted?&#x70;|{{x-enabled?{{x-sense-on?&#x70;}}}}}}}}” <<<< When a vehicle is overturned, the xvm font glyph &#x112; will be displayed; when the player is spotted and/or when the player has the sixth sense perk, the xvm font glyph &#x70; will be displayed. As wa sset in the colors parameter above, when x-overturned and x-spotted are inactive their colors will be white with an alpha of 50%. When activated, their colors will be dark yellow. The sixth sense glyph will always be white with 50% alpha. Below are the xvm font glyphs 70 and 112. Since the axis coordinates are set the same for all glyphs, the glyphs will be overlapping each other.

    dngcxi.jpg
        }
      },
    — Text fields end here —
     
    — Configurations for ally markers start here —
      “ally”: {
        // Type of vehicle icon (HT/MT/LT/TD/Arty).
        “vehicleIcon”: { <<<< This is the vehicle type icon (i.e., diamond for LT, triangle for TD, square for SPG, etc). 
          // false – disable
          “visible”: true,
          // true – show speaker even if visible=false
          “showSpeaker”: false,  
          // Axis field coordinates
          “x”: 0,
          “y”: -16,
          // Opacity.
          “alpha”: 100,
          // Color (currently not in use).
          “color”: null,
          // Maximum scale (default is 100).
          “maxScale”: 100,
          // Offset along the X axis (?)
          “scaleX”: 0,
          // Offset along the Y axis (?)
          “scaleY”: 16,
          “shadow”: {
            “alpha”: 100, 
            “color”: “0x000000”,
            “angle”: 45,
            “distance”: 0,
            “size”: 6,  
            “strength”: 200
          }
        },

        “healthBar”: { <<<< We all recognize this, it’s the bar showing how much health remains for a vehicle.
          “visible”: true, 
          “x”: -41, <<<< The total width of the full health bar is precisely 80px + left border 1px + right border 1px = 82px total, thus 82/2 = 41 so that is is centered.
          “y”: -33, 
          “alpha”: 100, 
          “color”: null, <<<< This is the color of the health bar. When set to null, it uses the default color set in colors.xc. Normally green for allies and red for enemies.
          “lcolor”: null, 
          “width”: 80,  <<<< The full width of the health is actually 82 (i.e., 80+ left border 1 + right border 1)…
          “height”: 12, <<<< … and 14 high (i.e., 12+1+1). 
          “border”: { <<<< This is the background and frame color the health bar, set to low opacity 30, and colored black 0x000000, and frame line width of 1px. 
            “alpha”: 30, <<<< Opacity is set to a low 30%, see <a href="/index.php?/topic/494-setting-colors-and-alpha-in-xvm/” rel=””>https://www.blackwot.com/index.php?/topic/494-setting-colors-and-alpha-in-xvm/
            “color”: “0x000000”, <<<< The background and border lines color set to black, see <a href="/index.php?/topic/494-setting-colors-and-alpha-in-xvm/” rel=””>https://www.blackwot.com/index.php?/topic/494-setting-colors-and-alpha-in-xvm/
            “size”: 1 <<<< Width of the border line on all sides of the health bar.
          },
          “fill”: {
            “alpha”: 30
          },
          “damage”: { <<<< This is the animated bar that fades when a vehicle is damaged.
            “alpha”: 100, 
            “color”: “{{c:dmg}}”, <<<< Color depends on the kind of damaged received, see colors.xc section “damage”
            “fade”: 1 <<<< speed at which the damage bar fades.
          }
        },
        // Floating damage values for ally, player, squadman. <<<< This is where the damageText (the rising/floating damage hp dealt/received) def is called.
        “damageText”: { <<<< This applies to all players apart from yourself and platoon mate.
          “$ref”: { “path”:”def.damageText” }
        },
        “damageTextPlayer”: { <<<< This applies to the player, that is you.
          “$ref”: { “path”:”def.damageText” }
        },
        “damageTextSquadman”: { <<<< This applies to your platoon mate.
          “$ref”: { “path”:”def.damageText” }
        },

    NOTE ON DAMAGE TEXTS: The damage text for player, or platoon mate or other players can be individually configured. You can create a damage text def for platoon mates, for example, create a def called “damageTextSquad”, enter your custom message such as “damageMessage”: “<font color=’#FFFF00>Your platoon mate is hit!</font>n{{dmg}}”. Then edit “damageTextSquadman“: to {“$ref”: { “path”:”def.damageTextSquad” }},   When your platoon mate is damaged, the rising/floating yellow text “Your platoon mate is hit!” will be displayed followed by the amount of damage (hp) in the next line. 

         // Vehicle contour icon.
        “contourIcon”: {
          // false – disable
          “visible”: false,
          // Axis field coordinates.
          “x”: 6,
          “y”: -65,
          // Opacity (dynamic transparency allowed, see macros.txt).
          “alpha”: 100,
          // Color (dynamic colors allowed, see macros.txt).
          “color”: null,
          // Color intensity from 0 to 100. The default is 0 (off).
          “amount”: 0
        },
        // Player or clan icon. <<<< Unless you have saved all the clan icons of your server on your XVM installation, by default only the 50 top clans’ icons are downloaded during the battle map loading/countdown. The number of top clan icons can be set from 0 to 1000 in your personal cabinet in the XVM website http://www.modxvm.com/en/.
        “clanIcon”: {
          “visible”: false,  // false – disable
          “x”: 0,
          “y”: -67,
          “w”: 16, 
          “h”: 16,
          // Opacity (dynamic transparency allowed, see macros.txt).
          “alpha”: 100
        },
        // Vehicle tier.
        “levelIcon”: {
          “visible”: false,  // false – disable
          “x”: 0,            // Position on the X axis
          “y”: -21,          // Position on the Y axis
          “alpha”: 100       // Opacity
        },
        // Markers “Help!” and “Attack!”.
        “actionMarker”: {   <<<< Action markers are those icons seen above a vehicle when an players is requesting help (SOS), or is requesting attack on an enemy vehicle.
          “visible”: true,
          “x”: 0,
          “y”: -67,
          “alpha”: 100 
        },

        // Block of text fields.
        “textFields”: [ <<<< this calls the text fields defined earlier in our markersAliveNormal config file.
          ${ “def.tankName” },
          ${ “def.playerName” },
          ${ “def.tankHp” }
        ]
      },
    — configurations for ally markers end here —
     
     
    The config lines below are for the enemy OTMs. The principle is the same as for the ally OTMs config above, explanations need not be repeated. The config lines are shown here only for the purpose of completeness.
      “enemy”: {
        // Type of vehicle icon (HT/MT/LT/TD/Arty).
        “vehicleIcon”: {
          “visible”: true,
          “showSpeaker”: false,
          “x”: 0,
          “y”: -16,
          “alpha”: 100,
          “color”: null,
          “maxScale”: 100,
          “scaleX”: 0,
          “scaleY”: 16,
          “shadow”: {
            “alpha”: 100,
            “color”: “0x000000”,
            “angle”: 45,
            “distance”: 0,
            “size”: 6,
            “strength”: 200
          }
        },
        “healthBar”: {
          “visible”: true,
          “x”: -41,
          “y”: -33,
          “alpha”: 100,
          “color”: null,
          “lcolor”: null,
          “width”: 80,
          “height”: 12,
          “border”: {
            “alpha”: 30,
            “color”: “0x000000”,
            “size”: 1
          },
          “fill”: {
            “alpha”: 30
          },
          “damage”: {
            “alpha”: 100,
            “color”: “{{c:dmg}}”,
            “fade”: 1
          }
        },
        // Floating damage values for ally, player, squadman.
        “damageText”: {
          “$ref”: { “path”:”def.damageText” }
        },
        “damageTextPlayer”: {
          “$ref”: { “path”:”def.damageText” }
        },
        “damageTextSquadman”: {
          “$ref”: { “path”:”def.damageText” }
        },
        // Vehicle contour icon.
        “contourIcon”: {
          “visible”: false,
          “x”: 6,
          “y”: -65,
          “alpha”: 100,
          “color”: null,
          “amount”: 0
        },
        // Player or clan icon.
        “clanIcon”: {
          “visible”: false,
          “x”: 0,
          “y”: -67,
          “w”: 16,
          “h”: 16,
          “alpha”: 100
        },
        // Vehicle tier.
        “levelIcon”: {
          “visible”: false,
          “x”: 0,
          “y”: -21,
          “alpha”: 100
        },
        // Markers “Help!” and “Attack!”.
        “actionMarker”: {
          “visible”: true,
          “x”: 0,
          “y”: -67,
          “alpha”: 100
        },
        // Block of text fields.
        “textFields”: [   <<<< Notice that unlike in the ally config above, the ${ “def.playerName” } def is not called under any circumstance.
          ${ “def.tankName” },
          ${ “def.tankHp” }
        ]
      }
    }

     

    Related config files:   <a href="/index.php?/topic/501-info-markersxc/” rel=””>markers.xc, <a href="/index.php?/topic/503-info-markersaliveextendedxc/” rel=””>markersAliveExtended.xc, <a href="/index.php?/topic/504-info-markersdeadnormalxc/” rel=””>markersDeadNormal.xc, <a href="/index.php?/topic/505-info-markersdeadextendedxc/” rel=””>markersDeadExtended.xc.

     

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