Posted: Thu May 26, 2011 10:24 am Post subject:
A new Yuri's Revenge INI editor (update 05/27/11)
Subject description: Modding tool
I develop a modding tool "Yuri's Revenge INI Editor".
Some program screenshots:
List of sections and child sections or section properties, can jump to section with a button on editing grid.
Advanced find section tool with wildcard supporting (startwith / endwith), default search any section name contains a keyword.
Edit property easily with auto complete popup dialog (customizable by config.ini)
Predifined template supporting for quick creating a new section
Main program commands:
Filter -> filter property / section displayed in editing grid
Goto section -> goto current editing section
Auto Complete -> popup available values of selected property
Find Section -> find section with wildcards
Clone Section -> copy all properties of current to new section
Copy Properties -> copy selected properties to other section
Merge Properties -> copy all properties to other section
Copy INI Code -> copy ini code of selected / all properties to clipboard
Show INI source
Insert INI code -> insert ini snippet to current source and reload
Clear Property Value -> clear selected / all propertie values of current section
config.ini
A program customization data, some snippets:
[rulesmd] -> define a schema for rulesmd.ini
@General=node -> indicate General section show in left panel
@BuildingTypes=list -> indicate BuildingTypes show in left panel and auto reorder child sections, display "jump to section" button in a editing grid
(*)/Owner=multiple(@Countries) -> indicate Owner property of any section has popup dialog showing all values in Countries section
(*)/ToProtect=boolean -> indicate a boolean (yes/no)
(*)/FreeUnit=single(@VehicleTypes)
(*)/Primary=single(@All) -> @All token mean "All section names"
(*)/Prerequisite=multiple(@BuildingTypes)
syntax: single(@SectionName1, value1, value2, @SectionName2) => popup single value selecting dialog
Section or property matching can be regular expression.
Ex: (*)/Weapon\d+= => match Weapon1, Weapon2, WeaponX...
General/AICaptureWounded=number -> AICaptureWounded property of General section is number
[rulesmd.template] -> define a templates for rulesmd.ini
#Title=Building Type -> Text display in menu
UIName=
Name=
BuildCat=
Prerequisite=
Strength=
Armor=
TechLevel=
[rulesmd.template] -> define a templates for rulesmd.ini
#Title=InfantryType -> Text display in menu
UIName=
Name=
Image
Prerequisite=
Strength=
Cost=
Armor=
Primary=
Seconday=
TechLevel=
... and more ...
In order, the template menu item has shortcutkeys is Ctrl+1 -> Ctrl+0 and Ctrl+Shift+1 -> Ctrl+Shift+0 (total 20 items), >21th item has no shortcutkeys
Update 05/25/2011:
Now, the editor can validate INI code. Validation conditions store in config.ini. Download link changed.
[rulesmd.validation] => define a validation
Warheads/(*)=exist => all items in Warheads section must be existed
(*)/Primary=exist => all values of Primary property in any section must be existed
(*)/Seconday=exist
(*)/Projectile=exist
(*)/Prerequisite=exist
(*)/Owner=exist (*)/Warhead=exist(Warheads) => all values of Wardhead property must be existed in Warheads section
Screenshots:
Update 05/27/11 (Download link changed):
+ New menu INI, move some items from Edit menu to the INI.
+ New command Fill Series
+ Add color selector dialog
config.ini code: (*)/PropertyName = color
+ Section groupping / filtering
Some examples:
@(*)=filter(mode=Basic & prerequisite=GACNST & title=Allied Buildings) => filter with basic mode, section must has prerequisite=GACNST, show title in list of sections
@(*)=filter(title=All Weapons & projectile) => any section has projectile (no property value restriction)
@(*)=filter(title=Used Weapons & mode=Collect & property=Primary & property=Secondary) => collection all sections in indicated properties
General syntax:
filter(paramName1 = paramValue1 & paramName2 = paramValue2)
- Preversed parameter names: title, mode, test, property
- Other parameters are filter conditions, parameter has only name means value is optional.
- Parameter name can duplicate in some case.
+ Fix INI validation errors, config.ini code:
[rulesmd.validation]
Warheads/(*)=exist
(*)/Primary=exist(!NONE)
(*)/Seconday=exist(!NONE)
(*)/Projectile=exist => section of this property must be existed
(*)/Prerequisite=exist(!BARRACKS,!RADAR,!TECH,!PROC,!POWER,!FACTORY,!BASE) => check existing and ignore some ALIAS
(*)/Owner=exist
(*)/Warhead=exist(Warheads) => must be exist in Warheads section
+ INI comparision
Next features: Replace property value.
Install / Requirements:
- No installation required
- Program run on Microsoft .NET Framework 3.5, download here
- Download link
Notes:
Program is still developing, please backup your ini file before edit by program.
Please report bugs / questions in this thread.
Thanks for your reading Last edited by linq2js on Fri May 27, 2011 5:24 am; edited 1 time in total QUICK_EDIT
I guess cool if you don't like using a normal text editor.
Also, your validator tool has a false positive issue judging from the picture. Generic prerequisites 'BARRACKS', 'POWER', 'PROC', 'RADAR', 'FACTORY', 'TECH' are perfectly valid.
EDIT: Ok, it's labeled as 'Yuri's Revenge' INI editor but it's still bit ridiculous that it expects the filename to be rulesmd.ini or otherwise it won't display sections properly. _________________ QUICK_EDIT
I guess cool if you don't like using a normal text editor.
Also, your validator tool has a false positive issue judging from the picture. Generic prerequisites 'BARRACKS', 'POWER', 'PROC', 'RADAR', 'FACTORY', 'TECH' are perfectly valid.
EDIT: Ok, it's labeled as 'Yuri's Revenge' INI editor but it's still bit ridiculous that it expects the filename to be rulesmd.ini or otherwise it won't display sections properly.
Thank you, I fixed validation errors, now, POWER, BARRACKS, PROC, RADAR, FACTORY are valid. My program can parse any ini file, just write some declarations in config.ini. I will update new features soon, some screenshots:
Can define section filters for quickly access QUICK_EDIT
Yes, I can, but I'm not clearly understand INI structure of aimd.ini, I will research it soon and try to write something . I know other tool http://dc.strategy-x.com/ develop by DCoder but I cant try it because it do not run on my OS (Windows 7) QUICK_EDIT
Yes, I can, but I'm not clearly understand INI structure of aimd.ini, I will research it soon and try to write something . I know other tool http://dc.strategy-x.com/ develop by DCoder but I cant try it because it do not run on my OS (Windows 7)
That's the exact reason I asked if you would be interesting in developing it QUICK_EDIT
Don't use Win7, don't use Visual Studio 2005/2008/2010, and don't use anything of Mi€ro$o£t after Bill Gates. _________________ Fusion Reactor upgrade is complete.
Note a lot of anti virus programs will mark Morphed ai editor as a virus and delete it, make sure u set ignore on all anti-virus programs. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Don't use Win7, don't use Visual Studio 2005/2008/2010, and don't use anything of Mi€ro$o£t after Bill Gates.
Yes. That's very helpful for everyone. Be less of an idiot, kthx.
Anyway, the editor looks pretty cool. Should be helpful for people who are new and an AI editor in the same flavor would be really useful. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Note a lot of anti virus programs will mark Morphed ai editor as a virus and delete it, make sure u set ignore on all anti-virus programs.
The fact is, DCoders AI Editor is older and he doesn't have the code anymore AFAIK, so if someone else is considering it why not because its possible to get new features then + Editing tools for new people are win! QUICK_EDIT
I'm also all for a new Ai editor, maybe one that creates ID's for you so you don't have to manually input them every-time You create something. Also one that reads ares's new countries, lists, etc.
There's definitely room for improvement over dcoders ai editor, but its still the best modding tool we have available for editing aimd.ini right now, other then using a textpad. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Note a lot of anti virus programs will mark Morphed ai editor as a virus and delete it, make sure u set ignore on all anti-virus programs.
The fact is, DCoders AI Editor is older and he doesn't have the code anymore AFAIK, so if someone else is considering it why not because its possible to get new features then + Editing tools for new people are win!
no he doesn't. I spoke with him some time ago about 1 glitch I found in his editor and he said the source code is long gone. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Note a lot of anti virus programs will mark Morphed ai editor as a virus and delete it, make sure u set ignore on all anti-virus programs.
The fact is, DCoders AI Editor is older and he doesn't have the code anymore AFAIK, so if someone else is considering it why not because its possible to get new features then + Editing tools for new people are win!
no he doesn't. I spoke with him some time ago about 1 glitch I found in his editor and he said the source code is long gone.
Thanks to all, my ini editor is nearly complete, of course, it may have a lot of bugs but i will fix. I'm going to learn a aimd structure and i will write a new AI editor. I reference on DCode tool and AI Editor intergrated in Final Alert, may be i composite parts of user interface of both , so, anyone have any ideas ? any problems occurs when using ?
- the first problem: auto generate internal id QUICK_EDIT
i clicked on your download link, it takes me to a site then asks for my cell #, wtf.
Hogo wrote:
The fact is, DCoders AI Editor is older and he doesn't have the code anymore AFAIK, so if someone else is considering it why not because its possible to get new features then + Editing tools for new people are win!
The fact that you put AFAIK, means you aren't sure......As Far As I (meaning you) know.......I was confirming the fact since I talked to him some time ago on the matter. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Posted: Fri May 27, 2011 2:17 pm Post subject:
Re: AI
Nikademis Von Hisson wrote:
i clicked on your download link, it takes me to a site then asks for my cell #, wtf.
Hogo wrote:
The fact is, DCoders AI Editor is older and he doesn't have the code anymore AFAIK, so if someone else is considering it why not because its possible to get new features then + Editing tools for new people are win!
The fact that you put AFAIK, means you aren't sure......As Far As I (meaning you) know.......I was confirming the fact since I talked to him some time ago on the matter.
very interesting.....and sexy!!! _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Being able to clone the sections like scripts and triggers would also be helpful like you can in the trigger editor in FA2.
Also it was quite annoying that the AI editor moved all the listing sections to the bottom of the file under AI triggers and then also added all new ones at the bottom. QUICK_EDIT
Posted: Fri May 27, 2011 2:49 pm Post subject:
ini
From what I have seen, this will make trimming down some of the unused weapons & warheads I don't have in my mod. very nice indeed.... _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Posted: Fri May 27, 2011 6:58 pm Post subject:
Re: ini
Nikademis Von Hisson wrote:
From what I have seen, this will make trimming down some of the unused weapons & warheads I don't have in my mod. very nice indeed....
You can filter anything what you want, declare in config.ini
@Hogo: I will think about that
I has developing a new AI Editor, It have a list of triggers, scripts, tasks, teams etc, Everything edit in grid. I hope i have time to release it at weekend or monday
@all:
can anyone explain to me about .vxl file (voxel) format ??
I want to write a program convert gif or sprite to vxl
And, can anyone explain to me about how to use shp image for vehicle ?
I have some images (not voxel), i want use for vehicle but i dont know do it QUICK_EDIT
The vehicle SHPs... I don't remember exactly, but the TSUMP's art.ini's MMCH entry is the TS Titan, you should read that one. Pre-25 Lao Tze mods have a grey Titan recolor IIRC, those are free stuff available here: http://graveyards.cncguild.net/style.php?page=laodownl _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I was working on an AI editor some time ago as well, but I never finished it so I don't recommend anyone using it. Since you are working on one, I thought you might be able to get some ideas from it.
Posted: Fri May 27, 2011 11:33 pm Post subject:
Re: ini
linq2js wrote:
Nikademis Von Hisson wrote:
From what I have seen, this will make trimming down some of the unused weapons & warheads I don't have in my mod. very nice indeed....
You can filter anything what you want, declare in config.ini
@Hogo: I will think about that
I has developing a new AI Editor, It have a list of triggers, scripts, tasks, teams etc, Everything edit in grid. I hope i have time to release it at weekend or monday
@all:
can anyone explain to me about .vxl file (voxel) format ??
I want to write a program convert gif or sprite to vxl
And, can anyone explain to me about how to use shp image for vehicle ?
I have some images (not voxel), i want use for vehicle but i dont know do it
there are some topics on here about shp vehicles. Maybe PM Cranium, I believe he has some vehicles that are in shp format. Maybe he can offer some insight if he isn't too busy. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
@Nikademis Von Hisson, @Graion Dilach, @Edge: Thank a lots
I have questions:
An ID of task/script/team/trigger can contain any chars (no length limit, a-z) ?
Is ID possible to remove suffix "-G" ?
Ex: TASK-0000001 => task id
SCRIPT-0000001 => script id
TEAM-0000001 => team id
TRIGGER-0000001 => team id QUICK_EDIT
I have questions:
An ID of task/script/team/trigger can contain any chars (no length limit, a-z) ?
Is ID possible to remove suffix "-G" ?
I know characters a-z, A-Z, 0-9 are allowed, not sure about any special characters. There probably is an upper length limit but I don't know what it is.
As for the '-G' suffix, it's commonly believed to signify the fact that the trigger/script/team/taskforce is a global one as opposed to one specified in a map file. I know skirmish AI functions just fine if you remove it from everything in ai(md).ini, so I am not sure whether or not it actually holds any actual special significance or functionality. Someone with more insight on the subject might know better. _________________ QUICK_EDIT
Look for my download. It was something I found a few years ago. I talks about the -G. I think the number id can be any length, don't quote me.
I couldn't find anything specific on the numbers, but when I opened Mental Omega's AI file I noticed some of the numbers were as long as 14 characters long followed by-G. As that file I pointed you to, it appears the -G is needed _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Look for my download. It was something I found a few years ago. I talks about the -G. I think the number id can be any length, don't quote me.
I couldn't find anything specific on the numbers, but when I opened Mental Omega's AI file I noticed some of the numbers were as long as 14 characters long followed by-G. As that file I pointed you to, it appears the -G is needed
yeah, thank a lots, it's clearly.
I don't know flag/section enable/disable trigger, can you explain to me ?
There is hide/show disabled trigger option in DCoder's AI Editor, how to do that ? As you known, There are only 18 flags in trigger and one is unknown, no flag can't do that. QUICK_EDIT
Posted: Sat May 28, 2011 12:17 pm Post subject:
Re: ai
linq2js wrote:
I don't know flag/section enable/disable trigger, can you explain to me ?
There is hide/show disabled trigger option in DCoder's AI Editor, how to do that ? As you known, There are only 18 flags in trigger and one is unknown, no flag can't do that.
I think DCoder would be the best to ask on that point. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat May 28, 2011 12:43 pm Post subject:
The G is not needed. Heh, all my AI stuff are named as AGRATEAM01, SGRATASK01, NEWSCRIPT01 and stuff and all works as intented.
Consider the -G as an internal assistant, but it's definitely not needed. Just because Speeder uses it, it doesn't means it's a must. Speeder is just a Polish modder. He's not a WW guy to know it for sure.
The hide disabled trigger will hide triggers which are disabled in all three difficulty settings, also at ScriptTypes and stuff, they hide each unused entry. (Unassociated ones.) QUICK_EDIT
The G is not needed. Heh, all my AI stuff are named as AGRATEAM01, SGRATASK01, NEWSCRIPT01 and stuff and all works as intented.
Consider the -G as an internal assistant, but it's definitely not needed. Just because Speeder uses it, it doesn't means it's a must. Speeder is just a Polish modder. He's not a WW guy to know it for sure.
The hide disabled trigger will hide triggers which are disabled in all three difficulty settings, also at ScriptTypes and stuff, they hide each unused entry. (Unassociated ones.)
Posted: Mon May 30, 2011 4:17 pm Post subject:
AI Editor
Preview a AI Editor:
Features:
AI Editor is a part of Yuri'Revenge INI Editor, at Tools -> AI Editor (in the future: Art Editor etc.)
Main screen is very simple, no buttons. All commands will execute by shortcuts (Ctrl+A select all, Ctrl+D deselect all ..). Available single keys: Del, Enter, Insert ... for editing. Other commands: Clone
- ID is readonly and auto generation
- 1, 2, 3, 4: list of object type
- 5: predefined filter
- 6: quick filter: can input text for basic searching or advanced syntax for property value searching
Ex: search trigger: TechType = NAMISL & Side = 1 & (ProbDef = 10 | ProbDef = 20)
Operators supported:
=, <for>, <, >=, <= for number comparision
& (and), | (or) logic
(, ) grouping
Property name only means "property is not empty"
!Property name only means "property is empty"
- 7, 8: multi editing with previous, next buttons and dropdown list
- 9: can reset one / all editing object to origin values
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Mon May 30, 2011 6:11 pm Post subject:
I'm actually excited for this one. My mod been needing AI for ages and I just dont wish to bother learning how to make AI in the AIMD.ini being I know it would suck anyways xD QUICK_EDIT
This is looking awesome. I will definitely switch over to this ai editor.
Also I just want to confirm that this new ai editor will read new sides and countries right? so I can set the Side in the editor instead of text editor?
So their will be an option to clone existing triggers, scripts, teams, etc like in dcoders editor.
But can you copy a trigger its teamtype script etc, all in one go? That would be nice if possible. This way you could clone an entire side very easily.
Also the random ID is nice, very nice, but is it possible to use a predefined value. Like GDI%%%%%-G where it defines the %'s with a set advancing number. This could be used to quickly differentiate sides
So you would get GDI00000-G, GDI00001-G, GDI00002-G, GDI00003-G, so on instead of random values. Of course you could leave it as default to create random ID's unless set to use a predefined list ID. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Enjoy Everyone! Last edited by EricAnimeFreak on Tue May 31, 2011 12:15 am; edited 1 time in total QUICK_EDIT
This is looking awesome. I will definitely switch over to this ai editor.
Also I just want to confirm that this new ai editor will read new sides and countries right? so I can set the Side in the editor instead of text editor?
So their will be an option to clone existing triggers, scripts, teams, etc like in dcoders editor.
But can you copy a trigger its teamtype script etc, all in one go? That would be nice if possible. This way you could clone an entire side very easily.
Also the random ID is nice, very nice, but is it possible to use a predefined value. Like GDI%%%%%-G where it defines the %'s with a set advancing number. This could be used to quickly differentiate sides
So you would get GDI00000-G, GDI00001-G, GDI00002-G, GDI00003-G, so on instead of random values. Of course you could leave it as default to create random ID's unless set to use a predefined list ID.
Yes, you can clone on/multiple by simple shortcut. And in config.ai.ini, you can define id generation rule, ex:
[global]
TriggerIDFormat={side}{id:X8}-G
{side} => Side name
{id} => random id, presents in decimal
{id:X8} => id presents in hexandecimal with 8 digits
Anyway, I do not recommend predefine id, editor will generate a task/trigger name if empty and the name will include side or other information, it is very simple searching
Ex:
TriggerName may be:
Allied, Enemy: Chronosphere near ready
Allied, House owns equal to 5 of Allied Weapon Factory
etc. QUICK_EDIT
Thanks for providing the option man, I will use predefined ID's config because it adds on another level of organization for my ai. So if myself, or others choose to look at my ai in textpad format they can easily identify sides by id number alone, it also looks a lot better, I've been manually doing it with dcoders editor.
But so far your editor is looking great. I can't wait to try it out, will finally give me a good reason to stop being so lazy and finish my mods brains. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Thanks for providing the option man, I will use predefined ID's config because it adds on another level of organization for my ai. So if myself, or others choose to look at my ai in textpad format they can easily identify sides by id number alone, it also looks a lot better, I've been manually doing it with dcoders editor.
But so far your editor is looking great. I can't wait to try it out, will finally give me a good reason to stop being so lazy and finish my mods brains.
Thank you, and new features here:
Expandable side selector
Auto completion for Object selector: Team / Script / Task / Trigger / Tech
I like what you did for technotype with the auto-object-selector. Going through list manually was a drag on older ai editors. And the expanding selector makes it further easier.
Note, under Side selector you have none as an option. It should be ALL.
It's also pretty cool you can check object tags for units etc from ai editor. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
I like what you did for technotype with the auto-object-selector. Going through list manually was a drag on older ai editors. And the expanding selector makes it further easier.
Note, under Side selector you have none as an option. It should be ALL.
It's also pretty cool you can check object tags for units etc from ai editor.
This, This just keeps looking better and better thanks for the features QUICK_EDIT
I like what you did for technotype with the auto-object-selector. Going through list manually was a drag on older ai editors. And the expanding selector makes it further easier.
Note, under Side selector you have none as an option. It should be ALL.
It's also pretty cool you can check object tags for units etc from ai editor.
Yeah, I reference Side dorpdown in Final Alert 2, are you sure it should be All ?
I don't understand what you say (my English is little ):
"check object tags" => means validate INI section ? (you can validate in main INI editor screen)
If you have a new idea, can you thoroughly describe ? QUICK_EDIT
I'm pretty sure it is "ALL", and it's also "ALL" on Dcoder's Ai Editor. I included a Pic.
By the looks from your 5th picture, Isn't that aegis cruiser being viewed from the taskforce selection screen to double check the units code before using it in a taskforce?
Also in the 6th Pic Labeled Customizable for Name / ID generation
Is that providing the option to choose between predefined Id's using Side names and regular randomized ID's, or is it something else? "Might be a communication issue."
Can't really read configuration language that well, did a little VBScript in college, but it was a bit different.
Also I have come to notice that there is no option "yet" in your previews for cloning triggers and teams, scripts, taskforces, etc. Their going to be added right?
See.png
Description:
Pic of Your editor vs. Ai Editor by Dcoder. You have none instead of ALL.
Filesize:
240.04 KB
Viewed:
70743 Time(s)
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
I'm pretty sure it is "ALL", and it's also "ALL" on Dcoder's Ai Editor. I included a Pic.
By the looks from your 5th picture, Isn't that aegis cruiser being viewed from the taskforce selection screen to double check the units code before using it in a taskforce?
Also in the 6th Pic Labeled Customizable for Name / ID generation
Is that providing the option to choose between predefined Id's using Side names and regular randomized ID's, or is it something else? "Might be a communication issue."
Can't really read configuration language that well, did a little VBScript in college, but it was a bit different.
Also I have come to notice that there is no option "yet" in your previews for cloning triggers and teams, scripts, taskforces, etc. Their going to be added right?
Thanks for your discusses,
1. I changed None -> All
2. In 5th picture, It's really aegis cruiser, it seem strange becase i load from rulesmd of Yuri's mod.
3. ID and Name generation can customizable, you can:
TriggerIDFormat={id:X8}-G => for ID with 8 hexandecimal digits and G suffix
4. Cloning trigger (script/task..) is menu command (3th picture) QUICK_EDIT
There any possibility of adding a clone feature via the windows as well "like In Dcoders Editor", and not just limit us to the menu command in the 3rd picture?
And maybe a second option only for trigger to CLONE ALL attached teams, tasks, scripts on the main trigger itself? Picture attached to show what I mean.
Clone Feature.png
Description:
Add a Clone feature to object editing, as well as a clone all function.
This would be good.
Filesize:
160.41 KB
Viewed:
70680 Time(s)
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
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