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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 06-03-2004, 01:32 AM   #11 (permalink)
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Quote:
Originally Posted by Kravvitz
IIRC, elite weapons can also be used.
Yep, but performing a search for Primary= can also take ElitePrimary if ask to do so...

Quote:
Originally Posted by DCoder
Next to TeamType #1&2 there's a small [...] button. It calls up a screen with TeamType properties. The screen is a bit similar to the old UI, with TaskForce and ScriptType to the side. I'll get a screenie to show that later.
That's what I wanted to hear...


And finally, what the clone option should be supposed to clone ?
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Old 06-03-2004, 04:49 AM   #12 (permalink)
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You clone anything. Clone a trigger, clone a team. Once cloned, make a little edit.

For example, the current build of my mod has about 80 triggers for BEs to attack stuff. For the most part, the only differences between the triggers are the teamtypes called.

They require about 60 teamtypes, which are identical except for the taskforce and the scripttype called.

(DCoder: you're welcome. I'm too damned lazy to spend my credits myself, so they haven't been doing anything anyway)
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Old 06-04-2004, 03:35 AM   #13 (permalink)
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Update:
Everything loads just fine now, time for coding the saving Comments?

Main screen:


Click on [...] next to teamtype#1 or 2 to call up this TeamType Editor screen:

Those two small buttons next to IDs are 'clone' and 'delete'.


Questions:
- I've set the default window size to 800x600. Good idea or not?
Which TechLevel setting you like better? Scroller(main scr) or dropdown list (teamtype scr)?
- The interface, is the way to edit stuff ok or you want it done differently?
Should the teamtype dropdown in the main screen have team names next to the IDs? So you don't have to click [...] to look at each teamtype's name.
- I remember Cannis sometime ago saying that FA2 writes teamtype properties in an odd way, and includes a couple of obsolete ones. Which might those be, so I
can remove them right now?

Here's a problematic situation:
The trigger uses teamtype A. You click [...] next to A and in that screen modify some of it's properties, without closing, decide to fix another, possibly unrelated, teamtype, say teamtype B, select it in teamtype dropdown, and modify it a bit. When you save and close the secondary screen, should the original trigger be updated to use B instead of A? If so, modifying teamtype B would require you to locate a trigger which uses teamtype B, instead of simply changing to X in the trigger screen. If not, actually wanting to change the teamtype B to A would require you to remember A's ID. I can't figure out the best way to solve this.
The same problem goes for script types and task forces - bind them to teamtypes or not?

I'm thinking of making it like this:
Clicking [...] to open the teamtype screen keeps the teamtype bound.
Using menu to open the teamtype screen does not bind any teamtypes to any triggers.

P.S. Are you guys the only ones interested? When I showed AI Editor 1 and Ini checker, lots of people were interested... Say, where's Renegade? His AI coder complained about the AI editor 1, so let's hear suggestions from him
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Old 06-04-2004, 05:42 AM   #14 (permalink)
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I didn't know there as an AI editor! It sounds FanTastic, and I look forward to using it for my mod, given that I have just started working on AI editing. Amazing work, keep it up!
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Old 06-04-2004, 06:31 AM   #15 (permalink)
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1. 800x600 is fine
2. DropDown-Lists
3. Interface looks good
4. With names, please...otherwise you might have to scroll through a dozen scripts in order to find the right one... (that's one of the things I suggested for AIE1 )

And I suggest the addition of a help-file or tooltips, so newbies know what the heck they're editing; at best, similar to 3ds2vxl's GUI, where you go over the text, and it displays a tooltip saying what the function does.

P.S.: Over the last few minutes, your pictures worked. Now they don't.
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Old 06-04-2004, 08:04 AM   #16 (permalink)
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How do you change the name of a cloned TeamType/Script/TaskForce?
Is there a way to make a new one without the clone option?
Will AIE2 add everything to the end like AIE1? (Didn't like that...)
Will there be/is there a "last opened file" option?
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Old 06-04-2004, 11:44 AM   #17 (permalink)
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Quote:
Originally Posted by DCoder
- I remember Cannis sometime ago saying that FA2 writes teamtype properties in an odd way, and includes a couple of obsolete ones. Which might those be, so I
can remove them right now?
FA2 assumes maps will be missions, so it always includes Waypoint=, which obviously isn't needed for mods. But, full functionality (for mission makers writing AI) would dictate that adding a Waypoint= option should be there...

(One problem with FA2 was having to manually clear fields, since it always tried to put something in each one, which what made the Waypoint= thing a pain.)

Anyway, everything else that's there is also used by the game's stock AI file. Even though Droppod= doesn't do anything, and no one can figure out what Group= does...

It think it is a good idea to maintain the properties ordering as a convention - the same that's used in the stock AI file. I like finding the Name= listed first and the Script= and Taskforce= listed last, etc
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Old 06-04-2004, 02:47 PM   #18 (permalink)
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Quote:
Originally Posted by Renegade
4. With names, please...otherwise you might have to scroll through a dozen scripts in order to find the right one... (that's one of the things I suggested for AIE1 )
And I suggest the addition of a help-file or tooltips, so newbies know what the heck they're editing; at best, similar to 3ds2vxl's GUI, where you go over the text, and it displays a tooltip saying what the function does.
I remember that I just was too lazy to fix it in the V1
Ok, names it is. And about tooltips... I never used 3ds2vxl, so I don't know what it looks like ... But I do have DZ's permission to use his guide as the proper help file, so this should cover the serious help file. If anyone wants to provide short descriptions as tooltips, go ahead, I'll surely add them, and credit you.

Quote:
Originally Posted by Phantom
How do you change the name of a cloned TeamType/Script/TaskForce?
Name or ID? Anyway, one picture is worth a thousand words - next screenie will show you in a couple of days

Quote:
Originally Posted by Phantom
Is there a way to make a new one without the clone option?
Yes, there will be soon.

Quote:
Originally Posted by Phantom
Will AIE2 add everything to the end like AIE1? (Didn't like that...)
I'll see what I can do.

Quote:
Originally Posted by Phantom
Will there be/is there a "last opened file" option?
Yes, there will be.

Quote:
Originally Posted by CannisRabidus
FA2 assumes maps will be missions, so it always includes Waypoint=, which obviously isn't needed for mods. But, full functionality (for mission makers writing AI) would dictate that adding a Waypoint= option should be there...

(One problem with FA2 was having to manually clear fields, since it always tried to put something in each one, which what made the Waypoint= thing a pain.)

Anyway, everything else that's there is also used by the game's stock AI file. Even though Droppod= doesn't do anything, and no one can figure out what Group= does...

It think it is a good idea to maintain the properties ordering as a convention - the same that's used in the stock AI file. I like finding the Name= listed first and the Script= and Taskforce= listed last, etc
The ordering is an easy task, I will keep the original order and leave them all in.
There will probably be a 'DontUse' box next to those map-only tags which would prevent the editor from saving the flag when 'DontUse' is checked.
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Old 06-04-2004, 05:51 PM   #19 (permalink)
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Please, can you make an option to choose between IDs and Names ?
I don't use Names anymore, coz it takes too much time to change them... Since I'm using an Index System that easily tell me which Taskforce & Script is called by a TeamType, I'd rather like IDs....
Besides, it should be easier to scroll them, since they'll all have the same format (XXXXXXXX-G), unlike with Names (1 E1, 3GGI, etc..).


I don't like 800x600. You should think of 1024x768 instead (the minimum nowadays), or make an option for this ?
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Old 06-04-2004, 06:41 PM   #20 (permalink)
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But if the Editor itself is 1024x768, there's nothing left of your desktop...800x600, on the other hand, used on a 1024er desktop, is big enough to see everything, and you can still see what's in the background...winamp, for example...
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