Editor

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sPzAbt653
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RE: Editor

Post by sPzAbt653 »

I have not been scripting anything, although the first one I'm thinking about scripting is for the German 20.Gebirgs Army in N.Finland. It's a complex worm of a region up there so it takes some thought. I also have to make sure that I don't tread on Hubert's AI [definitely don't want to do that].

The changes I've been making are to make a more historic OOB, which isn't as easy as adding/deleting/renaming units. I keep getting units pop up on the map and I have to try and track down where they are generated. I've found a few in the scripts so that is where I have made a few script changes.

It's a lot of fun and I really appreciate the inclusion of the editor.
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sPzAbt653
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RE: Editor

Post by sPzAbt653 »

Are we able to add some individual colors to the minor country icons ? It looks like they all use the same counter sheet, so maybe this can't be done ?
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RE: Editor

Post by sPzAbt653 »

I don't know if I screwed something up, or did something wrong, or am trying to do something I can't, but:

[Top inset] For UK Corps I swapped out Mobility with Anti-Tank Weapons, which seems to work as intended.

[Main screen shot] Greece is an active Ally of the UK, and on the left side of the screen the three upgrades show properly, including the Anti-Tank Weapons. However, when I add the next level, the result on the right side of the screen is incorrect. It still upgrades Mobility and not the AT values that I put in for the UK units.

[Bottom inset] So I went back to the editor and see that the Greek Corps still shows Mobility as the third choice instead of the Anti-Tank choice that its' parent UK has. [:(]

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snowstorm
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RE: Editor

Post by snowstorm »

I see many here have commented on individual details, but I would like to comment on the Editor in general.

I like the fact this editor is very similar to the ones from previous versions (makes it easier for fans of the old versions to get around), but the extra detail and options give editors like me much more to change around if desired. I have noticed it is a bit more difficult figure out some options that have either been changed or put in a different location than previous versions, but personally I like the additional details and options, even if it requires a little more digging around the editor to find it.

Now if only there was a way to have one major power against one other (what if--scenarios). [8D]
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sPzAbt653
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RE: Editor

Post by sPzAbt653 »

I'd like to change some of these production type messages, but I can't find where they are generated and where the graphic is located. Appreciate it if someone could point me in the right direction [:)]

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BillRunacre
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RE: Editor

Post by BillRunacre »

There is a line in the localization.txt file:

#AVAILABLE_FOR_PURCHASE= Now Available For Production

The rest of the message is probably automatically generated by the engine so it might not be customisable, but this section can be changed by adding this line to your own campaign's localization.txt file and amending the second half to something different.
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RE: Editor

Post by sPzAbt653 »

AHAH !! No wonder I couldn't find it, you guys sure are tricky !
Ason
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RE: Editor

Post by Ason »

When pressing "restore defaults" some values changes even though I have never touched them before..
I guess it restores them to the first beta version or something?

It's pretty annoying since I will have to scrap all my changes and redo everything because it changes values on all nations and I have no idea what they were before.

For example edit country resource data, press 'restore defaults' look at USSR new scorched earth values. before they were something like 40/80 now they change to 30/70..


also please make the editor easier to use with the "apply data" stuff... It's a pain to always have to press it.. can't the editor just remember changes without having to press apply all the time?
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RE: Editor

Post by Ason »

I edited the main campaign to let all countries build divisions but for some reason the AI isnt building them... Is there something else I need to do other than increasing the number of divisions countries can build?
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crispy131313
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RE: Editor

Post by crispy131313 »

ORIGINAL: Mrslobodan

I edited the main campaign to let all countries build divisions but for some reason the AI isnt building them... Is there something else I need to do other than increasing the number of divisions countries can build?

You will need to amend the AI script for purchasing units.

The Simplest way of doing this would be to use CTRL+F in the Purchasing Scripts and search for this string

#UNIT_ID_3= 0 [0]

and Replace All with

#UNIT_ID_3= 10 [1]

Note that the 10 represents % chance per turn the AI will purchase this unit and the [1] represents how many it will buy. You could increase this to any percentage you want, but I would keep it low as to not have the AI blowing all it's money on divisions in a Corps level Campaign which may have undesired effects.
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Ason
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RE: Editor

Post by Ason »

ORIGINAL: crispy131313

ORIGINAL: Mrslobodan

I edited the main campaign to let all countries build divisions but for some reason the AI isnt building them... Is there something else I need to do other than increasing the number of divisions countries can build?

You will need to amend the AI script for purchasing units.

The Simplest way of doing this would be to use CTRL+F in the Purchasing Scripts and search for this string

#UNIT_ID_3= 0 [0]

and Replace All with

#UNIT_ID_3= 10 [1]

Note that the 10 represents % chance per turn the AI will purchase this unit and the [1] represents how many it will buy. You could increase this to any percentage you want, but I would keep it low as to not have the AI blowing all it's money on divisions in a Corps level Campaign which may have undesired effects.
Ah I see, thanks!
I remember reading something about "easy to use editor" :'( lol

I guess I'll wait for someone else to release a custom campaign with divisions.
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crispy131313
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RE: Editor

Post by crispy131313 »

ORIGINAL: Mrslobodan

ORIGINAL: crispy131313

ORIGINAL: Mrslobodan

I edited the main campaign to let all countries build divisions but for some reason the AI isnt building them... Is there something else I need to do other than increasing the number of divisions countries can build?

You will need to amend the AI script for purchasing units.

The Simplest way of doing this would be to use CTRL+F in the Purchasing Scripts and search for this string

#UNIT_ID_3= 0 [0]

and Replace All with

#UNIT_ID_3= 10 [1]

Note that the 10 represents % chance per turn the AI will purchase this unit and the [1] represents how many it will buy. You could increase this to any percentage you want, but I would keep it low as to not have the AI blowing all it's money on divisions in a Corps level Campaign which may have undesired effects.
Ah, thanks!
I remember reading something about "easy to use editor" :'( lol

It is easy! I'm already playing testing phase 1 of my mod (while looking for beta testing for bugs along the way of course!). I already made this many new unique scripts (next up AI):

68 Decisions
5 National Morale
52 Mobilization Scripts
59 Unit Scripts
7 Supply Scripts
1 Convoy Script
4 Guard Scripts

You will get better at this! I look forward to see what you come up with in the future!
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sPzAbt653
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RE: Editor

Post by sPzAbt653 »

As Mr. Crispy says, it is fairly easy. I've modified mine to have mostly a corps oob, there are still a few armies but only for the cruddy countries. The Soviets have all corps - 180 rifle and guards infantry corps, 6 tank 'armies' [but they are really corps size [;)] ].

Doing this I had to modify the scripts for Unit, Pop-Up, Research, Purchase and Decision. At this point in my early career, I would recommend copying the original script to your own folder, then making changes to that file and adding the entire file into your campaign. Of course, this means going thru the change list when they release a new version [to determine which changes you would want to add to your campaign].
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RE: Editor

Post by sPzAbt653 »

I also redid the Research categories, but I'm not sure yet if they work as intended, still testing. Here is what it looks like for now:

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RE: Editor

Post by sPzAbt653 »

For a little spice I added a pop-up for news about a UK Carrier. I've played two games since I added this pop-up, and in both games it appeared in Dec. 1941, but I'm pretty sure I have it set to show up on April 1, 1940. Can anybody help me with what I have wrong ?

{
#NAME= HMS Glorious news
#POPUP= HMS Glorious returns to Scapa Flow after hunting the Graf Spee
#IMAGE=
#SOUND= teletype_1.ogg, teletype_2.ogg
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 112
#TRIGGER= 100
#PRIVATE= 1
#DISPLAY_ORDER= 2
#DISPLAY_TURN= 2
#DISPLAY_STYLE= 0
#DATE= 1940/04/01
; Berlin is in Axis hands
#ALIGNMENT_POSITION= 141,56 [2]
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
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BillRunacre
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RE: Editor

Post by BillRunacre »

Hi

These aren't right, as I'm not sure where 141,56 offhand, but from memory I'm pretty sure it isn't Berlin:

; Berlin is in Axis hands
#ALIGNMENT_POSITION= 141,56 [2]

Also, the [2] signifies that this location has to be in Allied hands.

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RE: Editor

Post by sPzAbt653 »

; Berlin is in Axis hands

My fault, I should have removed that as it is insignificant.

What is right is 141,56, which is Scapa Flow, which should be in Allied hands.
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RE: Editor

Post by BillRunacre »

Oh, that's a shame because it was my only hope for why it might be appearing so much later than it should!

I'm afraid that I don't know why, but perhaps test it out when the next patch comes out as it's possible some technical fixes will fix this too.
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RE: Editor

Post by sPzAbt653 »

Sounds good, thanks very much for looking at it Bill.
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RE: Editor

Post by Ason »

I've been trying out the editor a little bit and there are 4 things I would really really like to see added:

1. Different size for tool (let you paint 5,10,20 hexes at once instead of 1 hex at a time)

2. Background layer (like in Panzer corps), so you can add a picture as a background and then use it as a template for when building the map. It makes it alot easier to create realistic maps.

3. "Coast generator". Panzer corps also has this, you just a press a button, "Generate" and the editor puts fitting coastal pieces so you dont have to place them one by one.

4.UI for scripts!! :D

Also, rivers are killing me slowly... It's next to impossible to make connections to another river without messing up the whole thing..

Two question,
1. How do I make desert mountains or hills? There is only the green mountain/hill, no sandy versions...

2. If I make a map, only map with terrain, cities and roads etc, no units, scripts etc. will I be able to load that scenario in future versions?


Last but not least, I found a bug. Whenever you use the river tool and go off into water you will get constant error message:

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