RE: TOAW XML Editor
Posted: Sat Apr 27, 2019 8:59 am
Expand/Collapse all events with click of a button:





My opinion is that this and the Trigger and Effect Filters are an accident on the scale of a disaster waiting to happen. Folks can enable these things without realizing that it will change the chain of events as designed, thus causing things to no longer work as intended. I've lobbied for years to remove these but it has not happened. One might think then that they actually serve some usable purpose, but I have asked in the past for anyone to speak up with a reason they would use these and no one ever has. Therefore, I continue to lobby to remove them, and would not recommend that you include them in your work.One addition I'm thinking about is adding "Events On Same Turn" to the Causal Chain section
ORIGINAL: 76mm
So I guess this is the bug? What happens when you load the file with the value entered via a third-party into the in-game editor, does it remain unchanged?ORIGINAL: cathar1244
But, upon selecting the option to edit that value, the in-game editor's display of the internal value treated the entry as if it was equipment that is NOT a fixed wing aircraft, and was showing the entered value divided by EIGHT and not TWO. So, the entered value of "12" was shown in the edit box (meaning an internal game value of "6"), but when I clicked the checkmark, the in-game editor changed the in-game value to "1" because it treated the entry as an AP value for equipment that is not a fixed wing aircraft.
ORIGINAL: sPzAbt653
My opinion is that this and the Trigger and Effect Filters are an accident on the scale of a disaster waiting to happen. Folks can enable these things without realizing that it will change the chain of events as designed, thus causing things to no longer work as intended. I've lobbied for years to remove these but it has not happened. One might think then that they actually serve some usable purpose, but I have asked in the past for anyone to speak up with a reason they would use these and no one ever has. Therefore, I continue to lobby to remove them, and would not recommend that you include them in your work.One addition I'm thinking about is adding "Events On Same Turn" to the Causal Chain section
I'm afraid that I don't understand your comment at all... The filters will not change any chain of events, but only display events with the filter that you select. I've seen your previous comments about sorting events, but don't understand why sorting (or filtering for that matter)--which is generally purely for display purposes and does not affect any underlying data--would have any effect at all on in-game data; why it seems to in the in-game Event Editor is a bit of a mystery. But in any event I don't intend to (and did not propose to) implement sorting, because I don't think that sorting would be very useful in this context because of how the data is structured.ORIGINAL: sPzAbt653
Trigger and Effect Filters are an accident on the scale of a disaster waiting to happen. Folks can enable these things without realizing that it will change the chain of events as designed, thus causing things to no longer work as intended. I've lobbied for years to remove these but it has not happened. One might think then that they actually serve some usable purpose, but I have asked in the past for anyone to speak up with a reason they would use these and no one ever has.
Currently I don't plan to add an equipment editor, for two reasons:ORIGINAL: cathar1244
If the editor you're creating will allow users to set the AP value as part of equipment editing, you may wish to cue them about scaling factors (8X, 2X) depending on the kind of equipment they're editing. I don't know of a way to directly enter the in-game scaled-down versions of those ratings.
No, those aren't Trigger Items, those are Sort Items.Are you advocating removing triggers as a way of activating events?
If you rearrange the events, this is a bad thing. You are saying that it has no effect on event arrangement, so then it does not matter.I currently don't understand your point at all.
I suggest that you need a text file for scenario events. With such a file you can keep a list of all the events plus comments and explanations as to what you did or are trying to do. This may seem like a waste of time when you are doing the initial design work, but a couple months down the road all of that will most likely go out of your head and you will be in a pickle if you want to change something or make an adjustment. I keep such an event file for every scenario that I do, no matter if they have 20 events or 3000 events, and even for some of the mods because they are so complicated and who knows what the original designer was thinking. If sorting helps you or others then fine, but I'm suggesting that you really need something a little more detailed.The scenario I'm working with has 350 events
Yes, the filtering happens in-memory and is not saved to disk. And I'm not including the ability to change Event IDs or move them around.ORIGINAL: sPzAbt653
If you rearrange the events, this is a bad thing. You are saying that it has no effect on event arrangement, so then it does not matter.
I'm sure it will help me, although I certainly see the utility a print out at various stages during the process. Currently I'm focusing on the GUI and internal logic, but hope/plan to add an Event exporter (similar to the in-game function) at some point.ORIGINAL: sPzAbt653
If sorting helps you or others then fine, but I'm suggesting that you really need something a little more detailed.
Code: Select all
<EQUIPMENT ID="20" NAME="Truck" NUMBER="60" MAX="60" DAMAGE="0"/>
Code: Select all
<EQUIPMENT ID="19" NAME="150mm Howitzer" NUMBER="18" MAX="18" DAMAGE="0"/>
<EQUIPMENT ID="20" NAME="Truck" NUMBER="60" MAX="60" DAMAGE="0"/>
I haven't released the version that allows you to do this yet. It is basically finished, but I want to check a couple of things before I release it...hope to do so in the coming days...ORIGINAL: Zovs
...but I have not yet seen a way to add new equipment via this tool. .
ORIGINAL: sPzAbt653
I suggest that you need a text file for scenario events. With such a file you can keep a list of all the events plus comments and explanations as to what you did or are trying to do. This may seem like a waste of time when you are doing the initial design work, but a couple months down the road all of that will most likely go out of your head and you will be in a pickle if you want to change something or make an adjustment. I keep such an event file for every scenario that I do, no matter if they have 20 events or 3000 events, and even for some of the mods because they are so complicated and who knows what the original designer was thinking. If sorting helps you or others then fine, but I'm suggesting that you really need something a little more detailed.The scenario I'm working with has 350 events