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Unit/FX/Campaign Editor - New Version 0.9.0

 
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Unit/FX/Campaign Editor - New Version 0.9.0 - 8/6/2011 3:43:08 PM   
mgarnett

 

Posts: 270
Joined: 11/12/2005
Status: offline
Hi All,

A new version has been released adding additional functionality introduced by the 1.10 patch and fixes a couple of bugs.

A new feature has also been added allowing users to edit the unit ID making it easier to organise custom content. The button beside the ID text box automatically scans through the database looking for the next available ID.

To edit a unit's "usable transports", right click in the "usable transports" box and click either "Add" and select a transport type or click "Delete" to delete an already existing transport type. In the FX file editor, to add, edit or delete aliases, simply right click on the "Alias" list box and select which ever option you want to execute (add, edit, or delete).

Cheers

Mark

Version 0.9.0

Fixed - The editor will no longer crash when loading a custom equipment file that contains abnormally/incorrectly formatted entries
Added - Updated the user interface to make it slightly less rubbish
Added - Tooltips added to most functions
Added - The main interface will now load graphics from the "bigunits" folder

Version 0.8.5

Fixed - "Usable transports" are now carried across when modifying an already existing unit

Version 0.8.4

Fixed - "Usable transports" are now carried across when adding a new unit

Version 0.8.3

Added - Unit ID's are now editable
Added - The ability to automatically select the next available unit ID

Version 0.8.2

Fixed - A bug preventing the load of the traitslist.txt file
Fixed - Removed a duplicate entry from the traitslist.txt file

Version 0.8.1

Added - Added functionality into the campaign editor introduced by the 1.10 patch (new campaign)
Fixed - Added additional countries into the filter country list box
Fixed - Included the correct "traitslist.txt" file (idiot mistake by me)

Version 0.8.0

Added - Added additional functionality introduced by the 1.10 patch (usable transports, transport categories theatres)
Added - Added additional functionality to the EFX editor introduced by the 1.10 patch (aliases)
Added - A progress counter when loading the equipment database

Version 0.7.1

Fixed - A date bug on US systems causing the day and month to swap in some circumstances

Version 0.7.0

Fixed - Increased compatibility with custom equipment files

Version 0.6.5

Fixed - Display name was incorrectly being overwritten with the description when saving the campaign data file
Fixed - Scenario briefing files are now correctly saved in Unicode format

Version 0.6.4

Fixed - Some old debug code was causing the app the generate an error when reloading a campaign file in certain circumstances, this code has now been removed

Version 0.6.3

Fixed - the app no longer generates an error when attempting to add a new scenario in the campaign module and the corresponding breifing file or directory is inaccessible

Version 0.6.2

Fixed - Scenarios added for new campaign entries were being inserted incorrectly into the scenario list

Version 0.6.1

Fixed - The equipment editor can now cope with variable length lines in the equipment data file

Version 0.6.0

Added - The campaign editor now gives you the ability to edit existing scenario briefings, the default briefing folder is set in the "Options" dialog in the campaign module and the editor will look in this folder for your briefing files.
Added - The scenario editor now gives you the ability to add scenario briefings.

Version 0.5.2

Added - The ability to edit scenario briefings by right clicking and selecting "Edit Briefing". The chosen text editor and scenario briefing folder are set by clicking the "Options" button and navigating to their respective locations. If no editor is chosen, Notepad is used by default.


Version 0.5.1

Fixed - The campaign module now traces the correct route through all campaign scenarios for the selected campaign entry point
Fixed - The app no longer crashes when attempting to add a scenario if no campaign is currently selected
Fixed - The app no longer crashes when trying to view the scenario route for a campaign that had no scenarios
Fixed - When adding a new campaign, the app was incorrectly using the description for the display name
Fixed - The campaign module now allows "Major Victory" and "Loss" "Next label" values to be blank when adding a new scenario
Added - Deleted campaign entry points are now coloured red rather than deleted from the list and these highlighted entries are NOT saved to the campaign file
Added - You can now un-delete campaign entry points be selecting a red entry and selecting the undelete option, these undeleted entries ARE saved to your campaign file

Version 0.5.0

Added - The campaign module is now functional (please still consider this very much beta though)
Added - A file selection button next to the flag "help" button. If the user selects their "nations.pzdat" using this button PRIOR to selecting the help button, then all custom nations contained in the "nations.pzdat" file are also shown.

Version 0.2.8

Added - A help screen containing countries and corresponding flag numbers
Fixed - The user can now "tab" between edit field in a logical manner
Added - [ALPHA] The beginning of the campaign editor for proof of concept, comments wanted

Version 0.2.7

Fixed - A unit with a blank "short name" cannot be added to the database
Fixed - An error occurred when trying to add a new unit when the currently selected country had no units listed in the unit list box
Fixed - The routine responsible for saving the app settings was not working in some configurations. This now fires when the equipment files are loaded rather than when the application is closing. Feedback on success is needed.
Fixed - The campaign file loading code is now more resilient to abnormally formatted campaign files.

Version 0.2.6

Fixed - Code clean-up including fixing further localisation issues
Added - Read only preview of the campaign module
Added - The editor now remembers the last equipment database and graphics directory used

Version 0.2.5

Fixed - Some unit database entries have unit ID numbers beginning with a "#" character. These units are now displayed correctly in the editor view.
Fixed - If a country filter resulted in the display of zero units, choosing a different country filter would also display zero units until "all" was selected.
Fixed - Incorrect date format when clicking the "Add Unit" button (hopefully this is the last of the date format issues)

Version 0.2.4

Fixed - Null values in the Max Strength and Rate of Fire columns are written back to the database as null values rather than zero

Version 0.2.3

Fixed - Another date bug when writing equipment file back to disk

Version 0.2.2

Fixed - The recon unit filter button was missing
Fixed - The filter buttons now visually deselect when choosing filters for a different group
Fixed - Better detection of different world date formats (i.e. US/UK)

Version 0.2.1

Fixed - The fighter filter button was missing
Fixed - File name extension is no longer added when adding sounds in the EFX editor via the "browse" button in the sound edit box
Added - Better checking to detect corrupt or incorrectly chosen EFX data
Added - Unit graphics can now be loaded individually via the small button in the "unit icon" edit box
Added - Entries can now be deleted from the EFX file by right clicking on the entry in the list box and selecting "delete"

Version 0.2.0

Added - Ability to edit the efx.pzdat file
Added - Query results can now be saved
Added - Tooltips for the filter buttons
Fixed - Max movement and movement type values interchanging
Fixed - Loading multiple equipment lists during an editing session now works correctly

Please send through any bugs or suggestions.

Cheers

Mark

Attachment (1)

< Message edited by mgarnett -- 10/25/2019 10:00:56 AM >
Post #: 1
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 4:25:47 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Thank you !

H.Balck

_____________________________


(in reply to mgarnett)
Post #: 2
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 4:36:13 PM   
BriteLite


Posts: 26
Joined: 9/2/2008
Status: offline
D/L and installed new version and appears to be working fine.

Note I posted a link over at JP's Panzers in the PC section.

< Message edited by BriteLite -- 8/6/2011 4:46:40 PM >

(in reply to Dumnorix)
Post #: 3
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 4:46:53 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
One problem !

How can I change the attack and damage sound for every unit ??? Its not include in efx - file !!!

Dear PC -Designers, - thats another hard coded or ???

H.Balck

< Message edited by Dumnorix -- 8/6/2011 4:48:35 PM >


_____________________________


(in reply to BriteLite)
Post #: 4
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 4:51:27 PM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
Status: offline
One issue with the efx.pzdat file.
When I browse for a sound, and select the sound file that I want, you must import only the name and not the name and the extension of the file. Ex: With air2.wav, it will be only air2. Otherwise it won't play.



quote:

ORIGINAL: Dumnorix

One problem !

How can I change the attack and damage sound for every unit ??? Its not include in efx - file !!!

Dear PC -Designers, - thats another hard coded or ???

H.Balck


No it's not hardcoded. You've also to load the efx file with the editor.

(in reply to Dumnorix)
Post #: 5
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 4:54:51 PM   
mgarnett

 

Posts: 270
Joined: 11/12/2005
Status: offline

quote:

ORIGINAL: Dumnorix

One problem !

How can I change the attack and damage sound for every unit ??? Its not include in efx - file !!!

Dear PC -Designers, - thats another hard coded or ???

H.Balck


Hi Dumnorix,

Yeah, not sure about that one. I had a look and couldn't find anywhere where that data is stored. If anybody finds it let me know and I'll add it in.

Cheers

Mark

(in reply to Dumnorix)
Post #: 6
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 4:55:48 PM   
mgarnett

 

Posts: 270
Joined: 11/12/2005
Status: offline

quote:

ORIGINAL: VPaulus

One issue with the efx.pzdat file.
When I browse for a sound, and select the sound file that I want, you must import only the name and not the name and the extension of the file. Ex: With air2.wav, it will be only air2. Otherwise it won't play.



quote:

ORIGINAL: Dumnorix

One problem !

How can I change the attack and damage sound for every unit ??? Its not include in efx - file !!!

Dear PC -Designers, - thats another hard coded or ???

H.Balck


No it's not hardcoded. You've also to load the efx file with the editor.


Thanks Paulo,

I'll fix that little issue in the next release.

Cheers

Mark

(in reply to VPaulus)
Post #: 7
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 5:14:43 PM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
Status: offline
quote:

ORIGINAL: mgarnett

Hi Dumnorix,

Yeah, not sure about that one. I had a look and couldn't find anywhere where that data is stored. If anybody finds it let me know and I'll add it in.

Cheers

Mark

What data?
I don't understand what is the problem. I've changed the sounds, insert new sounds, new sounds filenames..... I even have erased some sounds and the editor inserted the corrected blank entry.
The only problem is the wav extension. Otherwise the editor is working well.


< Message edited by VPaulus -- 8/6/2011 5:15:11 PM >

(in reply to mgarnett)
Post #: 8
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 5:21:27 PM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
Status: offline
I've this issue sometimes when opening the efx file. Not always.

quote:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
  at PzCEdit.MainForm.ReadDatabase(String sDatabase)
  at PzCEdit.MainForm.coOpenButton_Click(Object sender, EventArgs e)
  at System.Windows.Forms.Control.OnClick(EventArgs e)
  at System.Windows.Forms.Button.OnClick(EventArgs e)
  at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
  at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  at System.Windows.Forms.Control.WndProc(Message& m)
  at System.Windows.Forms.ButtonBase.WndProc(Message& m)
  at System.Windows.Forms.Button.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)





< Message edited by VPaulus -- 8/6/2011 5:23:06 PM >

(in reply to VPaulus)
Post #: 9
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 5:27:27 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
quote:

What data?
I don't understand what is the problem. I've changed the sounds, insert new sounds, new sounds filenames..... I even have erased some sounds and the editor inserted the corrected blank entry.


You don't understand ! You can only change the movement sound - not the damage or attack sound separately !

Its hard coded - I sended out a message to Tim and he reported to Iain.

H.Balck

_____________________________


(in reply to VPaulus)
Post #: 10
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 5:31:48 PM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
Status: offline
I've already changed and created new attack sound for some artillery.

If you've an attack sound called dum.wav, you also need an animation called dum.png in the animations folder.

quote:

Bottom line you have 6 items you need to configure:

1. Need an attack sound file (or reference an existing one)
2. Need an attack animation PNG of the exact same name as #1 (or reference an existing one)
3. Need a BIG UNIT PNG
4. Need a PNG of the unit facing left and right, normal and small.
5. Need to create a line in equipment.pzeqp.
6. Need to create an entry in efx.pzdat.


< Message edited by VPaulus -- 8/6/2011 5:45:53 PM >

(in reply to Dumnorix)
Post #: 11
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 6:13:06 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
OK - Thank you ! Sounds good !

H.Balck

_____________________________


(in reply to VPaulus)
Post #: 12
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 9:00:24 PM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
Status: offline

quote:

ORIGINAL: VPaulus

I've this issue sometimes when opening the efx file. Not always.

quote:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
  at PzCEdit.MainForm.ReadDatabase(String sDatabase)
  at PzCEdit.MainForm.coOpenButton_Click(Object sender, EventArgs e)
  at System.Windows.Forms.Control.OnClick(EventArgs e)
  at System.Windows.Forms.Button.OnClick(EventArgs e)
  at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
  at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  at System.Windows.Forms.Control.WndProc(Message& m)
  at System.Windows.Forms.ButtonBase.WndProc(Message& m)
  at System.Windows.Forms.Button.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)





Mark, just disregard this error. I was loading the wrong file.

(in reply to VPaulus)
Post #: 13
RE: Unit Editor - New Version 0.2.0 Released - 8/6/2011 11:34:18 PM   
mgarnett

 

Posts: 270
Joined: 11/12/2005
Status: offline

quote:

ORIGINAL: VPaulus


quote:

ORIGINAL: VPaulus

I've this issue sometimes when opening the efx file. Not always.

quote:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
  at PzCEdit.MainForm.ReadDatabase(String sDatabase)
  at PzCEdit.MainForm.coOpenButton_Click(Object sender, EventArgs e)
  at System.Windows.Forms.Control.OnClick(EventArgs e)
  at System.Windows.Forms.Button.OnClick(EventArgs e)
  at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
  at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  at System.Windows.Forms.Control.WndProc(Message& m)
  at System.Windows.Forms.ButtonBase.WndProc(Message& m)
  at System.Windows.Forms.Button.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)





Mark, just disregard this error. I was loading the wrong file.


Thanks Paulo, I'll add in a little bit of code to check for the right file before loading so at least you don't get presented with an ugly error screen.

Cheers

Mark

(in reply to VPaulus)
Post #: 14
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 8:36:19 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Hi Mark

Your editor Can't work - all units with new parameters have no effects in game.

If I write all parameters manually all runs fine !!!

The written Date with your editor its not the same like the original !!! I think - thats the problem.

H.Balck

< Message edited by Dumnorix -- 8/8/2011 8:48:34 PM >

(in reply to mgarnett)
Post #: 15
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 8:48:21 PM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
Status: offline
Just one question. Do you commit the unit after editing or adding its parameters?
Do you save in the end of using the editor?
So far, didn't have any problem with the efx part. It's working well.


< Message edited by VPaulus -- 8/8/2011 8:49:10 PM >

(in reply to Dumnorix)
Post #: 16
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 8:50:59 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
quote:

Just one question. Do you commit the unit after editing or adding the parameters?
Do you save in the end of using the editor?
So far, didn't have any problem with the efx part. It's working well.


Yes and yes - BTW - do you test your new or modified units in battle ??? They work not fine !

Example: Wespe

1st Original
90 Wespe 4 254 4 35 5 1 3 4 9 6 0 1 4 6 0 1 0 Wespe.png 13.03.1943 01.01.1946 0 sIGATY

2nd modified with editor
90 Wespe 4 254 4 35 5 1 9 4 9 6 0 1 4 6 0 1 0 Wespe.png Samstag, 13. März 1943 Dienstag, 1. Januar 1946 0 0 0 sIGATY

After an test - the Wespe fire without effect yet ! BTW the same with all other units - If I write all manually dates like the original - all runs fine and the Wespe fires correct over 9 hexfields.

H.Balck

< Message edited by Dumnorix -- 8/8/2011 8:55:15 PM >


_____________________________


(in reply to VPaulus)
Post #: 17
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 9:07:27 PM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
Status: offline
I don't use the equipment, just the efx.
This time, Hbalck, you're right.
I think I know what is happening. I'll report back in a minute.

Edit: Yes it's the date format. It will be easy to solve.

(in reply to Dumnorix)
Post #: 18
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 9:17:16 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Yes - I trusted the editor - and now I must rework my full equipment work new (over 2 hours !) That sucks Mark !!!

Bring your new software first - IF YOU CHECK ALL PARAMETERS P L E A S E !!! I work on some bigger things with PC and can not carry out - to lost so many time !

H.Balck

< Message edited by Dumnorix -- 8/8/2011 9:18:59 PM >


_____________________________


(in reply to VPaulus)
Post #: 19
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 9:31:06 PM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
Status: offline
I've a better suggestion H. Balck. Do your own editor.

The software is new. Mark is giving us to test and debugging. Each new day there is a new update correcting errors and implementing new things. You don't have to be a genius, that before committing two hours of work, you need to do a little test.
I've 8 hours of using the efx part of the editor. But I've tested it first with a couple of units to see if it was right.

Sometimes, I've the feeling that you're a little kid, H. Balck.

(in reply to Dumnorix)
Post #: 20
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 9:35:36 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
quote:

Sometimes, I've the feeling that you're a little kid, H. Balck.


Yes - we are all kids here - we want all play PC.

And its my error - I forgot to test the editor in game - thate BTW my problem and not Marks - I trusted his very good work and nobody here write some others - all say everything its OK.

H.Balck

< Message edited by Dumnorix -- 8/8/2011 9:37:12 PM >


_____________________________


(in reply to VPaulus)
Post #: 21
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 9:57:06 PM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
Status: offline
Mark, besides the issue with editor using the long date format, you mustn't forget that the regional setting and how the data is displayed can be different from country to country. Those two fields should be treated like data and not like date.

Another issue are the "Rate of Fire" and "Max Strength" fields. You're editing them and adding a 0 to each.
That means that the max strength of a unit will be 0. As for the rate of fire this is originally set to artillery.
I would left those two fields as they are, and would only set a value when edited by the user.


< Message edited by VPaulus -- 8/8/2011 10:16:07 PM >

(in reply to Dumnorix)
Post #: 22
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 9:59:59 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Without the date error - all strenght points in all my scenarios are fine yet !

H.Balck

_____________________________


(in reply to VPaulus)
Post #: 23
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 10:07:25 PM   
VPaulus

 

Posts: 3630
Joined: 6/23/2011
From: Portugal
Status: offline
quote:

1st Original
90 Wespe 4 254 4 35 5 1 3 4 9 6 0 1 4 6 0 1 0 Wespe.png 13.03.1943 01.01.1946 0 sIGATY

2nd modified with editor
90 Wespe 4 254 4 35 5 1 9 4 9 6 0 1 4 6 0 1 0 Wespe.png Samstag, 13. März 1943 Dienstag, 1. Januar 1946 0 0 0 sIGATY

Look well, because those two zeros are for "Rate of Fire" and "Max Strength"




(in reply to Dumnorix)
Post #: 24
RE: Unit Editor - New Version 0.2.0 Released - 8/8/2011 10:42:03 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Yes - with this 0 0 the game can not run correctly !

H.balck

_____________________________


(in reply to VPaulus)
Post #: 25
RE: Unit Editor - New Version 0.2.0 Released - 8/9/2011 5:10:33 AM   
mgarnett

 

Posts: 270
Joined: 11/12/2005
Status: offline
quote:

1. Januar 1946


Hi VPaulus,

Thanks for that, I've been trying to get the editor working correctly with US dates, which has spawned its own bug! The editor works fine (did work fine) with UK date format machines, but one US user was getting display errors on a US date format machine. The US date error didn't affect the data, only the display of the data. It seems that by trying to correct this, I have added a bug in how the dates are written back to the data file.

I'll look to fix this today and post a new version tonight.

Cheers

Mark

(in reply to VPaulus)
Post #: 26
RE: Unit Editor - New Version 0.2.0 Released - 8/9/2011 10:10:02 AM   
4rakbtl32


Posts: 31
Joined: 1/9/2010
Status: offline
Version 0.2.3 works fine. How can i add or remove the traits? Or how can i see which trait has the unit ? In the editor stand the same in  Add Traits and Remove Traits!

(in reply to mgarnett)
Post #: 27
RE: Unit Editor - New Version 0.2.0 Released - 8/9/2011 11:28:09 AM   
mgarnett

 

Posts: 270
Joined: 11/12/2005
Status: offline
Hi 4rakbtl32,

When you select a unit the traits belonging to that unit are highlighted in light blue. If you want to add a trait to a unit, just click on the trait so it is highlighted in blue and then then click "Commit Unit". Units with entries in the remove traits list work exactly the same.

There's no difinitive information on exactly how traits works and the traits that I've included are only those that have been identified to date. If more get identified, you can just add them to the text file contained in the ZIP file with the editor and those additional traits will also be added to the editor.

Remember, a trait is only active (or inactive in the case of the remove traits list) for a unit if it is highlighted in the list boxes. If it is not highlighted, it just means that it is a valid trait but the unit does not have it.

Cheers

Mark

(in reply to 4rakbtl32)
Post #: 28
RE: Unit Editor - New Version 0.2.0 Released - 8/9/2011 7:22:01 PM   
HerzKaraya


Posts: 195
Joined: 1/19/2005
From: Madrid, Spain
Status: offline
Hi,

I've edited the BF109F to reflect the difference between the F-2 and F-4 models as well as created a Polikarpov I-15 from the I-16 as a test.
None of the planes appear as "buyable" in any scenario and the old BF109F and I-16 already in play on a given scenario have a strength of 1.

I guess I have the same date problem - using Spanish format.

BTW, can you delete any given equipment completely, may it be original or user-created?

Regarding the included scenario editor, is there a way to give every single unit it's own experience and strength setting?

Thanks

_____________________________

Vista, suerte y al toro!

(in reply to mgarnett)
Post #: 29
RE: Unit Editor - New Version 0.2.0 Released - 8/9/2011 11:36:43 PM   
mgarnett

 

Posts: 270
Joined: 11/12/2005
Status: offline

quote:

ORIGINAL: Bubi Hartmann

Hi,

I've edited the BF109F to reflect the difference between the F-2 and F-4 models as well as created a Polikarpov I-15 from the I-16 as a test.
None of the planes appear as "buyable" in any scenario and the old BF109F and I-16 already in play on a given scenario have a strength of 1.

I guess I have the same date problem - using Spanish format.

BTW, can you delete any given equipment completely, may it be original or user-created?

Regarding the included scenario editor, is there a way to give every single unit it's own experience and strength setting?

Thanks


Hi,

Can you confirm which version of the editor you are using? Also, can you please email me a copy of your edited equipment file and I'll have a look.

Cheers

Mark

(in reply to HerzKaraya)
Post #: 30
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