Haven't seen anything about it so I figured I'd ask where to find the files relating to the units stats similar to how AOM used the proto(x)?
Where Are The Unit Stats?
Started by
chaosislife
, Jun 06 2011 10:39 PM
8 replies to this topic
#1
Posted 06 June 2011 - 10:39 PM
#2
Posted 07 June 2011 - 03:30 AM
binaries\data\mods\public\simulation\templates
Michael D. Hafer [aka Mythos_Ruler]
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#3
Posted 07 June 2011 - 08:42 PM
Thanks, now how much trouble would I get into if i simply ignored the inheritance hierarchy and put all of a units data in one file? The inheritance is neat, efficient and bloody annoying.
#4
Posted 07 June 2011 - 09:11 PM
Well, with inheritance, you only have to add the items in the unit entity that are different from the parent entities, which overwrites those things only. It means you don't have to have all 100 different tags in each entity.
Michael D. Hafer [aka Mythos_Ruler]
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#5
Posted 07 June 2011 - 11:20 PM
Eh, I like simplicity, if i want to change a value I don't want to have to open five files trying to hunt down which file has the value I need. I think this works best for entire classes of units rather than unique units.Of course the great thing I'm seeing here is that if I want all my tags in one file, that should work just as well. Flexibility is good.
Edited by chaosislife, 07 June 2011 - 11:22 PM.
#6
Posted 08 June 2011 - 12:08 AM
Quote
if i want to change a value I don't want to have to open five files trying to hunt down which file has the value I need.
You don't have to. Just put that tag (and new value) in your unit entity and it will overwrite the inherited value.
Michael D. Hafer [aka Mythos_Ruler]
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
Wildfire Games Project Leader
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#7
Posted 08 June 2011 - 12:18 AM
Heh, I usually don't know how to type out the exact tag so I'd have to copy paste it anyhow.
#8
Posted 08 June 2011 - 05:18 AM
Some day we will have an entity editor, which should be handy for people, who don't like to edit xml files manually.
Alexander Olkhovskiy [ aka fcxSanya ]
Wildfire Games Programmer
E-mail: fcxsanya at wildfiregames dot com
Wildfire Games Programmer
E-mail: fcxsanya at wildfiregames dot com
#9
Posted 08 June 2011 - 05:50 AM
I actually have a pretty cool mockup for just such an editor. It's outdated--the tags have all been reorganized since I made the mockup--it would still be a good basis for the layout. All the editor would have to do is spit out XML files based on the values we put in the fields.
It should probably ask you a few questions before you get started, like "Is this a Unit or a Building?" and give you options based on these answers.
It should probably ask you a few questions before you get started, like "Is this a Unit or a Building?" and give you options based on these answers.
Michael D. Hafer [aka Mythos_Ruler]
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
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