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October 26th, 2006, 02:57 AM
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Lieutenant General
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Join Date: Nov 2002
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Re: SE 5 Editor
Wow, that looks like a very handy and helpful program for modding.  Very nice!!
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October 26th, 2006, 04:50 AM
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Private
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Join Date: Oct 2006
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Re: SE 5 Editor
Any chance youll do one for events?
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October 26th, 2006, 06:03 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: SE 5 Editor
My plan is to do editors for all the data files and maybe the racial data files as well. Currently, I'm on vacation and having fun doing the code for this. When my vacation ends in a week and a half or so, I doubt I'll have a lot of time to work on this any more, so we'll see how much I get done by then.
Whatever I get done, I'll release along with full source code in case anyone feels like finishing up what I don't have time for.
I'm currently just about done with Facilities - I still have to finish up the reordering, adding and deleting items from the various lists, and saving the data back to the file. I also have the formula wizard to do, and I suspect that will take much of tomorrow.
At this point, I think I have a good idea of how to do most of the rest of the data files, so they should start going quicker. Except for Components, most of the rest of the data files aren't as complex. Components is what I'm planning on next - I'm guessing I'll get to those by sometime tomorrow. After that, I could probably do Events, but have no definite priorities yet.
The best part about this is that I'm having a blast and learning a new language (C#) as well  I suspect I'd be getting this done a little faster if I wasn't having to look up so much syntax, but even so, I'm finding C# to be one of the fastest development languages for this kind of task I've ever used. I'm pretty impressed with how easy this program has been to throw together so far.
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October 26th, 2006, 10:25 AM
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Corporal
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Join Date: Sep 2006
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Re: SE 5 Editor
Devnullicus, this is awesome. Should be a huge help. Any chance to do this for AI scripts? I personally that AI is the most "broken" part of the game and needs a ton of modder help.
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October 26th, 2006, 03:06 PM
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Sergeant
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Re: SE 5 Editor
Just a quick update. The Facilities Editor UI is pretty much in final form and I'm starting on the formula parser/wizard. Here's a screenshot of what the editor looks like now.

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October 26th, 2006, 03:13 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: SE 5 Editor
Again Yaaaa !!!!
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October 26th, 2006, 03:32 PM
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Lieutenant Colonel
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Re: SE 5 Editor
damn devnull this stuff is great!
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October 30th, 2006, 07:10 PM
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Sergeant
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Re: SE 5 Editor
ok, now that the facility editor is done, I've started on the components editor. There sure is an awful lot of info for each component! I had to go to a tabbed Form just to hold all the options! Anyway, here's a few screenshots to show what the GUI layout will be:
General Tab:
Requirements & Abilities Tab:
Weapon Tab:

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October 31st, 2006, 12:57 AM
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Brigadier General
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Location: WA
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Re: SE 5 Editor
Dev will your editor take into account mad men with nuty mods? For instance one weapon I made has this range formula:
0 - iif([%Range%] < 20, 0, iif([%Range%] < 50, 10, iif([%Range%] < 90, 20, iif([%Range%] < 140, 30, iif([%Range%] < 170, 40, iif([%Range%] < 200, 50, iif([%Range%] < 230, 60, iif([%Range%] < 250, 70, iif([%Range%] < 270, 80, iif([%Range%] < 500, 90, 0))))))))))
And another has this damage formula:
iif([%Range%] <= 10, 80, iif([%Range%] <= 20, 70, iif([%Range%] <= 30, 50, iif([%Range%] <= 60, 40, iif([%Range%] <= 90, 30, iif([%Range%] <= 130, 20, iif([%Range%] <= 240, 10, iif([%Range%] > 241, 0, 0))))))))
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October 31st, 2006, 03:20 AM
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Shrapnel Fanatic
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Re: SE 5 Editor
It should be noted that you do not actually need the iffs to get SE4-like damage at range; just use the damage at range fields (SJ posted an example in another thread).
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