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A new Yuri's Revenge INI editor (update 05/27/11)
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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Thu May 26, 2011 10:24 am    Post subject:  A new Yuri's Revenge INI editor (update 05/27/11)
Subject description: Modding tool
Reply with quote  Mark this post and the followings unread

I develop a modding tool "Yuri's Revenge INI Editor".

Some program screenshots:


List of sections and child sections or section properties, can jump to section with a button on editing grid.


Advanced find section tool with wildcard supporting (startwith / endwith), default search any section name contains a keyword.


Edit property easily with auto complete popup dialog (customizable by config.ini)


Predifined template supporting for quick creating a new section



Main program commands:
Filter -> filter property / section displayed in editing grid
Goto section -> goto current editing section
Auto Complete -> popup available values of selected property
Find Section -> find section with wildcards
Clone Section -> copy all properties of current to new section
Copy Properties -> copy selected properties to other section
Merge Properties -> copy all properties to other section
Copy INI Code -> copy ini code of selected / all properties to clipboard
Show INI source
Insert INI code -> insert ini snippet to current source and reload
Clear Property Value -> clear selected / all propertie values of current section

config.ini
A program customization data, some snippets:

[rulesmd] -> define a schema for rulesmd.ini
@General=node -> indicate General section show in left panel
@BuildingTypes=list -> indicate BuildingTypes show in left panel and auto reorder child sections, display "jump to section" button in a editing grid


(*)/Owner=multiple(@Countries) -> indicate Owner property of any section has popup dialog showing all values in Countries section
(*)/ToProtect=boolean -> indicate a boolean (yes/no)
(*)/FreeUnit=single(@VehicleTypes)
(*)/Primary=single(@All) -> @All token mean "All section names"
(*)/Prerequisite=multiple(@BuildingTypes)

syntax: multiple(@SectionName1, value1, value2, @SectionName2) => popup multiple values selecting dialog

syntax: single(@SectionName1, value1, value2, @SectionName2) => popup single value selecting dialog

Section or property matching can be regular expression.
Ex: (*)/Weapon\d+= => match Weapon1, Weapon2, WeaponX...

General/AICaptureWounded=number -> AICaptureWounded property of General section is number

[rulesmd.template] -> define a templates for rulesmd.ini
#Title=Building Type -> Text display in menu
UIName=
Name=
BuildCat=
Prerequisite=
Strength=
Armor=
TechLevel=


[rulesmd.template] -> define a templates for rulesmd.ini
#Title=InfantryType -> Text display in menu
UIName=
Name=
Image
Prerequisite=
Strength=
Cost=
Armor=
Primary=
Seconday=
TechLevel=


... and more ...
In order, the template menu item has shortcutkeys is Ctrl+1 -> Ctrl+0 and Ctrl+Shift+1 -> Ctrl+Shift+0 (total 20 items), >21th item has no shortcutkeys

Update 05/25/2011:
Now, the editor can validate INI code. Validation conditions store in config.ini. Download link changed.

[rulesmd.validation] => define a validation
Warheads/(*)=exist => all items in Warheads section must be existed
(*)/Primary=exist => all values of Primary property in any section must be existed
(*)/Seconday=exist
(*)/Projectile=exist
(*)/Prerequisite=exist
(*)/Owner=exist

(*)/Warhead=exist(Warheads) => all values of Wardhead property must be existed in Warheads section

Screenshots:




Update 05/27/11 (Download link changed):
+ New menu INI, move some items from Edit menu to the INI.

+ New command Fill Series

+ Add color selector dialog
config.ini code: (*)/PropertyName = color


+ Section groupping / filtering


Some examples:
@(*)=filter(mode=Basic & prerequisite=GACNST & title=Allied Buildings) => filter with basic mode, section must has prerequisite=GACNST, show title in list of sections

@(*)=filter(mode=Basic & prerequisite=GAPILE & category=Soldier & title=Allied Infantry)

@(*)=filter(mode=Basic & prerequisite=GAWEAP & category=AFV & title=Allied Units)

@(*)=filter(mode=Basic & prerequisite=GAYARD & title=Allied Naval)

@(*)=filter(title=All Weapons & projectile) => any section has projectile (no property value restriction)

@(*)=filter(title=Used Weapons & mode=Collect & property=Primary & property=Secondary) => collection all sections in indicated properties

General syntax:
filter(paramName1 = paramValue1 & paramName2 = paramValue2)
- Preversed parameter names: title, mode, test, property
- Other parameters are filter conditions, parameter has only name means value is optional.
- Parameter name can duplicate in some case.


+ Fix INI validation errors, config.ini code:
[rulesmd.validation]
Warheads/(*)=exist
(*)/Primary=exist(!NONE)
(*)/Seconday=exist(!NONE)
(*)/Projectile=exist => section of this property must be existed
(*)/Prerequisite=exist(!BARRACKS,!RADAR,!TECH,!PROC,!POWER,!FACTORY,!BASE) => check existing and ignore some ALIAS
(*)/Owner=exist
(*)/Warhead=exist(Warheads) => must be exist in Warheads section

+ INI comparision




Next features: Replace property value.

Install / Requirements:
- No installation required
- Program run on Microsoft .NET Framework 3.5, download here
- Download link

Notes:
Program is still developing, please backup your ini file before edit by program.

Please report bugs / questions in this thread.

Thanks for your reading

Last edited by linq2js on Fri May 27, 2011 5:24 am; edited 1 time in total

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu May 26, 2011 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I guess cool if you don't like using a normal text editor.

Also, your validator tool has a false positive issue judging from the picture. Generic prerequisites 'BARRACKS', 'POWER', 'PROC', 'RADAR', 'FACTORY', 'TECH' are perfectly valid.

EDIT: Ok, it's labeled as 'Yuri's Revenge' INI editor but it's still bit ridiculous that it expects the filename to be rulesmd.ini or otherwise it won't display sections properly.

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Thu May 26, 2011 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
I guess cool if you don't like using a normal text editor.

Also, your validator tool has a false positive issue judging from the picture. Generic prerequisites 'BARRACKS', 'POWER', 'PROC', 'RADAR', 'FACTORY', 'TECH' are perfectly valid.

EDIT: Ok, it's labeled as 'Yuri's Revenge' INI editor but it's still bit ridiculous that it expects the filename to be rulesmd.ini or otherwise it won't display sections properly.


Thank you, I fixed validation errors, now, POWER, BARRACKS, PROC, RADAR, FACTORY are valid. My program can parse any ini file, just write some declarations in config.ini. I will update new features soon, some screenshots:




Can define section filters for quickly access

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu May 26, 2011 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Totally nice work. I'm loving this. Keep up the good work. Wink

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Hogo
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Joined: 12 Jul 2009
Location: London, England

PostPosted: Thu May 26, 2011 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you make An AI Editor? #Tongue

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Thu May 26, 2011 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hogo wrote:
Can you make An AI Editor? #Tongue


Yes, I can, but I'm not clearly understand INI structure of aimd.ini, I will research it soon and try to write something Razz . I know other tool http://dc.strategy-x.com/ develop by DCoder but I cant try it because it do not run on my OS (Windows 7) Mad

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Hogo
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Joined: 12 Jul 2009
Location: London, England

PostPosted: Thu May 26, 2011 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

linq2js wrote:
Hogo wrote:
Can you make An AI Editor? #Tongue


Yes, I can, but I'm not clearly understand INI structure of aimd.ini, I will research it soon and try to write something Razz . I know other tool http://dc.strategy-x.com/ develop by DCoder but I cant try it because it do not run on my OS (Windows 7) Mad

That's the exact reason I asked if you would be interesting in developing it Smile

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LH_Mouse
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Joined: 10 Jan 2010
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PostPosted: Fri May 27, 2011 4:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't use Win7, don't use Visual Studio 2005/2008/2010, and don't use anything of Mi€ro$o£t after Bill Gates.

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri May 27, 2011 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Dcoders Ai Edtior Morphed works fine with my windows 7 64bit professional OS with uac on.

I don't know whats your problem.

Get Dcoders Morphed ai editor.

http://forums.renegadeprojects.com/showthread.php?tid=1018

Note a lot of anti virus programs will mark Morphed ai editor as a virus and delete it, make sure u set ignore on all anti-virus programs.

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More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Fri May 27, 2011 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Dcoders Ai Edtior Morphed works fine with my windows 7 64bit professional OS with uac on.

I don't know whats your problem.

Get Dcoders Morphed ai editor.

http://forums.renegadeprojects.com/showthread.php?tid=1018

Note a lot of anti virus programs will mark Morphed ai editor as a virus and delete it, make sure u set ignore on all anti-virus programs.


Thank u, I installed Win XP on Virtual Machine and It run OK, I will try your way.

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FurryQueen
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Location: Liyue

PostPosted: Fri May 27, 2011 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
Don't use Win7, don't use Visual Studio 2005/2008/2010, and don't use anything of Mi€ro$o£t after Bill Gates.

Yes. That's very helpful for everyone. Be less of an idiot, kthx.

Anyway, the editor looks pretty cool. Should be helpful for people who are new and an AI editor in the same flavor would be really useful.

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Hogo
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Joined: 12 Jul 2009
Location: London, England

PostPosted: Fri May 27, 2011 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Dcoders Ai Edtior Morphed works fine with my windows 7 64bit professional OS with uac on.

I don't know whats your problem.

Get Dcoders Morphed ai editor.

http://forums.renegadeprojects.com/showthread.php?tid=1018

Note a lot of anti virus programs will mark Morphed ai editor as a virus and delete it, make sure u set ignore on all anti-virus programs.

The fact is, DCoders AI Editor is older and he doesn't have the code anymore AFAIK, so if someone else is considering it why not because its possible to get new features then + Editing tools for new people are win!

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri May 27, 2011 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm also all for a new Ai editor, maybe one that creates ID's for you so you don't have to manually input them every-time You create something. Also one that reads ares's new countries, lists, etc.

There's definitely room for improvement over dcoders ai editor, but its still the best modding tool we have available for editing aimd.ini right now, other then using a textpad.

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Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri May 27, 2011 11:37 am    Post subject: ai Reply with quote  Mark this post and the followings unread

Hogo wrote:
EricAnimeFreak wrote:
Dcoders Ai Edtior Morphed works fine with my windows 7 64bit professional OS with uac on.

I don't know whats your problem.

Get Dcoders Morphed ai editor.

http://forums.renegadeprojects.com/showthread.php?tid=1018

Note a lot of anti virus programs will mark Morphed ai editor as a virus and delete it, make sure u set ignore on all anti-virus programs.

The fact is, DCoders AI Editor is older and he doesn't have the code anymore AFAIK, so if someone else is considering it why not because its possible to get new features then + Editing tools for new people are win!


no he doesn't. I spoke with him some time ago about 1 glitch I found in his editor and he said the source code is long gone.

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Hogo
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Joined: 12 Jul 2009
Location: London, England

PostPosted: Fri May 27, 2011 11:43 am    Post subject: Re: ai Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
Hogo wrote:
EricAnimeFreak wrote:
Dcoders Ai Edtior Morphed works fine with my windows 7 64bit professional OS with uac on.

I don't know whats your problem.

Get Dcoders Morphed ai editor.

http://forums.renegadeprojects.com/showthread.php?tid=1018

Note a lot of anti virus programs will mark Morphed ai editor as a virus and delete it, make sure u set ignore on all anti-virus programs.

The fact is, DCoders AI Editor is older and he doesn't have the code anymore AFAIK, so if someone else is considering it why not because its possible to get new features then + Editing tools for new people are win!


no he doesn't. I spoke with him some time ago about 1 glitch I found in his editor and he said the source code is long gone.


Exactly that's what I said.

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Fri May 27, 2011 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks to all, my ini editor is nearly complete, of course, it may have a lot of bugs Confused but i will fix. I'm going to learn a aimd structure and i will write a new AI editor. I reference on DCode tool and AI Editor intergrated in Final Alert, may be i composite parts of user interface of both Razz , so, anyone have any ideas ? any problems occurs when using ?
- the first problem: auto generate internal id

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri May 27, 2011 1:22 pm    Post subject: AI Reply with quote  Mark this post and the followings unread

i clicked on your download link, it takes me to a site then asks for my cell #, wtf.


Hogo wrote:

The fact is, DCoders AI Editor is older and he doesn't have the code anymore AFAIK, so if someone else is considering it why not because its possible to get new features then + Editing tools for new people are win!



The fact that you put AFAIK, means you aren't sure......As Far As I (meaning you) know.......I was confirming the fact since I talked to him some time ago on the matter.

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Fri May 27, 2011 2:17 pm    Post subject: Re: AI Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
i clicked on your download link, it takes me to a site then asks for my cell #, wtf.


Hogo wrote:

The fact is, DCoders AI Editor is older and he doesn't have the code anymore AFAIK, so if someone else is considering it why not because its possible to get new features then + Editing tools for new people are win!



The fact that you put AFAIK, means you aren't sure......As Far As I (meaning you) know.......I was confirming the fact since I talked to him some time ago on the matter.


Download link is OK, try http://www.mediafire.com/?45gkw9t2voejeoh

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Nikademis Von Hisson
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PostPosted: Fri May 27, 2011 2:21 pm    Post subject: ai Reply with quote  Mark this post and the followings unread

ok, that worked

very interesting.....and sexy!!!

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Hogo
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Joined: 12 Jul 2009
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PostPosted: Fri May 27, 2011 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Being able to clone the sections like scripts and triggers would also be helpful like you can in the trigger editor in FA2.

Also it was quite annoying that the AI editor moved all the listing sections to the bottom of the file under AI triggers and then also added all new ones at the bottom.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Fri May 27, 2011 2:49 pm    Post subject: ini Reply with quote  Mark this post and the followings unread

From what I have seen, this will make trimming down some of the unused weapons & warheads I don't have in my mod. very nice indeed....

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Fri May 27, 2011 6:58 pm    Post subject: Re: ini Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
From what I have seen, this will make trimming down some of the unused weapons & warheads I don't have in my mod. very nice indeed....


You can filter anything what you want, declare in config.ini


@Hogo: I will think about that

I has developing a new AI Editor, It have a list of triggers, scripts, tasks, teams etc, Everything edit in grid. I hope i have time to release it at weekend or monday
#Mad

@all:
can anyone explain to me about .vxl file (voxel) format ??
I want to write a program convert gif or sprite to vxl

And, can anyone explain to me about how to use shp image for vehicle ?
I have some images (not voxel), i want use for vehicle but i dont know do it

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri May 27, 2011 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Edge
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Joined: 26 Oct 2003

PostPosted: Fri May 27, 2011 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was working on an AI editor some time ago as well, but I never finished it so I don't recommend anyone using it. Since you are working on one, I thought you might be able to get some ideas from it.



Ai.zip
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Nikademis Von Hisson
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PostPosted: Fri May 27, 2011 11:33 pm    Post subject: Re: ini Reply with quote  Mark this post and the followings unread

linq2js wrote:
Nikademis Von Hisson wrote:
From what I have seen, this will make trimming down some of the unused weapons & warheads I don't have in my mod. very nice indeed....


You can filter anything what you want, declare in config.ini


@Hogo: I will think about that

I has developing a new AI Editor, It have a list of triggers, scripts, tasks, teams etc, Everything edit in grid. I hope i have time to release it at weekend or monday
#Mad

@all:
can anyone explain to me about .vxl file (voxel) format ??
I want to write a program convert gif or sprite to vxl

And, can anyone explain to me about how to use shp image for vehicle ?
I have some images (not voxel), i want use for vehicle but i dont know do it




there are some topics on here about shp vehicles. Maybe PM Cranium, I believe he has some vehicles that are in shp format. Maybe he can offer some insight if he isn't too busy.

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Sat May 28, 2011 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

@Nikademis Von Hisson, @Graion Dilach, @Edge: Thank a lots

I have questions:
An ID of task/script/team/trigger can contain any chars (no length limit, a-z) ?
Is ID possible to remove suffix "-G" ?
Ex: TASK-0000001 => task id
SCRIPT-0000001 => script id
TEAM-0000001 => team id
TRIGGER-0000001 => team id

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Starkku
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Joined: 28 Dec 2007
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PostPosted: Sat May 28, 2011 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

linq2js wrote:

I have questions:
An ID of task/script/team/trigger can contain any chars (no length limit, a-z) ?
Is ID possible to remove suffix "-G" ?


I know characters a-z, A-Z, 0-9 are allowed, not sure about any special characters. There probably is an upper length limit but I don't know what it is.

As for the '-G' suffix, it's commonly believed to signify the fact that the trigger/script/team/taskforce is a global one as opposed to one specified in a map file. I know skirmish AI functions just fine if you remove it from everything in ai(md).ini, so I am not sure whether or not it actually holds any actual special significance or functionality. Someone with more insight on the subject might know better.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Sat May 28, 2011 10:48 am    Post subject: ai Reply with quote  Mark this post and the followings unread

OK................go here:

http://www.ppmsite.com/forum/viewtopic.php?p=354439#354439

Look for my download. It was something I found a few years ago. I talks about the -G. I think the number id can be any length, don't quote me.

I couldn't find anything specific on the numbers, but when I opened Mental Omega's AI file I noticed some of the numbers were as long as 14 characters long followed by-G. As that file I pointed you to, it appears the -G is needed

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Sat May 28, 2011 11:22 am    Post subject: Re: ai Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
OK................go here:

http://www.ppmsite.com/forum/viewtopic.php?p=354439#354439

Look for my download. It was something I found a few years ago. I talks about the -G. I think the number id can be any length, don't quote me.

I couldn't find anything specific on the numbers, but when I opened Mental Omega's AI file I noticed some of the numbers were as long as 14 characters long followed by-G. As that file I pointed you to, it appears the -G is needed


yeah, thank a lots, it's clearly.
I don't know flag/section enable/disable trigger, can you explain to me ?
There is hide/show disabled trigger option in DCoder's AI Editor, how to do that ? As you known, There are only 18 flags in trigger and one is unknown, no flag can't do that.

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Nikademis Von Hisson
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PostPosted: Sat May 28, 2011 12:17 pm    Post subject: Re: ai Reply with quote  Mark this post and the followings unread

linq2js wrote:

I don't know flag/section enable/disable trigger, can you explain to me ?
There is hide/show disabled trigger option in DCoder's AI Editor, how to do that ? As you known, There are only 18 flags in trigger and one is unknown, no flag can't do that.


I think DCoder would be the best to ask on that point.

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http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat May 28, 2011 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

The G is not needed. Heh, all my AI stuff are named as AGRATEAM01, SGRATASK01, NEWSCRIPT01 and stuff and all works as intented.

Consider the -G as an internal assistant, but it's definitely not needed. Just because Speeder uses it, it doesn't means it's a must. Speeder is just a Polish modder. He's not a WW guy to know it for sure.

The hide disabled trigger will hide triggers which are disabled in all three difficulty settings, also at ScriptTypes and stuff, they hide each unused entry. (Unassociated ones.)

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Sat May 28, 2011 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
The G is not needed. Heh, all my AI stuff are named as AGRATEAM01, SGRATASK01, NEWSCRIPT01 and stuff and all works as intented.

Consider the -G as an internal assistant, but it's definitely not needed. Just because Speeder uses it, it doesn't means it's a must. Speeder is just a Polish modder. He's not a WW guy to know it for sure.

The hide disabled trigger will hide triggers which are disabled in all three difficulty settings, also at ScriptTypes and stuff, they hide each unused entry. (Unassociated ones.)


Thank you, I understood Surprised Very Happy

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Mon May 30, 2011 4:17 pm    Post subject: AI Editor Reply with quote  Mark this post and the followings unread

Preview a AI Editor:

Features:

AI Editor is a part of Yuri'Revenge INI Editor, at Tools -> AI Editor (in the future: Art Editor etc.)



Main screen is very simple, no buttons. All commands will execute by shortcuts (Ctrl+A select all, Ctrl+D deselect all ..). Available single keys: Del, Enter, Insert ... for editing. Other commands: Clone

- ID is readonly and auto generation
- 1, 2, 3, 4: list of object type
- 5: predefined filter
- 6: quick filter: can input text for basic searching or advanced syntax for property value searching
Ex: search trigger: TechType = NAMISL & Side = 1 & (ProbDef = 10 | ProbDef = 20)
Operators supported:
=, <for>, <, >=, <= for number comparision
& (and), | (or) logic
(, ) grouping
Property name only means "property is not empty"
!Property name only means "property is empty"

- 7, 8: multi editing with previous, next buttons and dropdown list
- 9: can reset one / all editing object to origin values

Download link will update soon

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon May 30, 2011 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm actually excited for this one. My mod been needing AI for ages and I just dont wish to bother learning how to make AI in the AIMD.ini being I know it would suck anyways xD

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Mon May 30, 2011 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

ILOVEYOU, Awesome Editor dude, Will you take feature requests for it if they are wanted by many people?

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Mon May 30, 2011 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I will develop every feature in my capability

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue May 31, 2011 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

This is looking awesome. I will definitely switch over to this ai editor.

Also I just want to confirm that this new ai editor will read new sides and countries right? so I can set the Side in the editor instead of text editor?

So their will be an option to clone existing triggers, scripts, teams, etc like in dcoders editor.
But can you copy a trigger its teamtype script etc, all in one go? That would be nice if possible. This way you could clone an entire side very easily.

Also the random ID is nice, very nice, but is it possible to use a predefined value. Like GDI%%%%%-G where it defines the %'s with a set advancing number. This could be used to quickly differentiate sides

So you would get GDI00000-G, GDI00001-G, GDI00002-G, GDI00003-G, so on instead of random values. Of course you could leave it as default to create random ID's unless set to use a predefined list ID.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Tue May 31, 2011 12:15 am; edited 1 time in total

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Tue May 31, 2011 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I like this IDEA to have the Pre Defined Values. Can't wait for this.

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Tue May 31, 2011 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
This is looking awesome. I will definitely switch over to this ai editor.

Also I just want to confirm that this new ai editor will read new sides and countries right? so I can set the Side in the editor instead of text editor?

So their will be an option to clone existing triggers, scripts, teams, etc like in dcoders editor.
But can you copy a trigger its teamtype script etc, all in one go? That would be nice if possible. This way you could clone an entire side very easily.

Also the random ID is nice, very nice, but is it possible to use a predefined value. Like GDI%%%%%-G where it defines the %'s with a set advancing number. This could be used to quickly differentiate sides

So you would get GDI00000-G, GDI00001-G, GDI00002-G, GDI00003-G, so on instead of random values. Of course you could leave it as default to create random ID's unless set to use a predefined list ID.


Yes, you can clone on/multiple by simple shortcut. And in config.ai.ini, you can define id generation rule, ex:

[global]
TriggerIDFormat={side}{id:X8}-G
{side} => Side name
{id} => random id, presents in decimal
{id:X8} => id presents in hexandecimal with 8 digits


Anyway, I do not recommend predefine id, editor will generate a task/trigger name if empty and the name will include side or other information, it is very simple searching
Ex:
TriggerName may be:
Allied, Enemy: Chronosphere near ready
Allied, House owns equal to 5 of Allied Weapon Factory
etc.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue May 31, 2011 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for providing the option man, I will use predefined ID's config because it adds on another level of organization for my ai. So if myself, or others choose to look at my ai in textpad format they can easily identify sides by id number alone, it also looks a lot better, I've been manually doing it with dcoders editor.

But so far your editor is looking great. I can't wait to try it out, will finally give me a good reason to stop being so lazy and finish my mods brains.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Tue May 31, 2011 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Thanks for providing the option man, I will use predefined ID's config because it adds on another level of organization for my ai. So if myself, or others choose to look at my ai in textpad format they can easily identify sides by id number alone, it also looks a lot better, I've been manually doing it with dcoders editor.

But so far your editor is looking great. I can't wait to try it out, will finally give me a good reason to stop being so lazy and finish my mods brains.


Thank you, and new features here:


Expandable side selector


Auto completion for Object selector: Team / Script / Task / Trigger / Tech


Powerful edit commands


Tech selector with quick filter


Tech preview



Customizable for Name / ID generation

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue May 31, 2011 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice features.

I like what you did for technotype with the auto-object-selector. Going through list manually was a drag on older ai editors. And the expanding selector makes it further easier.

Note, under Side selector you have none as an option. It should be ALL.

It's also pretty cool you can check object tags for units etc from ai editor.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Tue May 31, 2011 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Nice features.

I like what you did for technotype with the auto-object-selector. Going through list manually was a drag on older ai editors. And the expanding selector makes it further easier.

Note, under Side selector you have none as an option. It should be ALL.

It's also pretty cool you can check object tags for units etc from ai editor.

This, This just keeps looking better and better thanks for the features Very Happy

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Tue May 31, 2011 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Nice features.

I like what you did for technotype with the auto-object-selector. Going through list manually was a drag on older ai editors. And the expanding selector makes it further easier.

Note, under Side selector you have none as an option. It should be ALL.

It's also pretty cool you can check object tags for units etc from ai editor.


Yeah, I reference Side dorpdown in Final Alert 2, are you sure it should be All ?
I don't understand what you say (my English is little Razz ):
"check object tags" => means validate INI section ? (you can validate in main INI editor screen)
If you have a new idea, can you thoroughly describe ?

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue May 31, 2011 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty sure it is "ALL", and it's also "ALL" on Dcoder's Ai Editor. I included a Pic.

By the looks from your 5th picture, Isn't that aegis cruiser being viewed from the taskforce selection screen to double check the units code before using it in a taskforce?

Also in the 6th Pic Labeled Customizable for Name / ID generation
Is that providing the option to choose between predefined Id's using Side names and regular randomized ID's, or is it something else? "Might be a communication issue."

Can't really read configuration language that well, did a little VBScript in college, but it was a bit different.

Also I have come to notice that there is no option "yet" in your previews for cloning triggers and teams, scripts, taskforces, etc. Their going to be added right?



See.png
 Description:
Pic of Your editor vs. Ai Editor by Dcoder.
You have none instead of ALL.
 Filesize:  240.04 KB
 Viewed:  70081 Time(s)

See.png



_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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linq2js
Light Infantry


Joined: 26 May 2011

PostPosted: Tue May 31, 2011 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
I'm pretty sure it is "ALL", and it's also "ALL" on Dcoder's Ai Editor. I included a Pic.

By the looks from your 5th picture, Isn't that aegis cruiser being viewed from the taskforce selection screen to double check the units code before using it in a taskforce?

Also in the 6th Pic Labeled Customizable for Name / ID generation
Is that providing the option to choose between predefined Id's using Side names and regular randomized ID's, or is it something else? "Might be a communication issue."

Can't really read configuration language that well, did a little VBScript in college, but it was a bit different.

Also I have come to notice that there is no option "yet" in your previews for cloning triggers and teams, scripts, taskforces, etc. Their going to be added right?


Thanks for your discusses,

1. I changed None -> All
2. In 5th picture, It's really aegis cruiser, it seem strange becase i load from rulesmd of Yuri's mod.
3. ID and Name generation can customizable, you can:
TriggerIDFormat={id:X8}-G => for ID with 8 hexandecimal digits and G suffix
4. Cloning trigger (script/task..) is menu command (3th picture)

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Tue May 31, 2011 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Goodie, I can;t wait for the release Very Happy Fantastic work

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue May 31, 2011 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

There any possibility of adding a clone feature via the windows as well "like In Dcoders Editor", and not just limit us to the menu command in the 3rd picture?

And maybe a second option only for trigger to CLONE ALL attached teams, tasks, scripts on the main trigger itself? Picture attached to show what I mean.



Clone Feature.png
 Description:
Add a Clone feature to object editing, as well as a clone all function.

This would be good.
 Filesize:  160.41 KB
 Viewed:  70018 Time(s)

Clone Feature.png



_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Tue May 31, 2011 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I support this Very Happy

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Jun 01, 2011 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I do too. I dont know how realistic it is, but it would help make it so even a lazy person like me can make his/her dream ai xD

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