I was wondering if there was an API I could examine to know all the syntax and keywords to use through making a Wizard?
In example: How do you change the parent type of an actor using the Wizard, how to create a model with a file path added to it, how to add a particular event or something within the actor's field.
Or do I just wait a month or wait for someone else to do a tutorial on it?
Under the Wizard Menu, go to manage Wizards. In there is a button called "Wizard Help". IN that is 2 tabs. On describes wizards in general. The second one details how you make them.
There are 3 core functionalities to Wizards
1) You can use them to generate data with a custom UI, entirely created by the person making the wizard.
2) You use the wizard to load a data entry into it. This allows one to use a wizard to modify existing data.
3) Straight UI Modification. IF a Wizard is one page, and is active, and you select an appropriate data entry, and you switch to Wizard view, it will give you the custom UI of the wizard. This will not generate data entries, but used to modify existing ones.
I've done a bunch of work in learning #1. I'll be experimenting further to learn how #2 and #3 work further.
I noticed in your wizard example you use "CBehaviorLinkArray" type. I've tried replacing behavior with the other catalogs (such as "CEffectLinkArray"), but it doesn't work, any ideas on how to create link arrays to other things?
Unfortunately no. For whatever reason, the input type does not support links at all. I used BehaviorLinkArray as an indirect hack to get Behavior Links.
On one hand, this is understandable, you can make wizards that generate data objects and their id's and then use those new id's in the fields of other generated ojbects, thereby linking them. On the other hand, it does makes wizards less flexible and more enclosed, less able to interact with existing data. Hopefully they add data link support.
You can you CModelPath, and CImagePath though. I made a thread about this on their forums, maybe they'll get back to me in a week. Although I might make an embedded wizard which contains all the string values for categories, and uses a validator to display based on dependencies.
I noticed in your wizard example you use "CBehaviorLinkArray" type. I've tried replacing behavior with the other catalogs (such as "CEffectLinkArray"), but it doesn't work, any ideas on how to create link arrays to other things?
There is, no such a type named CEffectLinkArray.
CBehaviorLinkArray is also a new type which just added in 3.0
It is used to set multiple behavior for CAbilBehavior.
That is right, however the CAbilLink, CEffectLink, CWeaponLink, CButtonLink, etc. types which should work (because the editor help says that any catalog types should work as wizard types) do not. I was hoping that he knew something i didn't and that link arrays were a new thing that did work. Also as a side note CCatalogReference works, but you have to manually enter the path, instead of the selection dialog popping up like it does in detail view in the data editor
So there's no way to make an Actor with the parent of GenericUnitStandard so it has basic events. If CActor is used it doesn't have any events which means it's quicker just to copy/paste a bunch of Actors. And there's no way to set the path of a model?
No, you can do both of those. When creating entries, you can set the parent id. What you can't do directly is let the use select a model data entry. BUt what you can certainly do is let the user select the model itself, and create a model entry and link it to the created actor entry. I'll see about creating such a thing today as a demo.
So there's no way to make an Actor with the parent of GenericUnitStandard so it has basic events. If CActor is used it doesn't have any events which means it's quicker just to copy/paste a bunch of Actors. And there's no way to set the path of a model?
Here's a list of all the stuff you can do in wizard xml. Some of the descriptions are reworded to hopefully make it easier to understand than the help docs, but in the end this is meant to be a quick reference more than anything.
Stuff I've worked on: Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
I was wondering if there was an API I could examine to know all the syntax and keywords to use through making a Wizard?
In example: How do you change the parent type of an actor using the Wizard, how to create a model with a file path added to it, how to add a particular event or something within the actor's field.
Or do I just wait a month or wait for someone else to do a tutorial on it?
Torewin
Under the Wizard Menu, go to manage Wizards. In there is a button called "Wizard Help". IN that is 2 tabs. On describes wizards in general. The second one details how you make them.
There are 3 core functionalities to Wizards
1) You can use them to generate data with a custom UI, entirely created by the person making the wizard.
2) You use the wizard to load a data entry into it. This allows one to use a wizard to modify existing data.
3) Straight UI Modification. IF a Wizard is one page, and is active, and you select an appropriate data entry, and you switch to Wizard view, it will give you the custom UI of the wizard. This will not generate data entries, but used to modify existing ones.
I've done a bunch of work in learning #1. I'll be experimenting further to learn how #2 and #3 work further.
@ArcaneDurandel: Go
I noticed in your wizard example you use "CBehaviorLinkArray" type. I've tried replacing behavior with the other catalogs (such as "CEffectLinkArray"), but it doesn't work, any ideas on how to create link arrays to other things?
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Unfortunately no. For whatever reason, the input type does not support links at all. I used BehaviorLinkArray as an indirect hack to get Behavior Links.
On one hand, this is understandable, you can make wizards that generate data objects and their id's and then use those new id's in the fields of other generated ojbects, thereby linking them. On the other hand, it does makes wizards less flexible and more enclosed, less able to interact with existing data. Hopefully they add data link support.
@ArcaneDurandel: Go
You can you CModelPath, and CImagePath though. I made a thread about this on their forums, maybe they'll get back to me in a week. Although I might make an embedded wizard which contains all the string values for categories, and uses a validator to display based on dependencies.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Quote from willuwontu:
@ArcaneDurandel: Go
I noticed in your wizard example you use "CBehaviorLinkArray" type. I've tried replacing behavior with the other catalogs (such as "CEffectLinkArray"), but it doesn't work, any ideas on how to create link arrays to other things?
There is, no such a type named CEffectLinkArray.
CBehaviorLinkArray is also a new type which just added in 3.0
It is used to set multiple behavior for CAbilBehavior.
@Renee2islga: Go
That is right, however the CAbilLink, CEffectLink, CWeaponLink, CButtonLink, etc. types which should work (because the editor help says that any catalog types should work as wizard types) do not. I was hoping that he knew something i didn't and that link arrays were a new thing that did work. Also as a side note CCatalogReference works, but you have to manually enter the path, instead of the selection dialog popping up like it does in detail view in the data editor
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
So there's no way to make an Actor with the parent of GenericUnitStandard so it has basic events. If CActor is used it doesn't have any events which means it's quicker just to copy/paste a bunch of Actors. And there's no way to set the path of a model?
No, you can do both of those. When creating entries, you can set the parent id. What you can't do directly is let the use select a model data entry. BUt what you can certainly do is let the user select the model itself, and create a model entry and link it to the created actor entry. I'll see about creating such a thing today as a demo.
http://www.sc2mapster.com/forums/general/general-chat/83915-swarm-3-0-coming/?page=5#p92
Have you seen the official tutorial?
It covered everything.
parent can be set with the element : parentid. And events are just normal field values like any other fields. It's a field named 'On'
Attached is a wizard file. The Unit Actor Creation wizard does what you asked about
I love you both!
Here's a list of all the stuff you can do in wizard xml. Some of the descriptions are reworded to hopefully make it easier to understand than the help docs, but in the end this is meant to be a quick reference more than anything.
Stuff I've worked on:
Carbot's StarCrafts Mod (2014-present) StarCraft 2 Hotkey Trainer (2010) | Mineralz Evolution (2011+) | Dungeon Legacy (2013+) | Phoenix TLMC 4 Entry (2014) Assisted: City of Tempest (2012) | BarCraft (2013) | Poker Defense (2014) and a few more.
@VindicatorDX: Go
Nice! If you need help adding to the list I'll help you!