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Easy CFG Editor (for maps)

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Obsidian
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Re: CFG Easy Text Editor (for maps)

Post by Obsidian »

Yep, that definitely works. Just be sure to have the "Decline" button present, and if it is clicked it should immediately shut down the program and not make any file-writes/changes/further dialog boxes/etc.
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Re: CFG Easy Text Editor (for maps)

Post by Leo_V117 »

One problem i noticed that i find annoying. I prefer to separate all my code functions with tabs, not spaces. Secondly, the function "cleargui" is unknown, set it as known as its important for menus for maps or not. and as for quotes at either side of the guibutton, Its preferred that they are enclosed in [] brackets.

Like this:

Code: Select all

level_trigger_12 = [showgui curiosity]

newgui curiosity [
	guitext "Oh, What next in the parade of constant interuptions?"
	guibutton "Continue..." 			[cleargui]
]
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Re: CFG Easy Text Editor (for maps)

Post by Hirato »

Code: Select all

guibutton "Action" cleargui
guibutton "Action" "cleargui"
guibutton "Action" [cleargui]
those are functionally the same

in the examples below, the first line functions very differently to the other two (the 1 is interpreted as an icon)

Code: Select all

guibutton "Action" cleargui 1
guibutton "Action" "cleargui 1"
guibutton "Action" [cleargui 1]
it's worth getting familiar with the engine's parser if you're going to do something like this
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Leo_V117
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Re: CFG Easy Text Editor (for maps)

Post by Leo_V117 »

So whats the "Close" icons number?

Venima, Take note of these.

As I prefer to keep them in [] brackets, it seemsto be loads neater and less likely to go messed up, you may be the best person to answer this hirato, But, Where do I find the config files for the main menu and Am I allowed to clear it and re-build the engines folders as long as I connect the files together? I need a better menu for R17 and i may create a tool that helps people to create their own menus.
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Venima
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Re: CFG Easy Text Editor (for maps)

Post by Venima »

Hirato wrote: in the examples below, the first line functions very differently to the other two (the 1 is interpreted as an icon)

Code: Select all

guibutton "Action" cleargui 1
guibutton "Action" "cleargui 1"
guibutton "Action" [cleargui 1]
and what does this icon you mentioned do?

Yeah, I'm slowly learning the language myself as I'm making this program. It'll go through some major turns when I learn new things. Version 1.0.5 will have some real major changes (to every single command), although 1.0.4 is already quite a lot more advanced than 1.0.3, absolutely loads of bugs fixed, which is why it's taken so long without a release.
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Try out my: CFG Easy Text Editor (Note: still in beta)

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Leo_V117
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Re: CFG Easy Text Editor (for maps)

Post by Leo_V117 »

I dunno, i just found out about it.
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Venima
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Re: CFG Easy Text Editor (for maps)

Post by Venima »

Version 1.0.4 is now released!

I have noted your requests, and my program will be able to handle everything the game can handle, wait for 1.0.5 cos I'm making massive changes to my code.
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Leo_V117
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Re: CFG Easy Text Editor (for maps)

Post by Leo_V117 »

Dude, Youre Crazy man.... Nice work. Youre hired for Project: Regen
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Re: CFG Easy Text Editor (for maps)

Post by Hirato »

just to list a few more quirks of the engine

Code: Select all

newgui test [
    guitext "This is some text
    guitext "This is some more text"
]
the result of that would be two guitext items, the first reading "This is some text", the second of course "This is some more text"

""'s also have some additional things they can interprety
for example

Code: Select all

newgui test [
    guitext "^fs^f3I'm in red!^fr^nand I'm on a new line!"
    guistrut 1
    guitext "I'm indented indented"
    guitext "^"and I'm quoted^""
]
that should sufficiently demonstrate the different text parameters
it's worth mentioning they don't work on their own, inside (), inside [] or inside {} even - they must be inside ""
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Leo_V117
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Re: CFG Easy Text Editor (for maps)

Post by Leo_V117 »

Aww... That sucks. Oh well, Back to the drawing board
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