Spark Editor

XuaxinodalXuaxinodal Join Date: 2002-12-19 Member: 11158Members, Constellation
Has anyone notice the <i>editor.xml</i> file inside the ns2 directory? It appears this file may be used to define entities for the spark editor.

I'm curious if anyone else noticed this and started to tinker.

Comments

  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    I think lots of people have noticed it, actually, and I was recently reminded of it.
    I haven't started tinkering yet, but I do need some custom entities myself so I hope to start messing with it soon.
    I'm hoping it'll be a straight class variable to defined parameter relationship, therefore all global variables in a given class will match the parameter lists in the editor_setup.xml file, although, that probably won't be the case.
  • SparkyMcSparksSparkyMcSparks Join Date: 2010-04-12 Member: 71347Members
    edited June 2010
    Shouldn't we avoid editing stock files like that now that there is SteamWorks.
    If we make one in our mod folder I wonder if the game will read it. I'll give it a quick try I guess.

    Edit: Yeah it works from the mod folder...
    <a href="http://img241.imageshack.us/img241/3764/ns2customeditorxml.jpg" target="_blank"><img src="http://img241.imageshack.us/img241/3764/ns2customeditorxml.th.jpg" border="0" class="linked-image" /></a>
  • XuaxinodalXuaxinodal Join Date: 2002-12-19 Member: 11158Members, Constellation
    <!--quoteo(post=1773070:date=Jun 2 2010, 03:05 AM:name=SparkyMcSparks)--><div class='quotetop'>QUOTE (SparkyMcSparks @ Jun 2 2010, 03:05 AM) <a href="index.php?act=findpost&pid=1773070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shouldn't we avoid editing stock files like that now that there is SteamWorks.
    If we make one in our mod folder I wonder if the game will read it. I'll give it a quick try I guess.

    Edit: Yeah it works from the mod folder...
    <a href="http://img241.imageshack.us/img241/3764/ns2customeditorxml.jpg" target="_blank"><img src="http://img241.imageshack.us/img241/3764/ns2customeditorxml.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks for testing! I didn't have a chance to test this out since my original post.

    This is what I was thinking it would do since you have to pick the mod at the top of the Launchpad window.

    At least for now we can use the stock file as a reference for capabilities until documentation is released.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Ive been playing with this file too and was able to create a custom entity type with it (I made a "game" spawn point, as a subclass of base_spawn, that defines where my search starts from when defining AI nodes.

    Have a look at the NS2LUA work as well - they've gone a lot further with it!
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    I wonder if they'll release us the schema.
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