Spark Editor
Xuaxinodal
Join Date: 2002-12-19 Member: 11158Members, Constellation
in Modding
Comments
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.
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>
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.
Have a look at the NS2LUA work as well - they've gone a lot further with it!