The first one is to define the replacement, it replace the idA entry to idB, and the second one is to get the defined replacement.
The LinkReplace isn't really replace the idA's fields, its more like a alias. when the game trying to create new "idA" instance, it will create idB instead, if possible.
Note: most data entries like Abilities and Behaviors are preloaded by the game, not load when they create, so this function can't effect many Catalog type. But it atleast effect the Unit catalog type(Not sure if it ever effect any other Catalog type, needs more tests).
They made CUnit.CardLayouts.LayoutButtons.SubmenuIsSticky flag into data edit GUI, we can finnally make submeu stick without manully change the UnitData.xml. (While this flag exist in previous builds, we can't modfiy it with GUI)
They made CUnit.CardLayouts.LayoutButtons.SubmenuIsSticky flag into data edit GUI, we can finnally make submeu stick without manully change the UnitData.xml. (While this flag exist in previous builds, we can't modfiy it with GUI)
Oh goody! Now i can fix my TD's menus going back to the main menu after spawning a single creep :P
The first one is to define the replacement, it replace the idA entry to idB, and the second one is to get the defined replacement.
The LinkReplace isn't really replace the idA's fields, its more like a alias. when the game trying to create new "idA" instance, it will create idB instead, if possible.
Note: most data entries like Abilities and Behaviors are preloaded by the game, not load when they create, so this function can't effect many Catalog type. But it atleast effect the Unit catalog type(Not sure if it ever effect any other Catalog type, needs more tests).
This will create a SCV instead of a Marine, and any new Marine trained, created, morphed after this funcion will become SCV either
note2: the Marines create before this funcions won't become SCV.
Woah, interesting, interesting.
It's just annoying that they don't just tell us about these things. Well, I guess it's a nice treasure hunt :3
They made CUnit.CardLayouts.LayoutButtons.SubmenuIsSticky flag into data edit GUI, we can finnally make submeu stick without manully change the UnitData.xml. (While this flag exist in previous builds, we can't modfiy it with GUI)
"its more like a alias"... sounds mapmakercomputer geeky as hell... as we all are... it's their way to make us feel at home..no?
thank you for sharing, post content and avatar...
Oh goody! Now i can fix my TD's menus going back to the main menu after spawning a single creep :P
@Renee2islga: Go
That's a great find, thank you.
@Renee2islga: Go
Oh that's great! Training hero skills was annoying because it would keep going back to page 1 of command card after choosing 1.
And there is a new bug about Edit Box in 1.3.0 ptr, posted it in bug forum. http://forums.sc2mapster.com/development/editor-bugs-and-feedback/19014-1-3-0-ptr-new-bug-edit-box-lost-focus-when-input/#p1