So I changed my Mod so that it's split into Parts.
Basically I divided it by sections so that the Data section is less cluttered.
My question is: Is this a smart move? Or do you think it's better to keep it together?
I like how the Data section has filters now and less cluttered,
but I notice load times are longer (at least from the editor)
I feel less energy after doing the switch. Also, it's difficult to convert files / parts.
I have 1 main Mod, consisting of many Parts (which are Dependencies, which are Mods).
Sorry it's a bit unorganized, so basically I want to know from those who understand compatibility better than me, and /or more experienced, especially if already gone thru the same process.
I looked into it (Catalog Field Value Set) further, only to seem-to-discover, that it has it's limitations. Modifying ability flags may be one such limitation...
I don't recommend splitting a mod into dependencies. In the editor, it's much easier to work with one file than many. Oh, and you can't publish it until it's all in one file.
What's different is it's divided back into 3 levels, so that it can properly display information for each level.
Limitations:
It does seem somewhat restricted to only instantaneous speeds. If that doesn't bother you, then perhaps this is a great demo of how-to-do autocast upgrades.
I reworked the trigger to a sample that I could work with. Improving a few things here and there.
Thing is, it actually worked just fine, the Wait and all.
One error I noticed was a condition was flawed, and may have been the cause of not seeing the intended action. I find it an odd coincidence that it occurred in sync with adding or removing the Waits, but I guess that can happen too...
I'll post my demo for autocast upgrades here. If anyone wants to improve upon it in any way, then I at least will implement it in my map. (also it could be a useful example for autocast upgrades for others)
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[Solution Post]
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So I changed my Mod so that it's split into Parts.
Basically I divided it by sections so that the Data section is less cluttered.
My question is: Is this a smart move? Or do you think it's better to keep it together?
I like how the Data section has filters now and less cluttered,
but I notice load times are longer (at least from the editor)
I feel less energy after doing the switch. Also, it's difficult to convert files / parts.
I have 1 main Mod, consisting of many Parts (which are Dependencies, which are Mods).
Sorry it's a bit unorganized, so basically I want to know from those who understand compatibility better than me, and /or more experienced, especially if already gone thru the same process.
Is it ok to ask a question so unrefined?
Anyways, so here it is.
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In reply to MaskedImposter:
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Update:
I looked into it (Catalog Field Value Set) further, only to seem-to-discover, that it has it's limitations. Modifying ability flags may be one such limitation...
All in all, this case is Closed.
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Here is an attempt, for reference.
btw, I have yet to see a Catalog Field trigger that works properly.0
In reply to DrSuperEvil:
So the story is:
I have a Mod, containing Parts.
One Part is: [Autocast Logic]
This Part should be Enabled or Disabled in response to Player's Choice.
I can't find a way to do this.
I have 2 questions in regards to solving this problem.
and the Questions are:
Thank you for any assistance.
(Also, I'll be understanding of any coding limitations within this Editor)
imperfect, yet fun...
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Let's say there's a player choice between: Autocast On, and Autocast Off.
Let's say the resultant action is to toggle a Dependency.
How do I cause a Dependency to revert in-game?
(in specific, it's the Data that I don't know how to revert)
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[Solution Post]
notes from future self:
I don't recommend splitting a mod into dependencies. In the editor, it's much easier to work with one file than many. Oh, and you can't publish it until it's all in one file.
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Nevermind I found the solution. ^.^ Amazing how much difference a night's rest can make!
Solution:
The key is to put the original upgrades in the Command Card as well.
Next up, I will share my completed works, in different areas,... if and when the 'higher ups' choose reason over the current regime!!!!
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Working towards version 3.0, I think this can work.
In reply to DrSuperEvil:
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Am I servant class or something? ^_^;
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Would like to request deleting this thread.
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I reworked the trigger to a sample that I could work with. Improving a few things here and there.
Thing is, it actually worked just fine, the Wait and all.
One error I noticed was a condition was flawed, and may have been the cause of not seeing the intended action. I find it an odd coincidence that it occurred in sync with adding or removing the Waits, but I guess that can happen too...
All in all, sorry, it was my mistake.
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Thanks again sir,
I'll post my demo for autocast upgrades here. If anyone wants to improve upon it in any way, then I at least will implement it in my map. (also it could be a useful example for autocast upgrades for others)
Thanks again !
~ SS
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So Wait doesn't seem to work within a Pick thread, (2 for 2 tests) - What's a good alternative?
The thing is, I'm trying to add a Wait to reduce the burden (lag) of the instant. It has to be within the Picked thread.
Any ideas?
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In reply to DrSuperEvil:
Any idea how to do that?