FBI file variable default values, max and min

FBI file variable default values, max and min

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

FBI file variable default values, max and min

Post by TradeMark »

I need to know what are all FBI file default variables default values, and their max/min values.

I am making FBI file editor, almost done, but it needs those informations to make it perfect.

Here is example what i mean:

Code: Select all

EnergyMake

default: 0
min: 0
max: 4294967295

So, where can they be found at ? (didnt find from wiki)
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

this helps?

http://taspring.clan-sy.com/wiki/Units:FBI


e: and.. we have an excellent fbi editor(latest?).. an in progress mod editor.. what will yours add to that?
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

not to mention this

Doesn't support Spring tags though
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

The problem with mine is that it does not have anyway to control bad values, or any helpful hints about what a tag actually does. Not everyone sees this as a problem, but an FBI editor that had helpfull hints, restricted values, and, more importantly, the ability to add tags on the fly would be great. If you were unable to edit tags, then everytime a new tag was released, you would have to recompile and redistribute a whole new program. Instead, if you have all the tags in a seperate file, you can just distribute that.

My suggestion on how to make the file:

Code: Select all

[TAGS]
  {
  [NAME]
    {
    type=string;
    default=;
    required=1;
    }
  [BUILDCOSTENERGY]
    {
    type=int;
    min=0;
    max=(something);
    default=10;
    required=1;
    }
  [CANATTACK]
    {
    type=boolean;
    required=1;
    default=0;
    }
  }
Just my .02
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

My first idea was having all the tags available but i quickly abandoned that idea.
My mod editor is not limited to a specific set of "tags". Instead, you add tags at will, specifying what name the tag will have (example: BuildTime) and it's values.
That way i will never run into problems if more tags get added or something like that.

By the way, this is interesting. How are you making it? C/C++? What grafical libraries?
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

There wasnt the all possible default values...
mongus wrote: e: and.. we have an excellent fbi editor(latest?).. an in progress mod editor.. what will yours add to that?
My editor is web-based, you just upload the mod (only .sdz or .zip supported), and then you can edit unit FBI:s, and then you just press some button, and you can download the changed .sdz file and play it immediately.

You can also upload only units in one zip, and then edit them, and it makes mod which is based into some other mod, so you dont need to create another 30megs file or etc. (adds only changed units into the new mod .sdz file).

PLUS this editor makes changelog automatically...! ;)
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