Quote
Originally posted by Zacha Pedro:
**It's a really great work! It really makes plug-in making easier
**
I'm glad it's working so well for you. While I know it'll be used to cheat, I made it so plug makers would have more options as far as how to design plugs. Again, I'm glad it's working.
Quote
**
-The AlwaysPers flag does not override the active pers flag: when a pers is dead, he's dead, even in the system he's always apppearing.
**
That is actually a really handy piece of info to know. I'd wanted to experiment with that, but hadn't found the time to do so. If you haven't, you should add this info to the "undocumented craftiness" post, along with a detailed explanation.
Quote
**
-why wouldn't you able to modify outfit related to weapons presence? You do the same when buying a weapon or ammunition : when you take off, EV(O) tranlates the outf related to weapons into weapons.
**
I'm not sure I understand the question.
Quote
**
-You were right to do not allow the modification of mission-related data, seeing how much compicated it is; it's much better to let EV(O) handle these things (by taking the mission in the game)
**
Really, the initial reason I didn't include active mission editing was because the mission parts of the file are really complicated. The easiest thing was to just not mess around with them.
Quote
**
-modifiing the weapons isn't useful: when you take off, EV(O) will not find the outf related to it, and will believe we've sold them, and remove the weapon. It mean you can't have some weapons (Disco Machine Gun, Phased beam turret, ) who have no linked outfitting.
**
Hmmm. There I can't help you. If there's no related outfit, ya just can't have them. You'd have to make a plugin that provides the necessary outf resources. Beyond that, if there is a weapon with an outfit, you can have it.
Quote
**
I find this beta, experimental and untested (as far as I've used it, I've found nothing wrong ) program very well made. I can't help asking a C version (Apple Script stinks a bit )
**
While C is currently beyond my reach, I started learning RealBasic on Saturday and am using the PFE as a learning project. Currently pilot file can be completely read, and the shipName and shipClass editing is ~80% complete. Because it is a new language for me, some things are going slowly. Already there is a remarkable increase in speed, which says a lot since it is loading the pilot file resources, plus many of the EVO data file resources to provide images and information. All the PFE2 applescript did was load the pilot file resources, and using parts of it was like watching paint dry.
While each aspect shouldn't take too long to finish (I could make a non-graphical editor in probably a day using RealBasic and basing it off the PFE applescript). The thing that is slowing me down is adding all the images and such. Maybe another month before it's feature complete enough for a demo release?
-STH
------------------