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RE: TOAW XML Editor - 5/7/2019 6:22:12 PM   
Zovs


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quote:

ORIGINAL: 76mm

quote:

ORIGINAL: Zovs
Suggest the dialing app can be double clicked to make bigger and increase the view point.

Sorry, no comprende?


Okay, here is dialog application for another game system. When you launch it its in 'normal' mode like so:



But when you expand it it looks like so:



Notice that all the fields and editable things are now much more larger (more real estate) this is what I was referring to. Why keep it boxed in to that modal dialog?



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Post #: 361
RE: TOAW XML Editor - 5/7/2019 6:35:24 PM   
76mm


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quote:

ORIGINAL: Zovs
Notice that all the fields and editable things are now much more larger (more real estate) this is what I was referring to. Why keep it boxed in to that modal dialog?

Ah, now I understand the concept, but which form do you think it would be useful for here? The unit tree, or what?

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Post #: 362
RE: TOAW XML Editor - 5/7/2019 7:06:43 PM   
larryfulkerson

 

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Here's the Scenario editor for WITP-AE




Attachment (1)

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RE: TOAW XML Editor - 5/7/2019 7:15:21 PM   
Zovs


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That is also a good one Larry!

Personally I was thinking both but your call. I was trying to expand things in the main editor but I think it may be more useful on the add new unit one.

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Post #: 364
RE: TOAW XML Editor - 5/7/2019 8:15:55 PM   
76mm


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Well, rather than expanding I could also just make the whole form bigger; I tried to keep it smallish so that people could use it on laptops, but how much real estate do I have to play with?

I also dread messing around with scaling and fonts but could probably figure it out sooner or later.

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Post #: 365
RE: TOAW XML Editor - 5/7/2019 8:37:49 PM   
Zovs


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I am guessing 800x600 at a minimum should be doable. Most laptops are at least 1024x768 I believe.

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Post #: 366
RE: TOAW XML Editor - 5/8/2019 2:16:31 AM   
larryfulkerson

 

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I'm running 1440 by 900 and it's working just fine. Also, I need to report a problem. I'm changing the number of motorcycles just to get the save changes button to enable so I can save my changes. I've read in the GAM file just to get the invalid characters changed to 'Z's and then I intended to save the result but the save changes button wasn't enabled. So I had to change something. So I dropped down the number of motorcycles and when I go to save my changes it reports an error and for the life of me I can't see what it is. I'll attach the GAM file on the next post below.

Also, how about some kind of indication when the changes are saved. I click on the button but nothing seems to happen and I'm left wondering if my changes were written to disk.





Attachment (1)

< Message edited by larryfulkerson -- 5/8/2019 2:20:19 AM >


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RE: TOAW XML Editor - 5/8/2019 2:17:42 AM   
larryfulkerson

 

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Here's the GAM file for the above problem.

Attachment (1)

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RE: TOAW XML Editor - 5/8/2019 3:40:45 AM   
76mm


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Thanks Larry, will take a look!


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RE: TOAW XML Editor - 5/8/2019 11:48:05 AM   
Zovs


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Tom,

While your at it, if your in the same screen as Larry is in the editor, it won't allow you to add 0 Number. It wants at least a 1. If you could correct that, that would be great. This would all a user in this screen to set the max to 16 and the number (on hand) to 0. You can do this in the add equipment by just leaving the number as 0.

< Message edited by Zovs -- 5/8/2019 11:49:12 AM >


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RE: TOAW XML Editor - 5/8/2019 1:03:29 PM   
larryfulkerson

 

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And while you're at it....how about allowing overstuffed units that have more equipment than is allowed for balancing purposes. Say the unit has 50 light rifle squads but is authorized only 10. I've seen scenario designers do that.

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Post #: 371
RE: TOAW XML Editor - 5/8/2019 1:11:06 PM   
76mm


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quote:

ORIGINAL: Zovs
While your at it, if your in the same screen as Larry is in the editor, it won't allow you to add 0 Number. It wants at least a 1. If you could correct that, that would be great. This would all a user in this screen to set the max to 16 and the number (on hand) to 0. You can do this in the add equipment by just leaving the number as 0.

That should be easy.

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Post #: 372
RE: TOAW XML Editor - 5/8/2019 1:13:21 PM   
76mm


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quote:

ORIGINAL: larryfulkerson
And while you're at it....how about allowing overstuffed units that have more equipment than is allowed for balancing purposes. Say the unit has 50 light rifle squads but is authorized only 10. I've seen scenario designers do that.

I don't have any principled objection, but I don't get the point of doing that? And are you sure it won't break something in a scenario? Just because some scenarios do it doesn't necessarily mean it is a good idea...

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Post #: 373
RE: TOAW XML Editor - 5/8/2019 1:46:49 PM   
76mm


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Hey Larry, a couple of things:

quote:

ORIGINAL: larryfulkerson
So I dropped down the number of motorcycles and when I go to save my changes it reports an error and for the life of me I can't see what it is.

First, unfortunately, I couldn't replicate this using your gam or either of a couple of other files I tried. Frankly not sure what could have caused this; but see next point.


quote:

ORIGINAL: larryfulkerson
I'm changing the number of motorcycles just to get the save changes button to enable so I can save my changes.

I'll be changing this button activation stuff in the next version, which should only be a few days out. I found both this button activation scheme and the one in the Add New Equipment form very clunky, so want to change. Hopefully these changes will eliminate whatever bug you encountered. But before changing I'd like to confirm whether I can allow the "Current Quantity" to exceed the "Max Quantity", because most of the complications arise from the need to check these quantities.

quote:

ORIGINAL: larryfulkerson
I've read in the GAM file just to get the invalid characters changed to 'Z's and then I intended to save the result but the save changes button wasn't enabled.

For future reference, you don't need to save the fix for invalid XML characters, it is saved automatically. Also the invalid characters are now replaced with a "$" rather than a "Z".

quote:

ORIGINAL: larryfulkerson
Also, how about some kind of indication when the changes are saved. I click on the button but nothing seems to happen and I'm left wondering if my changes were written to disk.

I put this on the list, this could be a good candidate for data for the status bar which Steve requested.


< Message edited by 76mm -- 5/8/2019 1:47:48 PM >

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RE: TOAW XML Editor - 5/8/2019 1:57:32 PM   
sPzAbt653


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quote:

ORIGINAL: 76mm
quote:

ORIGINAL: larryfulkerson
And while you're at it....how about allowing overstuffed units that have more equipment than is allowed for balancing purposes. Say the unit has 50 light rifle squads but is authorized only 10. I've seen scenario designers do that.

I don't have any principled objection, but I don't get the point of doing that? And are you sure it won't break something in a scenario? Just because some scenarios do it doesn't necessarily mean it is a good idea...

It's actually a necessary feature, because often units have more of something than authorized for a reason. For one example, a Panzer unit that starts a scenario with 79 Pz IV's but is authorized only 48, because during the scenario the unit will receive some new Panthers to replace the difference [and we don't want the unit retaining all 79 IV's because then it would be 'overstuffed'].

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Post #: 375
RE: TOAW XML Editor - 5/8/2019 2:00:59 PM   
sPzAbt653


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quote:

ORIGINAL: larryfulkerson
So I dropped down the number of motorcycles and when I go to save my changes it reports an error and for the life of me I can't see what it is.

quote:

First, unfortunately, I couldn't replicate this using your gam or either of a couple of other files I tried. Frankly not sure what could have caused this; but see next point.

I also get the little Error Icon whenever I change either of those [Number or Max]. And it doesn't tell me what the error is, lol

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Post #: 376
RE: TOAW XML Editor - 5/8/2019 2:02:22 PM   
76mm


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quote:

ORIGINAL: sPzAbt653
It's actually a necessary feature, because often units have more of something than authorized for a reason. For one example, a Panzer unit that starts a scenario with 79 Pz IV's but is authorized only 48, because during the scenario the unit will receive some new Panthers to replace the difference [and we don't want the unit retaining all 79 IV's because then it would be 'overstuffed'].

OK, consider it done, I'll do this in the next version, to be out in a couple of days. Will actually make the code much easier...

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Post #: 377
RE: TOAW XML Editor - 5/8/2019 2:05:53 PM   
76mm


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quote:

ORIGINAL: sPzAbt653
I also get the little Error Icon whenever I change either of those [Number or Max]. And it doesn't tell me what the error is, lol

Actually it will tell you what the error is if you mouse over it. That error message was intended to only appear if a user input invalid data, such as a letter, negative number, decimals, etc.

So I'm mystified why it appears if you are entering positive whole numbers...I will take another look at the code.

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Post #: 378
RE: TOAW XML Editor - 5/8/2019 4:35:05 PM   
sPzAbt653


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Yes there is a mouse over error explanation !




EDIT: We could also have '0' instead of '1' for the Number/On Hand. For an example, Panthers aren't available until 1943, but the scenario starts in 1941, so some units may have 0/48 Panthers and would start filling out when the Panthers begin arriving in 1943.

Attachment (1)

< Message edited by sPzAbt653 -- 5/8/2019 4:41:00 PM >

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Post #: 379
RE: TOAW XML Editor - 5/8/2019 4:48:53 PM   
76mm


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quote:

ORIGINAL: sPzAbt653
We could also have '0' instead of '1' for the Number/On Hand.

Yes, Don already asked for it, and in fact, I've already done it. Need to sort out a few more things before I release the next version, maybe as soon as tomorrow.

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Post #: 380
RE: TOAW XML Editor - 5/8/2019 5:00:35 PM   
sPzAbt653


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Current arrangement is on top, a suggested arrangement is on the bottom. Reason is - I kinda think I am good at designing UI's, lol ! And the bottom arrangement makes more sense. Well, to me. I can explain - most or all Windows applications have Save on the left and Close on the right, and the TOAW Editor is sort of arranged so that you Load a file, then edit Settings, Environment/Calendar then Events. So to me it makes sense to arrange the buttons that way




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RE: TOAW XML Editor - 5/8/2019 5:02:26 PM   
sPzAbt653


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quote:

ORIGINAL: 76mm
quote:

ORIGINAL: sPzAbt653
We could also have '0' instead of '1' for the Number/On Hand.

Yes, Don already asked for it, and in fact, I've already done it. Need to sort out a few more things before I release the next version, maybe as soon as tomorrow.

Darn I missed it, sorry about that, I don't like having you type more unnecessary explanations.

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Post #: 382
RE: TOAW XML Editor - 5/8/2019 5:30:45 PM   
Zovs


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Feature Request:

I love how you have the propagate settings for unit and formation. Can that also be extended to include equipment propagation?

So for example I have a Infantry unit with an existing TOE. But later I find I want to add 36 SMG squads and 6 HMG, not only to that inf unit but to the rest in the formation (or force) so it would allow me to updated either specific items or the whole batch.

What I was doing previously was using either the game editor or your tool and modifying one unit, saving that and then using VSCode to copy and past the rest of the units.

Example:

<UNIT ID="318" NAME="7 PzD" ICON="Tank" COLOR="70" SIZE="Division"......snipped
<EQUIPMENT ID="1" NAME="SMG AT Squad" NUMBER="192" MAX="192" DAMAGE="0"/>
<EQUIPMENT ID="2" NAME="PzKpfw I" NUMBER="120" MAX="120" DAMAGE="0"/>
<EQUIPMENT ID="3" NAME="Geschutzwagen I" NUMBER="18" MAX="18" DAMAGE="0"/>
<EQUIPMENT ID="4" NAME="Engineer Squad" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="5" NAME="SdKfz 231-8" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="6" NAME="Motorcycle Squad" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="7" NAME="PzKpfw IIID" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="8" NAME="PzKpfw IVA" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="9" NAME="SdKfz 221" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="10" NAME="SdKfz 222" NUMBER="15" MAX="15" DAMAGE="0"/>
<EQUIPMENT ID="11" NAME="PzKpfw IIB" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="12" NAME="SdKfz 6/2 SPAAG" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="13" NAME="SdKfz 251/1" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="14" NAME="105mm Gun" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="15" NAME="75mm Howitzer" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="16" NAME="Heavy MG" NUMBER="68" MAX="68" DAMAGE="0"/>
<EQUIPMENT ID="17" NAME="37mm AT Gun" NUMBER="52" MAX="52" DAMAGE="0"/>
<EQUIPMENT ID="18" NAME="Medium MG" NUMBER="68" MAX="68" DAMAGE="0"/>
<EQUIPMENT ID="19" NAME="Heavy AT Rifle" NUMBER="68" MAX="68" DAMAGE="0"/>
<EQUIPMENT ID="20" NAME="81mm Mortar" NUMBER="8" MAX="8" DAMAGE="0"/>
<EQUIPMENT ID="21" NAME="Truck" NUMBER="336" MAX="336" DAMAGE="0"/>
</UNIT>

New Unit:

<UNIT ID="318" NAME="7 PzD" ICON="Tank" COLOR="70" SIZE="Division"......snipped
<EQUIPMENT ID="1" NAME="SMG AT Squad" NUMBER="108" MAX="108" DAMAGE="0"/>
<EQUIPMENT ID="2" NAME="Rifle AT Squad" NUMBER="216" MAX="216" DAMAGE="0"/>
<EQUIPMENT ID="3" NAME="PzKpfw IIIE" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="4" NAME="Geschutzwagen II" NUMBER="18" MAX="18" DAMAGE="0"/>
<EQUIPMENT ID="5" NAME="Engineer Squad" NUMBER="48" MAX="48" DAMAGE="0"/>
<EQUIPMENT ID="6" NAME="SdKfz 231-8" NUMBER="12" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="7" NAME="Motorcycle Squad" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="8" NAME="PzKpfw IIIF" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="9" NAME="PzKpfw IVF2" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="10" NAME="SdKfz 221" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="11" NAME="SdKfz 222" NUMBER="15" MAX="15" DAMAGE="0"/>
<EQUIPMENT ID="12" NAME="SdKfz 6/2 SPAAG" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="13" NAME="SdKfz 251/1" NUMBER="96" MAX="96" DAMAGE="0"/>
<EQUIPMENT ID="14" NAME="105mm Gun" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="15" NAME="75mm Howitzer" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="16" NAME="Heavy MG" NUMBER="68" MAX="68" DAMAGE="0"/>
<EQUIPMENT ID="17" NAME="50mm AT Gun" NUMBER="36" MAX="36" DAMAGE="0"/>
<EQUIPMENT ID="18" NAME="Medium MG" NUMBER="68" MAX="68" DAMAGE="0"/>
<EQUIPMENT ID="19" NAME="Heavy AT Rifle" NUMBER="24" MAX="24" DAMAGE="0"/>
<EQUIPMENT ID="20" NAME="81mm Mortar" NUMBER="12" MAX="12" DAMAGE="0"/>
<EQUIPMENT ID="21" NAME="Truck" NUMBER="200" MAX="200" DAMAGE="0"/>
</UNIT>

Now I want to take that new modified unit and then propagate those new TOE's (systems) to the rest of the units in this Formation.

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Post #: 383
RE: TOAW XML Editor - 5/8/2019 6:44:05 PM   
76mm


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quote:

ORIGINAL: sPzAbt653
Darn I missed it, sorry about that, I don't like having you type more unnecessary explanations.

No worries, always glad to get confirmation from experienced developers about feature requests!

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Post #: 384
RE: TOAW XML Editor - 5/8/2019 6:50:42 PM   
76mm


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quote:

ORIGINAL: Zovs
I love how you have the propagate settings for unit and formation. Can that also be extended to include equipment propagation?
***
What I was doing previously was using either the game editor or your tool and modifying one unit, saving that and then using VSCode to copy and past the rest of the units.

I'm not sure if I'm understanding you, but isn't this basically the same as copying a unit? If you right-click on a unit and select Copy, you'll get a copy of that unit just below the copied unit. Then you can either keep that unit there or drag-and-drop to another formation.

Of course if you're doing this fifty times it might be easier to propagate, as you suggest, but an alternative might be to copy the unit to fill up a formation, then simply copy the formation (right-click the formation, select Copy).

I should note that every now and then I've run into problems when I copy formations, but usually it works and I can't see why it wouldn't--but proceed with caution, test often, and saves your original file!! Also, whether you copy formations or units, be sure to change the X & Y coordinates of the new units, or you can quickly hit stacking limits and crash your scenario when you load it into the in-game editor (thanks to Lobster for pointing that out!).

If you still think propagation would be worthwhile, let me know and I will put it on the list, but at this point not sure how high it will be...

< Message edited by 76mm -- 5/8/2019 7:20:37 PM >

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Post #: 385
RE: TOAW XML Editor - 5/8/2019 6:55:47 PM   
76mm


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quote:

ORIGINAL: sPzAbt653
Current arrangement is on top, a suggested arrangement is on the bottom. Reason is - I kinda think I am good at designing UI's, lol !

I agree with a lot of your suggestions, and the fix could not be easier, so I'll put that in.

But for now I'm going to keep the Close and Save buttons where they are, because all of the data entry boxes are on the right, above the Save button, and at least for me the long diagonal mouse swipe to the bottom left corner is more of a pain than the short vertical drop to the bottom right corner...

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Post #: 386
RE: TOAW XML Editor - 5/8/2019 7:17:56 PM   
76mm


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One more question for the pros: I've changed the Current Quantity inputs to allow for zero, but what about the Max Quantity?

Currently I've got a minimum of 1 for Max Quantity--does that work, or does that need to be zero as well? If you ask for zero, please confirm that entering zero works and will not break a scenario!

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Post #: 387
RE: TOAW XML Editor - 5/8/2019 7:23:48 PM   
sPzAbt653


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quote:

the long diagonal mouse swipe to the bottom left corner is more of a pain than the short vertical drop to the bottom right corner

Makes sense ... I tried to get SC3 to change some of their button locations based on the same thing

quote:

Currently I've got a minimum of 1 for Max Quantity--does that work, or does that need to be zero as well?

Entering zero there - TOAW won't let us do it, I'd like to be able to but it sounds scary. In the least, you could possibly create a unit with zero authorized, in which case TOAW will remove the unit. I think there is some gray area there.

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Post #: 388
RE: TOAW XML Editor - 5/8/2019 7:28:34 PM   
76mm


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quote:

ORIGINAL: sPzAbt653
Entering zero there - TOAW won't let us do it, I'd like to be able to but it sounds scary. In the least, you could possibly create a unit with zero authorized, in which case TOAW will remove the unit. I think there is some gray area there.

Ah yes, now I remember--you remove equipment line items by zeroing out max authorized.

No gray areas allowed here, don't want to allow any data to be entered if you can't enter it in the game (well, ahem, at least without extensive testing...).

OK then, so the next version is ready, I'll post it shortly.

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RE: TOAW XML Editor - 5/8/2019 7:44:04 PM   
76mm


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OK, I'm uploading a new version in a few minutes. I wanted to let you know what I've changed so that you can look out to see if old bugs have been fixed, or new ones created!

1) I've redone a lot of the code behind the Deployment selection menu on the Unit screen. While this looks like it doesn't do much, there is actually a lot going on behind the scenes. In particular, let me know if X & Y coordinates or Entry Turns/Events don't seem to behave/save correctly.

2) On the Equipment screen, I've changed the code to allow for zero Current Quantities and to improve data validation--hopefully no more weird bugs, but let me know!

3) Ditto for the Add Equipment screen.

4) Made a couple of minor GUI changes.

Comments welcome, hopefully everything will work better!

< Message edited by 76mm -- 5/8/2019 8:14:34 PM >

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