Video Player Editor

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Norine Wiltshire

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Aug 3, 2024, 3:56:25 PM8/3/24
to demnposhara

If you do not own a module, there will be no Player option and the aircraft will not be in Yellow. In my case I do not own the Harrier module. Client is available if you make multiplayer missions for others that have the module.

Thanks, but i have placed the aircraft, an F16, on the Nevada map. The aircraft is sitting on the runway. It flies as an AI aircraft when i start the mission, all i can do is watch. I am running this in the non-Beta version of DCS World, if that matters.

Which of the many F-16 did you choose? There are many(AI) but only one where you can set the Pilot to Player, like everybody above said, it's the yellow one. Maybe you should take a screenshot and post it here.

It allows user to upload their Terraria character (also called player or profile) file,perform operations over it(such as modifying it's looks, adding/removing items and buffs, etc.),and save it back to disk for later use in-game in single-player or multi-player modes.

Terrasavr works with latest version of Terraria, but can also load and save player files madeby earlier versions of the game, meaning that it can be used to migrate savegames back and forthbetween game versions.

Due to web-based nature, Terrasavr is used explicitly online, without having to download or install any software. It also works on all major operative systems and browsers,including Windows, Mac, Linux, iOS, and Android.

I'm working on series of singleplayer scenarios and, inorder to make them more fluid I would like to be able to switch from the first character to the next one via a trigger. How do I do this? Or is even possible with the Eden Editor?

After the 24th august update, the 31 years of experience bug have been solved. However, the contract issue is still there. In the main menu, in edit rosters, when you edit appearance of a player, it will automatically give a brand new 5 years contract.

A year or so ago, there was a very useful thread (below) which outlined how you can use Excel to update an XLM file to use with other editor data. There was also much talk of using script, however i believe the person who was responsible for creating the tool hasn't been able to complete what he started for whatever reason.... we all have periods like that!

Within the thread, although there is plenty of discussion, there are no working examples of how people have achieved this and i was wondering if anyone was willing to share their files on here so others can use the information?

The XML code layout has very likely changed (most cases very slightly) since this was last worked on but you should have a better idea of what is required. I cannot see an example of data produced by this template being used in FM however, but this can most likely be used as a starting point.


4. You can ignore most of the code. You can see where we have for the first record the field we have changed. I've used your name here new value will always be the 'field' from the excel sheet we will set up


6. This will be the database we use for the word doc, open it back up and start the mail merge wizard, use the word doc as the letter, and the excel sheet as the list. SEE IMAGE FOUR

8. DONT Run the wizard, go to finish and merge, edit individual documents and it will open a new window with all the info for each unique id and give you this for each 'person' in the excel sheet. Copy and paste it back into the original xml between the and as before

9. Save the xml and import in the editor, you should see database changes made.

This is the very basic I can get into the details and show you more when you have it, this isn't easy to really explain. I might do a yt tutorial if i can find some capture gear. Have a go, DM me issues and questions and then i'll dive into the property codes and other things you might need to do full player information (attributes, hair etc)

@wkdsoul You, my friend, are an absolute game changer! I only discovered your response last night, and have since had a little play and managed to flawlessly import players to not only an empty database but an already populated one using a spreadsheet and a mail merge. If I get an opportunity, and obviously recognising your help, i will upload my spreadsheet, merge template and xml file so that others can use it. Obviously, you need to understand what you need to copy over and where to, but genuinely this is the missing piece in my jigsaw puzzle.

I've used a programme called WPS which is basically the full package of MS Office but made in China and you can't tell the difference. There is also a premium version which is also excellent with lots of gimmicks that MS don't have!

Hi there. I've been trying the @wkdsoul method in the 2024 editor and running into some issues... When importing the .xml file at the end of the process, the database changes show up as "successful" but none of the information from those changes has applied to the players. The issue may be something in the .xml that is causing the "Created" db change to occur after all the others (I'm thinking maybe this wipes out the other changes), while the last player doesn't get the "Created" change at all. The players do show up in the database, just without any changes, as if I have just clicked on "add player"

I've included my Excel file. xml file (only take 3 of the players from the excel file, just so it's a smaller file, but the same issues are present) and a screenshot of the database change details (you may notice a custom nation is used)

I've worked out my own issue here actually. It was another version of "Fake UID" problem, with one difference. I took note of what the first UID for new players I should be using but forgot I wasn't importing into a database file that had that UID in use, so when the first UID from my mail merge was the next number along, it shoved every change down one place to account for it.

My question is the same as the title. My player and enemies both move WAY faster when I build the game compared to when I play in the editor. I have looked online, but most forum pages say to multiply movement by Time.deltaTime, but for some reason, this doesn't work for me, because even when I re-build the game movement is way faster. If it helps, my character and enemies are both moved by Rigidbody2D.MovePosition. I think that I need to limit the framerate so that everything is slower, but I'm not sure. If you think I should, how would I go about doing that? Thanks in advance.

Does anyone know if a character editor/link/script is available anywhere for Avernum 4? I'm playing on easy, but it still isn't easy enough for me (I know, I know) and I'd like to get further in the game without pulling all my hair out. I've tried Shift D and typing in "editor" and I get nothing.

Unfortunately, unlike the other Avernum games, Avernum 4 has no inbuilt editor. This means that the 'editor' code won't do anything in this game. However, there is a user-created editor which you can download from this topic:

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