joemac90 16 Posted August 6, 2016 I am creating a edit box for a STRING in eden as an attribute.I have created other attributes that work for numbers but not strings class mazeObjectAttributes { displayName = "MAZE : Attributes"; // Category name visible in Edit Attributes window collapsed = 1; // When 1, the category is collapsed by default class Attributes { class mazeName { displayName = "Name"; tooltip = "Name"; property = "maze_Name"; control = "Edit"; expression = "_this setVariable [ 'maze_Name' ,_value];"; condition = "object"; // Condition for attribute to appear (see the table below) }; class mazeClass { displayName = "Class"; tooltip = "MAZE : Asset Class"; // Tooltip assigned to UI control class Title property = "maze_Class"; // Unique config property name saved in SQM control = "Edit"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes expression = "_this setVariable [ 'maze_Class' ,_value];"; condition = "object"; // Condition for attribute to appear (see the table below) }; class mazeMax { displayName = "Max"; tooltip = "Max"; // Tooltip assigned to UI control class Title property = "maze_Max"; // Unique config property name saved in SQM control = "EditCode"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes expression = "_this setVariable [ 'maze_Max' ,_value];"; condition = "object"; // Condition for attribute to appear (see the table below) }; class mazeCode { displayName = "Code"; tooltip = "Code"; // Tooltip assigned to UI control class Title property = "maze_Code"; // Unique config property name saved in SQM control = "EditMulti5"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes expression = "_this setVariable [ 'maze_Code' ,_value];"; condition = "object"; // Condition for attribute to appear (see the table below) }; }; }; Is does not remember the text string I enter and show as true or false. What am I doing wrong? Share this post Link to post Share on other sites
R3vo 2654 Posted August 6, 2016 class mazeObjectAttributes { displayName = "MAZE : Attributes"; // Category name visible in Edit Attributes window collapsed = 1; // When 1, the category is collapsed by default class Attributes { class mazeName { displayName = "Name"; tooltip = "Name"; property = "maze_Name"; control = "Edit"; expression = "_this setVariable [ 'maze_Name' ,_value];"; condition = "object"; // Condition for attribute to appear (see the table below)+ typeName = "STRING"; defaultValue = ""; }; class mazeClass: mazeName { displayName = "Class"; tooltip = "MAZE : Asset Class"; // Tooltip assigned to UI control class Title property = "maze_Class"; // Unique config property name saved in SQM expression = "_this setVariable [ 'maze_Class' ,_value];"; }; class mazeMax: mazeName { displayName = "Max"; tooltip = "Max"; // Tooltip assigned to UI control class Title property = "maze_Max"; // Unique config property name saved in SQM control = "EditCode"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes expression = "_this setVariable [ 'maze_Max' ,_value];"; }; class mazeCode: mazeName { displayName = "Code"; tooltip = "Code"; // Tooltip assigned to UI control class Title property = "maze_Code"; // Unique config property name saved in SQM control = "EditMulti5"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes expression = "_this setVariable [ 'maze_Code' ,_value];"; }; }; }; The issue could be caused by the mission defaultValue and typeName config entry. I added both to the first config class and the others inherit that value now. See if that works. Share this post Link to post Share on other sites
joemac90 16 Posted August 6, 2016 Thank you Revo, I have previously tried adding: typeName = "STRING"; defaultValue = ""; to each class not using inheritance and now have also tried your example but I have the same result. Also thank for 3DEN Enhanced I have learned a lot from it , it is a essential resource for eden and learning eden editing. Share this post Link to post Share on other sites
R3vo 2654 Posted August 6, 2016 That's odd. I have a similar attribute which also uses the Edit control and it works just as expected. Share this post Link to post Share on other sites
joemac90 16 Posted August 6, 2016 I think your is in: class Mission { class Intel { class AttributeCategories mines in ; class Cfg3DEN { class Object { class AttributeCategories Share this post Link to post Share on other sites
R3vo 2654 Posted August 6, 2016 The one I was talking about is actually an object attribute, so it's also in class Object Share this post Link to post Share on other sites
joemac90 16 Posted August 8, 2016 I have played about with this for most of the weekend but still not found a solution. Does anyone have any ideas why this is not working? Share this post Link to post Share on other sites
R3vo 2654 Posted August 8, 2016 I have no idea, theoretically it should work just fine. Here's another example of one of my attribute using a edit box class Enh_Line_1 { displayName = $STR_introText_line1_displayName; tooltip = ""; property = "Enh_firstLine"; control = "Edit"; expression = "missionNamespace setVariable ['Enh_introLine1',_value]"; defaultValue = briefingName; typeName = "STRING"; }; Share this post Link to post Share on other sites
joemac90 16 Posted August 13, 2016 I think the problem was : condition = "object"; // Condition for attribute to appear (see the table below)+ instead of a combination of one of the conditions below: Condition Conditions are written as simple expressions. Example: condition = "objectControllable + objectVehicle"; All characters and vehicles will have this attribute. Supported conditions: Condition For Type Description objectBrain Object Object with simulation "soldier" or "UAVpilot" objectControllable Object Object with simulation "soldier" objectAgent Object Object with non-empty agentTasks[], i.e., animals objectVehicle Object Vehicle which can be boarded objectSimulated Object Object which is simulated (e.g., falls down when in the air) objectDestructable Object Indestructible object, i.e., when destrType config property set not DestructNo logicModule Logic Logic which is a module (vehicleClass config property is "Modules") objectHasInventoryCargo Object All object which as an openable inventory Share this post Link to post Share on other sites