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EMSI

A2D Editor

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A2D_Editor_by_EMSI.jpg

Description:

Smart editor (generator) expecially designed for creating description.ext file for game ArmA2 (and ArmA1, OFP).

- Entering of parameters is designed with forms in separated sections

- User can select which sections will be created

- Final generated code is displayed before saving and user can change it manually

- Attached Help file with description of all functions

Installation:

Extract all files into any directory.

For example "C:\Program Files\A2D Editor".

Help:

Use key shortcut F1 in the running application, or menu Help -> Help Contents.

Launch:

Double click on the icon "A2D_Editor.exe".

In case of any problems try to "Run as administrator" (see Help).

Author:

EMSI

Armaholic mirror

ArmedAssault.info mirror

Personal mirror ( 1,5 MB )

Edited by EMSI
New mirror added

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You should remove the spaces in the file name, makes it look very unprofessional.

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Thanks for attention.

Re-uploaded archive with corrections also in the Help file.

Edited by EMSI

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Great job EMSI, I'm sure this will help a lot of people, excellent work!

Edited by JDog

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Unless I missed it, support for the following is missing:

header class:

class Header
{
 gameType = COOP;
 minPlayers = 2;
 maxPlayers = 30;
};

and the legacy param1/param2:

titleParam2 = "Number of Revives:"; 
valuesParam2[] = {2000,1000,20,10,7,5};
defValueParam2 = 1000; 
textsParam2[] = {"No Revive","Infinite","20 - Easy ","10 - Normal","7  - Hard","5  - Extreme"};

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@JDog, Binkowski:

... always for the community :cool:

@Kylania:

Thanks for attention, I will add this (class Header).

Param1/2 was exchanged with new system presented in patch 1.04 and this is on the MP options tab (bottom section).

Now with this new system you can create more parameters then "only" 2 parameters.

Anyway, next update will be available soon. :)

Edited by EMSI

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Update to v1.1

First post updated.

Changelog:

- added Header class for MP options

- added some Tool Tip Texts

- added Minimize function into menu

- some minor fixes in the source code

- updated Help file

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the program runs but when I click on help, the help window opens with a message that says navigation to the webpage was cancelled. I run the program as an administrator in Windows 7. Please help. thanks

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Hmmm ... strange.

Did you try to open the Help file directly (from the app directory) ?

What type of error message is displayed ? Can you send me a screen of it via PM ?

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Hi Emsi. I'm having trouble starting your editor in Windows 7 Professional.

It's the .ocx file issues that I have. I tried to register them as described in your help file but only the COMDLG32.ocx is registrable but the programm still doesn't work.

I can't register the other 2 ocx files (MSCOMCTL.OCX and TABCTL32.OCX), it returns an error message from that RegSvr21 programm in the system32 folder.

I also tried to run it as admin, no luck too.

Any further hints? Thanks!

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Hmmm ... strange. That Win7 is 32 or 64b system ?

I'm using all the small sw from my Editor's suite on 64b system.

I have them installed in the same folder as Arma 2, but of course in separated folders.

Everything working well without any registering etc. Those programs were developed on another PC with Visual Studio installed, so any dependecies are excluded.

Let's try to clean your registry from that files, delete both editors and then try it to download, install and launch again and as admin from the beginning.

Be sure also about allowed restriction for the Help files.

I don't have any new idea now. :bored:

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Well, I reinstalled everything and strangely the programs open sometimes, sometimes not. :D Hm - no idea too. :)

But at least I get them to run after some trys. Thanks for your answer!

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May I make a suggestion? Could you make it so A2D Editor is capable of opening already existing description.ext's? I think this would be very useful. For example, the other day I made a description file, spent some time on it and everything, saved it, and then later realized I wanted to add some more things! So I thought "I guess I'll load it back up with the editor and tweak it here and there", but then realized there was no option to do so!

Anyway, just a suggestion, don't know if its possible or whatever, though I don't see why not.

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Yes, good suggestion.

I also have one:

Is is possible to be able to make the program generate sequence entries to the description, e.g. in the section "Sounds"?

What I mean is this:

Assume that you have 40 dialog sounds in your mission (many people, me included, have many many more). So you will need 40 entries like this:

class STR_dialog01
{
	name = "STR_dialog01";
	sound[] = {"\sounds\dialog01.ogg", db+5, 1.0};
	titles[] = {0, $STR_dialog01};

What you need to do is to paste the blocks 40 times and then rename everything to

2

3

4

5

...

39

40

(LOT of work!)

Is is somehow possible to tell the program how many sounds will be used and it will generate the 40 blocks already renamed?

This would remove a lot of work, when you have many custom sounds in your missions (like I have them :) ).

Edit:

Thinking a little bit about it, if I am not mistaken, the input fields the program would need would be:

|Number of Class blocks|

|Name|

|Path and name of the used sound|

Example:

Input from the program user:

|03|

|STR_dialog|

|sounds\dialog|

Output of the program:

In total 3 blocks (as per |Number of Class blocks|), which are numbered contineously behind |Name| and |Sound path|

class [color="Sienna"]STR_dialog[/color][color="SeaGreen"]01[/color]
{
	name = "[color="Sienna"]STR_dialog[/color][color="SeaGreen"]01[/color]";
	sound[] = {"\[color="Purple"]sounds\dialog[/color][color="SeaGreen"]01[/color].ogg", db+5, 1.0};
	titles[] = {0, $[color="Sienna"]STR_dialog[/color][color="SeaGreen"]01[/color]};

class [color="Sienna"]STR_dialog[/color][color="SeaGreen"]02[/color]
{
	name = "[color="Sienna"]STR_dialog[/color][color="SeaGreen"]02[/color]";
	sound[] = {"\[color="Purple"]sounds\dialog[/color][color="SeaGreen"]02[/color].ogg", db+5, 1.0};
	titles[] = {0, $[color="Sienna"]STR_dialog[/color][color="SeaGreen"]02[/color]};

class [color="Sienna"]STR_dialog[/color][color="SeaGreen"]03[/color]
{
	name = "[color="Sienna"]STR_dialog[/color][color="SeaGreen"]03[/color]";
	sound[] = {"\[color="Purple"]sounds\dialog[/color][color="SeaGreen"]03[/color].ogg", db+5, 1.0};
	titles[] = {0, $[color="Sienna"]STR_dialog[/color][color="SeaGreen"]03[/color]};

Something like that... I know, putting this into reality may be difficult.

Is this idea somehow comprehensible? :)

Edited by Undeceived

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@Undeceived: Thanks for your suggestions. Nice ideas, but I'm not sure about my "more advanced" skills. :D

@Koga1211: Yes, I have this in my later plans. But probably as you know, I have a lot of work with other guys on our ÄŒSLA Mod. So those improvements must wait. ;)

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Well, tbh I downloaded your editor in the hope that this method would be available. :o Well, it's not (yet ;) ) but I'll keep using it anyway.

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