Thanks. Yes I know. You are the only one participating here most of the time. At one point I stop waisting time offering all of that here and just give only you access to it
Hello again. Found a new bug in eWPDA. When using the import page to open a scenario, it wipes clear the cache of any changes that happened after you first loaded the webpage. Repo steps: 1. Have some saved cache data in eWPDA, do stuff, close it. 2. Open eWPDA again, take note of any changes you make here. 3. Go into Import Page, and use Import Scenario, select a scenario folder 4. eWPDA has now wiped out all your 'saved' changes in step 2 after loading Another thing I noted thanks to users at the modification discord is that the selection options for SubjectKilled checks are not correct. It's supposed to use EClass, it seems to be using EGroup or only a small selection of EClass Ref types (I verified my custom EClass is loadable in game and works correctly).
That's not a bug. That is how the tool works. eWPDA does not work like git and shows you all merge conflicts you will get. What else you expect? You have old data in your scenario that you import over data you changed. This is called merge conflict. Use the Import PDA.yaml button in the editor to get a merge conflict left/right comparison feature. That is the only place we implemented it. Install git, create a local repository in your Extras/PDA folder and track your changes yourself. Regarding your EClass config I pointed out 2 times that it's your responsible to fix the file yourself. I told Eleon couple of times that they should get their madness together about TABS versus SPACES in their files. My parser won't deal with tabs at least.
Then you need to warn players that using the import function will wipe all their current existing session data contrary to your statement that the changes are 'saved'. I'll need example on what a 'correct' EClass config is for the purposes of eWPDA.
A new bug concerning the SpawnOPV property. I see that in most cases, it seems like the file transposes this correctly, except for one entry for some reason: 'SpawnOPV: Zirax;SWRebTutIntruder;1;true;AttackTarget;Nebulon-B/Frg;1000;10' This is what the output should be, instead I have: OnActivatePlayfieldOps: - >- SpawnOPV: Zirax;SWRebTutIntruder;1;true;AttackTarget;Nebulon-B/Frg;1000;10 I'm sure you have something to say about the dash but that cannot really be helped unless you never plan to support any spawn name that ever uses a dash. Evidently Eleon doesn't support dashes being used in conjunction with their PDA system either. I'll submit a bug for this instead.
Sometimes I wonder if you are intentionally obtrusive or if it's just your way of being ignorant. One last time: saved and import are 2 different things. Nothing is contrary. Data is saved in your indexeddb if changes are made. Data is imported to your indexeddb if you import stuff. There is no auto-merge. I can add a warning, yes, but I hope you pay me the extra time I spend for such common sense logic. You always need something from others but I told you everything about it already and it's not that hard to do a replace (CTRL+R) of tabs to spaces yourself. This is also very annoying. Please stop making bold statements about bugs everywhere, when in fact it's not a bug at all. Learn to put a question mark behind your statements, at least. I assume you mean the "- >-" output in your yaml, which just means it's a line fold (break line), cause the row is too long and need to split. See basic yaml syntax knowledge here: https://yaml.org/spec/1.2.2/#65-line-folding If you check vanilla it's happening everywhere on a long string: It's totally valid. Otherwise you would get exceptions already about it ingame. Is that so? Why should I??
"Evidently"... Do not create a bug ticket! I invested enough time with that claim and it's false. I would never use any slash in my structure names for obvious reasons but the dash is of course valid and either way the OPV does attack it without a problem.
Saved and import are 2 things, but importing shouldn't destroy my saved logic without warning, if you say the word 'saved', one assumes that the save is not going to ever disappear under any circumstances (assuming there's no bug/cache/corruption error). Since you said earlier it's not a bug, then it's a circumstance when a cached save goes away. The text syntax you show here is not the same logic quoted. When I fix the line as described, my PDA code works. The 'line fold' version does not work when tested. In fact it doesn't spawn anything at all when first exported and tested. The logic I used after does work somewhat, it just decides OPV's attack target is player and not the OPV specified. It also for some reason doesn't seem to do literally anything else beyond this behavior, just kinda idles and not uses any more weapons, even if it's faced with another hostile POI shooting it. Don't really know enough on the OPVSpawn's behavior to determine if that's intended or not.
Hi Creators, Similar like in eWCCT, you can now leave comments for your chapters / tasks / actions in eWPDA. There are also 4 more checks and more additions added. NOTE: many of these changes rely on the upcoming EXP version (Patch 1.9.10). 23.03.2023 | v2.70.0 Added Comment field. Similar like in eWCCT, you can now leave comments for your chapters / tasks / actions in eWPDA.. Added new check: ArmorEquipped Added new check: ArmorUnequipped Added new check: ArmorBoostEquipped Added new check: ArmorBoostUnequipped Added new property for OPV/TT spawn: SpawnInPlayerViewCone Added new property for OPV spawn: SpawnSpeed Added confirmation popup before importing data that might overwrite your changes. Added additive object paste for Copy / Paste Objects [Feature not pledged yet] Changed ItemsPickedUp to TypesMeta. That way Tokens can be used with it too now. Documentation update / cleanup. You have to press F5 (reload the page) every time a patch comes out to apply the changes.
11.04.2023 | v2.70.1 Fixed some Checks were exported as string instead of an array. You have to press F5 (reload the page) every time a patch comes out to apply the changes. P.S.: The above EXP note still stands.
been using this great tool for about a week now, showed my support as well, but....its 404 right now, cant find eWPDA anymore.
Just a general update / thanks to the supporters. Without you I would have shut my tools down already. Keep in mind to check out the pledge options when supporting me, to enhance the tool for everyone.
Thank you for these tools! They are such an improvement over hand typing the files and are a massive time saver.
Hi Creators, The big Copy / Paste feature got successfully pledged. Thanks a lot! This will boost your productivity a lot! 02.05.2023 | v2.71.0 Added Copy / Paste Objects feature [Successful pledged feature] Fixed Comment field wasn't there. Fixed Import confirmation was missing. You have to press F5 (reload the page) every time a patch comes out to apply the changes.
20.05.2023 | v2.73.0 Added missing Player View Cone parameter in SpawnDrone Playfield Ops. Added more user error checks for PlayfieldOps and set default export flags if not given. Fixed required missing red border error was printed for invisible / not used parameters. You have to press F5 (reload the page) every time a patch comes out to apply the changes.
01.08.2023 | v2.74.0 Added IgnoreOtherTarget parameter for SpawnDrone, SpawnTroopTransport and SpawnOPV. It does not work ingame though. Make a ticket for the Dev please... You have to press F5 (reload the page) every time a patch comes out to apply the changes.
Can you control a block as part of a quest/PDA mission ? Explode a block, for example, or deactivate the shield of a POI without being in the POI but already on the same playfield ?
Seems that if you use the CSVKeyHelper, even if it's left blank it can produce a CSVKeyHelper line in the PDA that the game can't read and throws a CoQ on startup and jams the PDA.