TGE World Editor Tweak
by Chris Haigler · 09/28/2010 (6:31 am) · 1 comments
Prior to TGE 1.4, SimGroups/SimSets could be edited in the Inspector pane, allowing you to (most importantly) change their names. This functionality was lost in v. 1.4 when the "old" editor was replaced. How we made it this far without it being readded I'm not quite sure!
So, simple enough:
Step 1). Open ./creator/editor/EditorGui.cs
Step 2). Approximately line #980 find the code:
and change it to
Step 3). Save, launch TGE, enjoy the name editing goodness!
Note: I believe this "bug" also exists in TGEA and can probably be fixed using something similar to the above.
So, simple enough:
Step 1). Open ./creator/editor/EditorGui.cs
Step 2). Approximately line #980 find the code:
function EditorTree::onSelect(%this, %obj)
{
if($AIEdit)
aiEdit.selectObject(%obj);
else {
EWorldEditor.selectObject(%obj);
}
}and change it to
function EditorTree::onSelect(%this, %obj)
{
if(%obj.getClassName() $= "SimGroup")
{
Inspector.inspect(%obj);
InspectorNameEdit.setValue(%obj.getName());
}
if($AIEdit)
aiEdit.selectObject(%obj);
else {
EWorldEditor.selectObject(%obj);
}
}Step 3). Save, launch TGE, enjoy the name editing goodness!
Note: I believe this "bug" also exists in TGEA and can probably be fixed using something similar to the above.
About the author

Torque Owner Trenton Shaffer