alright.
sorry for the late answer but i just went back home and made some fast dinner.
well, since you offered to help, i won’t turn it down.
right, so, the few questions that i had ( primarily rising from issues )
were,
why aren’t there many documentations about the editor?
as much i understand the vagueness that would somewhat imply, and the implications,
i would like to know why not many has been made so far.
as much i like interact and discovering things with people ( such as the talented Tommy, Devenddar, schyrikami , Bazsi37 and few others ) unfortunately ( or luckely for me ) i pretty much found out many things by my own, or thanks to others. but never officially.
for example, just fairly recently i found out that i had to proportionate the ammount of objective that i had into the score team in order to make defenders lose when they lost all objectives. otherwise i ended up having the issue that the match would not end.
something that was not specified in the guide.
and let me get it clear, i’m not opposed to interations.
but… this leads to several problems highlited with it.
despite the few guides ( which, unfortunately, i must say, are slighlty outdated and not very inclusive on many aspects. even basic ones ) the editor is not really user friendly.
even with people that wanted to try it out ended up abandong it entirely as it can be somewhat overwhelming and generally lacking in informations regarding tools and what not.
and i feel like it’s a shame, because i feel like enlisted is a great game, and through mods it can achieve greater things.
it’s just that we don’t know for entirety what half of the templates do.
and most of the time we have to find answers for our selves or others.
which, trial and error is fine.
but when you have no where to start it’s not much of a help.
all to say, i understand enlisted is relatively new, but in war thunder, they had an indepth guide on how to do almost anything.
the second question is;
what each templates/nods do?
how am i supposed to understand how they should work, when they should be used, or what they need in order to work.
there used to be some informations and texts parameters on some nodes, but that’s like, 10 out of 10000.
we have something like, more than 60 objectives, and i still can’t tell the difference beside one is a circle, the other is a box. ( of course, there are bomb sites, capzones, and few others )
even worse, what’s bidirectional chain? how can i use it? when should i use it?
and how do points works? ( to make custom shapes and what not )
which yes, some are self explanatory, but others, not so much. especially for non native speakers. or, for a portion of russians as well.
the third question that i have, was though watching others product ( mainly tommys )
how do entities work? and how can i make use of them?
again, thanks to devendder and few good souls, i was able to change textures, change hp of soldiers, make custom weapons, and many other cool and neat ( yet small ) features.
and that was because i made use ( or rather, they told me to use ) certain nodes and templates matched together.
which, a follow up question is;
why can’t we use parameters like in entities work visually in the base editor?
one of my biggest issues, are that for most, we spend most of our time behind a note pad ( which, i respect your job. and what you do. it ain’t easy. and that’s coming from a secretary that sits all day on excells and watches some data across some sheets and what not. mine is just boring, yours, goes above and beyond )
i’m not entirely against coding through a notepad, but it’s constantly frustrating as you mess up even a single graph or what so ever and it might not work anymore.
other things that i noticed, there are many nodes that if used in entities, those will sort of work, but i can’t reproduce it the editor by just adding postfixes.
and most of the time i have parameters that can’t modify because the option is not there.
and, we often have to result into unpacking / datamine. which it’s a mine of it’s own ( forgive my bad pun ).
because ( at least, here, i speak for my self ) i look through the files and not exactly know what i’m looking for.
which i would then have to find the right stuff, unpack it, read it, change it in base on the needs i have, and eventually not understanding why it doesn’t work or how it should work
( perhaps i’m repeating my self. sorry ).
and… well…
i would have also wanted to know how to apply certain textures onto clothings, how to color rendinsts without having to effe up shadervars. or how to turn things invisible, but i’m fairly sure it’s among one of those nodes.
if… only we had something that would tell us what does what.
as much i would like to not know any of that, in order to make mods interesting ( or being able to modify even the slightest thing that are generated and cannot modify otherwise ) it reaches a point where soon or later one has to dive into those aspects.
to also offer a better mod than just a bland one.
and, i think it should be incentivized by providing some sort of documentations for those who would love to learn.
that’s all.