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Overwrite-Merge-Pristine and Inheritance


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#1
Jereniva

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Can someone explain how the toggle buttons Overwrite, Merge and Pristine work?

 

Also, is inheritance supported by the Resource Name and Template ResRef?

I make a base Lizardman, give him resource name of "base_lizard".

I make a few other Lizardmen with differences, color, class, etc. and give them Template ResRef of "base_lizard".

If for example I want to update the faction of all lizardmen made from template resref "Base_lizard", can it be done through these buttons? I'm not noticing it is automatic at all, so I am not sure if I'm doing it wrong, or even possible.



#2
kevL

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Also, is inheritance supported by the Resource Name and Template ResRef?
I make a base Lizardman, give him resource name of "base_lizard".
I make a few other Lizardmen with differences, color, class, etc. and give them Template ResRef of "base_lizard".
If for example I want to update the faction of all lizardmen made from template resref "Base_lizard", can it be done through these buttons? I'm not noticing it is automatic at all, so I am not sure if I'm doing it wrong, or even possible.


Hellfire quotes GrinningFool,

Q. How can I update all blueprint instances in my whole module?
1. Select the blueprint in the palette and look at the properties tab.
2. Before changing anything, select the option above the properties window that says "Merge"
3. Again before changing anything, select the option above the properties window that says "Apply to All Areas"
4. Make your changes.

Note - changes will be very slow, because each change will be applied to all instances that share the same "template resref" throughout the entire module.


- make a back up of your module first. until you're sure it's working as expected. The concern is, ofc, that all properties will be assigned the values of the parent blueprint, losing individual customizations. (or worse _~)


The Powerbar plug-in has a bit more detailed UpdateAllInstances, also.
The Universal Blueprint Changer plug-in looks even more detailed.

personally i've never tried any of it...

Can someone explain how the toggle buttons Overwrite, Merge and Pristine work?


idk, sounds related though

#3
4760

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The Powerbar plug-in has a bit more detailed UpdateAllInstances, also.

I used it a few times, and it works well. But in your case, all "base_lizards" will be the same after the update obviously (same colors, same equipment, same hit points, etc...)

So I usually create a generic blueprint for "base_lizard", "chief_lizard", "warrior_lizard". And for creatures that are likely to change during the process of module creation and which are important to the story, it's a good idea to use the on_spawn trick: that way, only the latest available version will be used, even if you didn't update all instances.



#4
kevL

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k, you might not like this but it appears that Skywing wrote an external commandline app that updates instances to a given blueprint

and it can take a -excludefield parameter with multiple values