The Organizer Panels are:
The Server and Client Scripts Organizers allow for organization of HSL scripts in the Server GOM and Client GOM. By default when a script is created, it is added to the main folder of the organizer.
Removing scripts from the organizer does not delete them, it simply takes them out of the organizer. To delete a script, use the Script Editor.
A unique option on the script's right-click menu is "Assume Ownership". When you select this option, it will set the owner of the script to your account. The only place this ownership shows up at this time (May 2008), is in the script picker itself.
- Server Prototypes
- Client Prototypes
The Prototype organizers for server and client allow you to organize the various prototypes. There are no special features for the prototype organizer, other than the usual options for Information, Remove, Cut, and Copy.
Some prototypes will be associated with Spec Oracles. For example, you may see a folder labeled Fx Specs, with specs such as _FxSpec### The number of each item will be associated with the SpecKey numbers in the FxGUI. Other prototypes may be associated with other Spec Oracles, as can be viewed in the HotSpot Menu under "Tools".
Some prototypes are associated with Asset Types. When artists create objects to be placed in the Repository, each such object is associated with a basic asset type. When a game designer seeks to instantiate one of those objects, HeroEngine uses the prototype associated with that specific asset type.
For more information see Prototypes
GUI EditorGUIXML Organizer is used to organize GUI Control types (sometimes called "Prototypes")
Clicking on a control in the organizer is context-sensitive.
- Double-clicking a control will open up that control in the GUI Editor
- Double-clicking a control while in the editor will add that control to the currently-selected control in the editor, as a new child control.
- Deleting a control in the Organizer may not actually delete the Control, as the Control might be in multiple folders.
- When adding a new GUI Control type, it is necessary to click "Refresh", otherwise it may not appear on the list.
- New types will appear at the Root level, and must be manually moved to the correct folder.