Organizer panel

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The Area Organizer
The Organizer Panels serve as a methods to organize areas, Prototypes, scripts, and GUIXML files. It provides a quick overview of what has been created and where it is stored. Note that removing an item from the Organizer Panel, will not delete it -- it simply removes it from the hierarchy.



The Organizer Panels are:

Script Organizer

This is accessed by right-clicking on the desired script and choosing "Assume Ownership"

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.

Right-click menu

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.

Prototype Organizer

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 Editor

The GUIXML Organizer
The GUIXML Organizer is used to organize GUI Control types (sometimes called "Prototypes")

Clicking on a control in the organizer is context-sensitive.


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