Documentation Format

From HIVE
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

This is a demonstration to show how each section of the documentation should be organized. Please strictly follow these guidelines, or please flag it with the

{{Formatting}}

template to let our user know it needs cleaned up.

This page will be split into different sections detailing how each section of the editor should be documented.

Triggers, Events, Variables, Conditions, Actions, Scripts, and Functions

Each page will be reference by the name By which it is selected from the new element selection list, not by which it is used. For instance, "Move Unit Instantly" is the correct nomenclature for the page, not "Unit - Move (Unit) Instantly to Point (Blend)".

Summary

Each page shall start with a small summary of what the trigger element in question does. Acceptable summaries are:

  • Map Initialization is a trigger event that executes whenever the map first starts. It is only executed once.
  • Move Unit Instantly is a trigger action that moves a unit to a specified point instantly, IE, warping.

The following examples are not detailed enough to be considered summaries, and are not acceptable

  • Dialog Item is Used is a Trigger Event (Does not state what fires the event)
  • And is a Trigger Condition Supplement (Not stated what a supplement is, or what it does)

Summaries should not be more than 1-3 sentences. Keep them short and sweet. What is given in the Galaxy Editor will generally suffice, however, we encourage you to write more detailed summaries, as the given descriptions do not always accurately or clearly describe the element.

Definition

The next section should be the definition. This is where the formal trigger name comes into play. In our example, this is "Unit - Move (Unit) Instantly to Point (Blend)". List all of the parameters and their types, and well as any return types (if applicable). The following is a good example:

"Unit - Move (Unit) Instantly to (Point) (Blend)"
Parameter Type Default Description Possible Values
Unit <Unit> Triggering Unit The Unit that will be moved Any variable or value of type <Unit>
Point <Point> Point (Null) The point to which the unit will be moved to Any variable or value of type <Point>
Blend <Preset> No Blend Whether or not to make the game try to smoothly move the unit to the new location, or just move it there. Blend, No Blend

Make sure to include all of this information. If a parameter is limited to certain values, just as the Blend option in the example above, list all available options separated by commas.

Examples

Additional Notes

Data Editor Fields