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DMarkwick
May 27 2011, 08:49
Apologies for possible duplicate thread. I didn't see another one.

Whoo, where to begin :) although the BIS editor is by far my most used and beloved editor, I'm sure most people agree that improvements are always possible. And it's just a suggestions thread, but I will try to keep the suggestions to realistic levels.

1. 3D mode, obviously :) we know it can be done, it's already there in beta form.

2. Layers.

3. Integrated script editor, script saved in the mission folder. Predictive drop-downs would be great.

4. Save as... option will save not just the default BIS mission files, but EVERYTHING in the mission folder.

5. Grouping, as in drag, rotate & copy as one, not grouping as in making military groups.

6. Enable script error onscreen warnings for editor only.

7. Merge missions will merge on different layers (connected to 2 above)

Carry it on :)


*EDIT*

Apoligies to CookieEater, I see your thread now :D

JW Custom
May 27 2011, 08:56
I'm pretty sure you can already do 5, but it would be cool if objects could be grouped with like ctrl+g so that after de-select and select they would still be grouped!

DMarkwick
May 27 2011, 08:58
I'm pretty sure you can already do 5, but it would be cool if objects could be grouped with like ctrl+g so that after de-select and select they would still be grouped!

That's the one :) I knew you could group for copy & paste purposes, but a grouping toggle would be good.

Tonci87
May 27 2011, 10:18
The ability to change the units gear without scripting, just by pressing a button that brings up the Select Gear Screen for that Unit. And a working 3D Editor.

walker
May 27 2011, 10:20
Hi all

All Good

Has my vote

Kind Regards walker

])rStrangelove
May 27 2011, 10:28
A little preview picture for every object i click on in a dropdown menu. Would help with choosing stuff like buildings, fences, etc etc.

Mr Burns
May 27 2011, 10:32
1. 3D mode, obviously :) we know it can be done, it's already there in beta form.

2. Layers.

3. Integrated script editor, script saved in the mission folder. Predictive drop-downs would be great.

4. Save as... option will save not just the default BIS mission files, but EVERYTHING in the mission folder.

5. Grouping, as in drag, rotate & copy as one, not grouping as in making military groups.

6. Enable script error onscreen warnings for editor only.

7. Merge missions will merge on different layers (connected to 2 above)


Yes please, all of this.


+

8. dropdown in-editor weapon selector (like Tonc said)

9. pssbly other faction handling (say, like Lock:On, but less clunky)

10. copied units hold all their attributes (no more make playable this & that after carrying a team over from one to another mission)

11. integrated briefing wizard (kind of thing)

12. in-editor file browser (pssbly duplicate of #4)

Alex72
May 27 2011, 10:36
Good post DM.

Fully supported by me.

JW Custom
May 27 2011, 10:41
Good post DM.

Fully supported by me.

WTF!!! :eek:

Who are you, have i seen you here before :p

ProfTournesol
May 27 2011, 10:59
Agreed with all this + new waypoints, some of them depending on unit's class : such as LAND for helos or "DEFEND BUILDING" for infantry etc...

Tonci87
May 27 2011, 11:11
"DEFEND BUILDING"
Hell YES!

DMarkwick
May 27 2011, 11:17
Yes additional waypoints would be great. In fact I'd like to see a specific waypoint editing method so that scripters can make them, and insert them as editor placeable waypoints.

Mr Burns
May 27 2011, 11:23
Yes additional waypoints would be great. In fact I'd like to see a specific waypoint editing method so that scripters can make them, and insert them as editor placeable waypoints.

Isn´t there a "scripted" waypoint already, or am i seeing pink elephants?

DMarkwick
May 27 2011, 11:24
Isn´t there a "scripted" waypoint already, or am i seeing pink elephants?

I haven't heard of such a thing, but it sounds possible :) and useful.

wamingo
May 27 2011, 11:48
I have some odd ones...

BIS made templates. An empty editor out of the box = terrible.
Wizard created missions should be importable to the main editor.
Difficulty option inside the editor (recruit, regular, veteran...).
Position fields (x,y,z) in unit window.
Azimuth-Dial on LMB-release instead of on-click.
Unusable variable names should error when used as a variable. (eg a unit name would error if called "player").
Insert-Group window could have an option to "Make Playable".
Keyboard shortcut to switch selected units between player/playable/non-playable, eg P or ctrl+P.
Copying units should retain Playable setting.
Unlock mission files for writability after playing them in SP/MP - so you can save over them in the editor.
Window displaying default classnames of a selected unit. (eg vehicle classname, turrets, cargo, soldiers, weapons, ammo, etc).
Ctrl+z / Ctrl+shift+z for undo/redo last action.
I also think commands could be reduced a bit. But I'll save specifics for now.

nuxil
May 27 2011, 11:58
i would like to have each map/island under its own directory.



c:\foo\bar\ArmA3\Missions\Island1\MyMissionxx
c:\foo\bar\ArmA3\Missions\Island2\MyMissionyy


i think this would make it more clean. i hate having 1 mission dir with a mix of all island&mission in one dir.

Mr Burns
May 27 2011, 12:31
I haven't heard of such a thing, but it sounds possible :) and useful.

Memory served me well, there is a scripted WP.
http://i569.photobucket.com/albums/ss140/ofpc_burns/misc/scriptedwp.jpg
Can´t say what it does or how to use it though, not a scripter :D

])rStrangelove
May 27 2011, 14:23
I think it starts the script which you provide when the waypoint activates.

Moricky
May 27 2011, 15:00
Extended functionality of SCRIPTED type waypoints is playing significant role in Take On Helicopters editor improvements. You'll be able to define your own waypoints in config and set scripted functionality for them - basicaly wrapping current the SCRIPTED waypoint into more user-friendly feature.
More info to be released in Questions (http://forums.bistudio.com/showpost.php?p=1939609&postcount=33) thread.

As for Arma 3, this improvement was not yet confirmed, but if community demands it ... ;)

JW Custom
May 27 2011, 15:06
As for Arma 3, this improvement was not yet confirmed, but if community demands it ... ;)

I want to say Nice... but it somehow sounds wrong :D but cool :cool:

RoyaltyinExile
May 27 2011, 15:09
I want to say Nice... but it somehow sounds wrong :D but cool :cool:


...It sounds to me like a very dangerous precedent to set ;)

Sniperwolf572
May 27 2011, 15:12
As for Arma 3, this improvement was not yet confirmed, but if community demands it ... ;)

Is there something the community does not demand? :p

SpetS15
May 27 2011, 15:27
Copy/paste everything, Im talking about the playable/no playable status

is not funny when you have to make a 40+ people coop mission ¬¬

Tonci87
May 27 2011, 15:40
Extended functionality of SCRIPTED type waypoints is playing significant role in Take On Helicopters editor improvements. You'll be able to define your own waypoints in config and set scripted functionality for them - basicaly wrapping current the SCRIPTED waypoint into more user-friendly feature.
More info to be released in Questions (http://forums.bistudio.com/showpost.php?p=1939609&postcount=33) thread.

As for Arma 3, this improvement was not yet confirmed, but if community demands it ... ;)


So we just need to say it? Ok. We the community demand it please...

Mr Burns
May 27 2011, 15:54
Copy/paste everything, Im talking about the playable/no playable status

is not funny when you have to make a 40+ people coop mission ¬¬

Already "demanded" as #10 on my continuation of DMarkwick´s List ... for the same reasons as yours, plain sucks :p

Jedra
May 28 2011, 07:43
Is there something the community does not demand? :p

I think the BI Community wrote the words to the Queen song...

'I want it all, I want it all, I want it all, and I want it now'

;)

Macadam Cow
May 28 2011, 09:21
A search bar ! Please !
Or if it's not possible at least organise all the units following the alphabetical order. Wasting several minutes looking for a particular unit or object can be really annoying ;)

Cossack8559
May 28 2011, 11:48
Copy/paste everything, Im talking about the playable/no playable status

is not funny when you have to make a 40+ people coop mission ¬¬

This as well for me... i love to make huge co-op missions with plenty of playable options and the finger ache after 50+ units just becomes unbearable. :D

Flash Thunder
May 28 2011, 18:33
For the Editor general improvements

*Syntax highlighting for script init line

*Mission Parameters Section with hotkey, allowing fast editing of Mission objectives, breifings and other information while in the editors interface.

*Quick Placeable FX, Smoke plumes, fire, other FX, treated as objects.

*Notifiers for Modules that are not synchronized

*Total entity count on Map number on TOP right hand corner

*Mission you made and play with a certain mod like an Robert Hammers Ammo box for example please dont allow the mission to become dependent on it, and If I do remove the ammo box remove the required mod from the mission currently even if its not there anymore the mod will still be in the textfile for the mission.

* To compliment the above suggestion, Add a Required mods Section to the editor (with hotkey) this will display the latest build of the game, the mods that are required to play the mission with other players,

For example

Mission name: Operation Torchlight

Arma 3 Version: 1.0.88945

Required Addons:

Robert Hammer MG Weapon Pack Version 1.25
PLA Forces
ACRE

Map Publisher: FlashThunder (Arma 3 profile name)
Date Created: 8/5/2012
Latest change: 8/5/2012


^^^

This alone would help me out as a casual mission maker and overall add alot of functionality/and even more user accessibility to the editor.

-------------------------------------------------------------------

Some ideas I would like but probably wont make it in

*Spawn point system, Im dumb I couldnt figure out how to make spawns, placeable spawn points in editor, classified under tools.

*Placeable Checkpoint save locations (giving them depth, diameter, size)

*Easier to read altitude on map, maybe display that information in a small box, information would be from where your cursors location on the map.

*Preview window for placeable objects would be neat

Enad
May 29 2011, 02:23
*Mission you made and play with a certain mod like an Robert Hammers Ammo box for example please dont allow the mission to become dependent on it, and If I do remove the ammo box remove the required mod from the mission currently even if its not there anymore the mod will still be in the textfile for the mission.



Oh god please this. I hate deleting an addon in a mission so I can play with a friend only to have it still there and required, and then deleting it from the mission.sqm and it still being required.

Jak170
May 29 2011, 05:09
I think arma 3 should include a blank, flat, all land map just for testing purposes so you can pop in and out of the map quickly and easily.

coder4crack
May 29 2011, 08:31
I think it would be nice to command troops with the mouse button as well. i.e. click on AI's/groups icon or actual person, point to where to go or right click, and they move there. AI algo' then has them bunkering down for good conceal and cover. Choose AI's way points and movement path from main menu.

Be able to tell when what weapon to use, and when.

DMarkwick
Jun 8 2011, 12:27
Ooh, ooh, I thought of another one :)

The ability to mod the editor. So new functionalities can be coded into it. Examples of new functionalities that some modder could code in:

Select a building, right-click it and select Destroyed as its initial condition.
Select a building, select a door within that building, and set it to closed/open/locked/unlocked etc. Then place a key and sync it to the door(s). (Thanks to MadDogX for the idea ;))
Select an area and set it so the Opfor will avoid entering it.
Etc :)

PeterBitt
Jun 8 2011, 13:39
i would like to be able to copy & paste objects to original position, like "alt+toggle+ctrl+v" in adobe indesign.
this would allow to place for example a base from the mission to intro section to exactly the same coordinates and azimuth as the original and i dont need to try to place it there manualy.

DMarkwick
Jun 8 2011, 14:29
i would like to be able to copy & paste objects to original position, like "alt+toggle+ctrl+v" in adobe indesign.
this would allow to place for example a base from the mission to intro section to exactly the same coordinates and azimuth as the original and i dont need to try to place it there manualy.

You're talking about an absolute, rather tham a relative paste option right?

Moricky
Jun 8 2011, 14:47
i would like to be able to copy & paste objects to original position, like "alt+toggle+ctrl+v" in adobe indesign.

Already implemented, Ctrl + Shift + V ;)

Tankbuster
Jun 8 2011, 14:52
I'd love to avoid the preview/restart dance when repeatedly previewing missions. Having them start from where you left off last time is a PITA.

dale0404
Jun 8 2011, 15:07
Ok this is waaaaayyy out there...

A module or something else that enable you to turn a SP mission into a MP mission. It sorts out all JIP / sync issues anything else MP related.

Like I said, waaayyy out there!

OnlyRazor
Jun 8 2011, 16:14
Select a building, select a door within that building, and set it to closed/open/locked/unlocked etc. Then place a key and sync it to the door(s).


Other than for stealth missions, that would serve little to no practical purpose. I mean, why go through all the trouble of looking for a key, when you can knock the bloody thing off of its hinges? :yay:

MattXR
Jun 8 2011, 16:29
I agree, there needs to be some big additions to the mission editor! its one of the biggest things that keeps this community alive and big additions would be amazing =)

I know a lot has changed since OFP but nothing major.. like 3d Cabability etc.. would make for placing units, fences, etc all the more easiyer =)

niall0
Jun 8 2011, 16:33
Undo/Redo function is about the only thing not mentioned 2/3 times in here.

The amount of times i've bollocksed somthing up and had to re do it is a pain in the arse.

The drop down weapon select thing sounds a really good idea too, glad im not the only person who thought it logical

DMarkwick
Jun 8 2011, 16:57
Other than for stealth missions, that would serve little to no practical purpose. I mean, why go through all the trouble of looking for a key, when you can knock the bloody thing off of its hinges? :yay:

Try to imagine that as an example only :) the topic is the ability to do it.

Tarisai
Jun 8 2011, 17:20
Something I'd like to see would be a standard set of pre-defined objectives that can be placed on the map and sync'd to units/groups.

The way I'd imagine this to be implemented in the editor, would be to select from an array of pre-set objectives such as: Assualt, Defend, Destroy, Recon etc. Place the objective on the map and set the dimensions of the area the objective relates to. You could then select from a list of optional parameters which dictate how the units (more for AI) should act to achieve that objective.

Examples of Defensive Parameters

Stand Ground - the unit/group will stay within the dimensions of the objective placement, and will not attempt to sally out or flank the assaulting force.
Hold - the unit/group will attempt to hold ground 'til the assaulting force has the evident upper hand, either by weight of fire/casualties inflicted/proximity.
Default - would be the default, where AI would dictate best course of action to kill/wound/route the assaulting force
Retreat - the unit/group will retreat as soon as a threat is identified

An example mission and how these objectives could be strung together in the editor, via some 'objective sync' like the current sync function:

Defensive force (AI) has orders to stop an assault on a string of closely situated compounds, from a numerically superior force (Player).


First compund has a Defend-Retreat objective. Defenders see enemy and retreat, trying draw them in to the next compound with favourable firing positions.
Second compound has a Defend-Hold objective. Defenders open up on enemy to try press them back. If they take too many casualties or their morale is taking a hit, they retreat to the next compound.
Third and last compound has a Defend-Stand Ground objective. No retreat - no surrender - defend at all costs!


Right there is an entire, dynamic scenario which could take a good while to play through, and it would only required the placement of two opposing groups and three objectives sync'd together. Another great thing, is that this wouldn't require any waypoint plotting at all. Though obviously, waypoints could be brought into the mix for a little more certainty.

Offensive Parameters could include things like harassing - hit and run engagements on targets at objective from max range; hold fire/return fire on approach etc.
So place a Recon-Harass objective, sync to a group, click preview and away they go to recon the objective and engage at extreme range, targets of opportunity.

I know it could be done in the current editor - but I think this could really open doors for the "Scripts Make My Eyes Bleed!" folk like myself.

Blackfox34
Jun 8 2011, 17:36
Don't know if this has been already said.

Incorporate the scripting wiki into the editor.

I've seen something like this in VBS2. Where you look at the commands and it tells you what they do and how it should look finished.

Also take some of the FAQs from here and armaholic and incorporate them into the misson pre-determined.


For instance everyone's favorite --- Heli Insertion.

Select the option.

You place helo, units, it asks where you want to start and where you want to finish.


Basically, it simplies the language into just plugging in numbers or units. How many in cargo - 6. Alititue -200, etc...


Not all of us have the time to sit there for hours trolling forums to get 1 aspect to work :-)

ProfTournesol
Jun 8 2011, 17:38
Undo/Redo function is about the only thing not mentioned 2/3 times in here.

The amount of times i've bollocksed somthing up and had to re do it is a pain in the arse.


Agreed !

PeterBitt
Jun 8 2011, 19:04
Already implemented, Ctrl + Shift + V ;)
wow thanks! didnt knew this :rolleyes:

Elmas
Jun 8 2011, 20:34
Some ideas I would like but probably wont make it in

*Spawn point system, Im dumb I couldnt figure out how to make spawns, placeable spawn points in editor, classified under tools.

*Placeable Checkpoint save locations (giving them depth, diameter, size)

*Easier to read altitude on map, maybe display that information in a small box, information would be from where your cursors location on the map.

*Preview window for placeable objects would be neat

This, and i just watched gamespot E3 coverage of ArmA III and it said that the game will have a 3D editor :)

Rye
Jun 9 2011, 06:03
Someone posted a pic earlier with the idea, but just to state it again. It would be cool if you could select the units gear through a gear menu in the editor. To add on, it would also be great if you could drag and drop into vehicles etc e.g. drag into C130, it asks you what slot and you click pilot or in back or gunner or whatever.

LJF
Jun 9 2011, 07:26
Agreed, those sound good :) A working 3d editor would be great for setting up FOBs and that kind of thing, placing those "?" icons is a nightmare lol.

metalcraze
Jun 9 2011, 07:45
Someone posted a pic earlier with the idea, but just to state it again. It would be cool if you could select the units gear through a gear menu in the editor. To add on, it would also be great if you could drag and drop into vehicles etc e.g. drag into C130, it asks you what slot and you click pilot or in back or gunner or whatever.

And even if gear will be just plain text names from config and not pictures - it still will be great instead of constantly having the gear list tab open in the browser and switching back and forth when making a mission.

bus
Jun 9 2011, 19:19
I'm new to Arma scripting but I'd like built in script debugging module (if they don't already have it) where you can set breakpoints (halts gameplay), check/set variable values, etc. I think there's already something like this out there but it'd just be nice if it was part of the game itself. And then if you go that far, why not be able to completely write long scripts from within the editor like have an expanded "init"-esque field that has intelisense that you can make use of in the editor.

kylania
Jun 9 2011, 19:29
I'd really prefer to keep the script IDE seperate from the editor. I'm very happy with my ArmA Edit, others are very happy with their Squint or Notepad++ or UltraEdit. No need to force people to use in game tools for that.

However, having hooks in the editor which does things like check values and stuff would be pretty sweet. Just don't want to be tied to using it to write code.

bus
Jun 9 2011, 19:44
Oh no, i didn't mean that you "can't" use other tools, only to make it a little easier to write scripts inside the editor, that's all.

kylania
Jun 9 2011, 19:45
Yeah, making things like the function browser be integral to the editor instead of a separate mission you need to swap to to check something would be awesome.

2nd Ranger
Jun 14 2011, 20:45
Every time BIS mentions the editor in publicity stuff, they say it is intuitive and easy to use. This is simply not true if you are a complete beginner who has opened the editor for the first time. Now before I go on, a few things: I am not demanding any of the following be implemented; it just seems like they'd save everyone alot of time and hassle. I also have no idea how difficult it would be to implement these things, and right now I have very little expectation of it ever happening so this is more of a wish (upon a star) list. Also, I know my way around the editor. I just started thinking about this after seeing a few people in the editing section asking questions about the simplest of things. So anyway:

Everything needed to make a very simple (but complete and fully playable) mission should be available in the editor, without having to trawl the forums for editing tips. I'm not even talking about having an integrated scripting bible or functions viewer or anything like that. At the very least, I'm talking about the following, which are essential parts of a complete mission:


Briefing
Tasks

Support for these should be fully integrated into the editor. While writing this post I was reminded of IGOR, Ghost Recon's mission editor. I just opened it up for the first time in about 7 years, and it's awesome. Don't get me wrong - GR doesn't hold a candle to the complexity of Arma. But IGOR could only be more user-friendly if there was an animated character in the corner guiding you through it. Here's how the two things I mentioned are accomplished in IGOR:

To create a briefing, you go up to the 'Edit' menu, and click 'Briefing'. Then a window pops up and you write your briefing in it. In Arma, this would ideally create the associated files in your mission folder (clearly possible since the mission.sqm is created in a similar way).

To create objectives, you go up to 'Script' and select 'Objectives'. Then you 'Add' a new objective in the left window, and on the right you type your objective text and also give the objective a 'Tag' so you can reference it. In Arma, perhaps these created objectives could be referenced in triggers, much like custom sound files show up in a trigger's 'Effects' menu.

That's it. That's all a beginner needs, really. Obviously there would still be some reading required, but no messing about with folders and scripts and file types. This would eliminate any excuse for a mission not having a working briefing or tasks, which looks terrible and amateurish and the cause of which is usually the author being unable to grasp how to make it happen.

To clarify, I'm not saying OMG BIS U SHUD COPY IGOR. That editor uses 'block' style scripting so I understand it is quite different. Also, it's external, meaning you have to keep restarting the game to test the mission. The Arma editor is superior on that point alone.

gonza
Jun 14 2011, 22:06
please add ability to reatime edit mission (players connected) like in VTS (pub), mmc sandbox, VBS

VBS 2
http://www.youtube.com/watch?v=Zi1SdWRQ1u0

VTS 3.5
http://www.youtube.com/user/gonzarma#p/a/u/2/1Pm9QUIApFM

Uberduderofdoomer
Jun 14 2011, 23:11
Conjugative multiplayer editor so other players can join in and edit with you at the same time, of course.

Also, it would be AMAZING if you could change weapon loadouts for helis, planes, vehicles in general in the editor. As in, I could edit the combination of Hydras, Mavericks, GBU's in my a-10, which would be great to fine tune the vehicles for specific roles. Realistically of course, not like adding nukes to an apache or anything.

twisted
Jun 14 2011, 23:32
right click functionality that brings up additional options for each unit - stealth/danger mode, weapon type, ammo, copy attributes (height, pos, loadout), dammage, etc.

Abilty to save presets (Ctrl+1 functionality)

3d lines to show grouping, waypoints, etc

AAR that could be replayed in the map editor would be absolutely awesome.

antoineflemming
Jun 16 2011, 05:09
Conjugative multiplayer editor so other players can join in and edit with you at the same time, of course.

Also, it would be AMAZING if you could change weapon loadouts for helis, planes, vehicles in general in the editor. As in, I could edit the combination of Hydras, Mavericks, GBU's in my a-10, which would be great to fine tune the vehicles for specific roles. Realistically of course, not like adding nukes to an apache or anything.
would also be nice if you could specify what type of unit is occupying a particular vehicle.

ozzbik
Jun 16 2011, 05:56
I would like the possibility to have a OPFOR unit to change sides (without scripting).
Like the set friendly option for the independent faction.

Uberduderofdoomer
Jun 16 2011, 06:24
Or maybe, you could have each faction assignable to Opfor or Blufor, or independent. Or maybe the ability to make as many teams as you want and can assign each faction to whichever, so you could have stuff like Team 1 Russia and BAF vs. Team 2 PMC and Austraila vs. Team 3 Locals vs. Team 4 US or something crazy like that.

wamingo
Jun 16 2011, 12:58
would also be nice if you could specify what type of unit is occupying a particular vehicle.

not already possible? create an empty vehicle and use _man moveInDriver (http://community.bistudio.com/wiki/moveInDriver) _car
etc

DMarkwick
Jun 16 2011, 13:11
not already possible? create an empty vehicle and use _man moveInDriver (http://community.bistudio.com/wiki/moveInDriver) _car
etc

Anything is possible by scripting, but this thread is about editor improvements, so a method for doing that in the editor would be welcomed :)

antoineflemming
Jun 16 2011, 14:35
not already possible? create an empty vehicle and use _man moveInDriver (http://community.bistudio.com/wiki/moveInDriver) _car
etc
Thanks. I was specifically talking about a specific feature for vehicles not requiring scripting. So that it's not me telling a unit to move into an empty vehicle, but an occupied vehicle with a drop-down option to choose available units who crew the vehicle.

Warts
Jun 20 2011, 21:59
I hope the problems with mission making will be improved.

1. What works in the editor preview may not work in MP on your own machine.

And more important:

2. What works in MP on your own machine Fails on a didicated server.

This last problem (2.) drives mission makers to mental problems.

Pathetic_Berserker
Jun 20 2011, 23:51
Anything is possible by scripting, ....

Exactly right!

Wich is why this

Don't know if this has been already said.

Incorporate the scripting wiki into the editor.

I've seen something like this in VBS2. Where you look at the commands and it tells you what they do and how it should look finished.

Also take some of the FAQs from here and armaholic and incorporate them into the misson pre-determined.


For instance everyone's favorite --- Heli Insertion.

Select the option.

You place helo, units, it asks where you want to start and where you want to finish.


Basically, it simplies the language into just plugging in numbers or units. How many in cargo - 6. Alititue -200, etc...


Not all of us have the time to sit there for hours trolling forums to get 1 aspect to work :-)

Is an absolute must. Would with out doubt be the biggest and most functional improvement. We all know it can be done, think I remember seeing something similar being used by Ivan in a pre-release version of A2

I demand. please

F2k Sel
Jun 21 2011, 00:05
I like to be able to have our own in game note pad which we could save and load from within game when needed.

It would also be nice if when we click on a save mission we could see a list of the files contained within. You can't always remember the names of each script.

Big Dawg KS
Jun 21 2011, 00:21
IMO not much is needed, although it looks like we're getting an all new 3D editor anyway, so I expect the interface is going to be very different. :(

Still, one thing that has always buged me is that when you Save As under a different name, it doesn't copy any of the other files (other than the mission.sqm).

wamingo
Jun 21 2011, 00:40
... drives mission makers to mental problems.
What do you propose?
MP is a completely different ballgame to SP. It's like parallel programming vs sequential. It isn't simple and probably never will be.
Indirect solutions may help a fair bit (eg templates/examples), but in the end locality is probably here to stay.

MacScottie
Jun 21 2011, 00:45
integrated briefing wizard (kind of thing)

Oh god yes this above all else. I would probably have close to 100 missions on armaholic except I don't put briefings in any of them.

Blackfox34
Jun 21 2011, 01:16
I would just like to see it be more user friendly and like the what I have seen of the editor videos of VBS2.

I have great ideas for missons, but I don't have the time to learn the scripting and it is hard to troll through hundred of threads looking for that one line you need to make it work.

The community could make a general list of the most used/requested commands for the game. Have this auto incorporated into the editor and easier to use.


Things like:

Helo Insertions
Ambushes
Place in building
Disabling AI, etc.


It would be easy enough to place something like disableAI "Move"; in the editor as it is by just clicking on the Unit, could have a thing that says disable AI and a drop down object that has different variations.

For Helo Insertions

Choose Vehicle, What units would you like to load in cargo. Where to start and where to finish. What altitude would you like to fly in. How long would you like to stay at zone. When would you like to get picked up etc...

Big Dawg KS
Jun 21 2011, 03:00
Meh, IMO that's very unneeded. It may seem tedious, but learning how to do these things with scripting is more beneficial than having the game generate them for you.

I guess people just don't seem to understand that some of these things are advanced functionality, and advanced functionality requires more knowledge. IMO the basic functionality of the editor (without any knowledge of scripting) is good enough for creating simple missions. More advanced missions rightfully require more advanced users. Let's not have BIS try to become like Apple where they just hide and try to simplify the advanced functionality and piss off the people who want more control.

Besides, the knowledge is very accessible and there are more than enough tutorials and places to look for help.

DMarkwick
Jun 21 2011, 08:37
IMO not much is needed, although it looks like we're getting an all new 3D editor anyway, so I expect the interface is going to be very different. :(

I'd guess that the editor won't be too different. A 3D editor might mean the user having to use the ctrl, shft and alt keys to facilitate the 3D abilities and the view, but I expect the basic functionality will remain the same.


Still, one thing that has always buged me is that when you Save As under a different name, it doesn't copy any of the other files (other than the mission.sqm).

Save as... functionality I have as No.4 :) bugs me too. I use DAC a lot and I nearly always forget to do the copy/paste dance before testing the new version :D
It does surprise me though that even the init file is not copied across automatically. I guess the current editor is purely a mission.sqm only editor.

wamingo
Jun 21 2011, 09:36
I don't think the 2d editor is being replaced. As fancy as a 3d version sounds, they're typically very inefficient without some orthographic companions. You spend 100x as long controlling the camera, alone.
We'll just get a button to switch to/from 3d I'm sure.

Tonci87
Jun 21 2011, 10:13
Would be good for me. Both Editors combined would be magic.
(Like it is in the Arma 2 3D Editor, where you have something like the usual 2D Editor and a button to switch to 3D Mode)

B00tsy
Jun 21 2011, 10:31
I would like to see that groups can cycle though more waypoints without additional scripting. Un less I am doing something wrong, I can not let AI cycle to more then 2 waypoints in the editor. Also THe cycle does only seems to work with the 'move' command. When I try 'guard' with a timer the AI does not seem to cycle anymore, but stays at the guard waypoint.

wamingo
Jun 21 2011, 11:39
I would like to see that groups can cycle though more waypoints without additional scripting. Un less I am doing something wrong, I can not let AI cycle to more then 2 waypoints in the editor. Also THe cycle does only seems to work with the 'move' command. When I try 'guard' with a timer the AI does not seem to cycle anymore, but stays at the guard waypoint.

B00tsy, read about the waypoints here: biki waypoints (http://community.bistudio.com/wiki/ArmA:_Mission_Editor#Waypoints_Mode_.28F4.29)
Guard can be switched out of, but doesn't time out automatically.

B00tsy
Jun 21 2011, 13:21
B00tsy, read about the waypoints here: biki waypoints (http://community.bistudio.com/wiki/ArmA:_Mission_Editor#Waypoints_Mode_.28F4.29)
Guard can be switched out of, but doesn't time out automatically.

Yeah the biki page has 10000 characters about waypoints, non of them explains easily how to break a guard waypoint which is common on the biki pages unfortunately. It is easier to use a patrol script that requires more resources then to learn from biki pages which leads to more frustrations.

Big Dawg KS
Jun 21 2011, 14:48
Would be good for me. Both Editors combined would be magic.
(Like it is in the Arma 2 3D Editor, where you have something like the usual 2D Editor and a button to switch to 3D Mode)

The problem with the ArmA 2 3D editor is that it didn't use the native SQM structure. Thus switching between editors was challenging and required you to convert 3D missions for use in the standard editor.

I hope BI's 3D editor in ArmA 3 works off the native SQM files.

chris64
Jun 21 2011, 15:27
Meh, IMO that's very unneeded. It may seem tedious, but learning how to do these things with scripting is more beneficial than having the game generate them for you.

I guess people just don't seem to understand that some of these things are advanced functionality, and advanced functionality requires more knowledge. IMO the basic functionality of the editor (without any knowledge of scripting) is good enough for creating simple missions. More advanced missions rightfully require more advanced users. Let's not have BIS try to become like Apple where they just hide and try to simplify the advanced functionality and piss off the people who want more control.

Besides, the knowledge is very accessible and there are more than enough tutorials and places to look for help.

Those things would be great, being able to choose the units in a vehicle using a simple menu AS WELL AS through scripting would be a massive timesaver and help to many people. These kind of features don't make the game any more childish or dumbed down, they just make it easier for people who don't have time to learn the scripting language to make better missions :)

zigzag
Jun 21 2011, 16:11
Those things would be great, being able to choose the units in a vehicle using a simple menu AS WELL AS through scripting would be a massive timesaver and help to many people. These kind of features don't make the game any more childish or dumbed down, they just make it easier for people who don't have time to learn the scripting language to make better missions :)

Learning is part of the fun so they should not make it too easy.
I learnd alot about scripting and computers from mission editing so I say thanks to BIS for more then just a great game.

chris64
Jun 21 2011, 16:16
Learning is part of the fun so they should not make it too easy.
I learnd alot about scripting and computers from mission editing so I say thanks to BIS for more then just a great game.

Players being able to quickly make enjoyable and complex missions is also fun, I understand if it extremely technical but something as widely useful as changing the gear of a unit via menu is something that can be made easier while in no way making it any less complex, this whole idea of "we have to keep it difficult so it takes extra time to learn" just seems slightly elitist if I am to be honest :o But I do understand, keeping the actual depth of the editor is a must, and would still allow people to learn and master it :)

neokika
Jun 21 2011, 16:52
Players being able to quickly make enjoyable and complex missions is also fun, I understand if it extremely technical but something as widely useful as changing the gear of a unit via menu is something that can be made easier while in no way making it any less complex, this whole idea of "we have to keep it difficult so it takes extra time to learn" just seems slightly elitist if I am to be honest :o But I do understand, keeping the actual depth of the editor is a must, and would still allow people to learn and master it :)

Hi even easier then this?


removeAllWeapons this; this addWeapon "MyWeapon"; this addMagazine "myMagazine";


If you want something simpler then that in this case for giving a different loadout to a unit, I would say mission editing is not your thing, since its just a matter of copy&paste to change loadouts.

_neo_

DMarkwick
Jun 21 2011, 17:02
Hi even easier then this?


removeAllWeapons this; this addWeapon "MyWeapon"; this addMagazine "myMagazine";


If you want something simpler then that in this case for giving a different loadout to a unit, I would say mission editing is not your thing, since its just a matter of copy&paste to change loadouts.

_neo_

Yes, simpler than that. As you know, "MyWeapon" and "MyMagazine" is meaningless, where is a fledgling editor playing about in the game's editor supposed to get the weapon name?

Big Dawg KS
Jun 21 2011, 17:07
Yes, simpler than that. As you know, "MyWeapon" and "MyMagazine" is meaningless, where is a fledgling editor playing about in the game's editor supposed to get the weapon name?


hint format ["%1\n%2",weapons player,magazines player]

Or the biki... where all of this stuff is documented.

Honestly IMO any efforts to try to simplify basic stuff like that will not be worth it. It may make a few people more satisfied but it will only go unnoticed/unappreciated by the majority of advanced users to whom this stuff is basic knowledge.

DMarkwick
Jun 21 2011, 17:25
But what good is knowing the name of the weapon that you already have to someone who wishes to change it? ;)

Katipo66
Jun 21 2011, 18:54
Honestly IMO any efforts to try to simplify basic stuff like that will not be worth it. It may make a few people more satisfied but it will only go unnoticed/unappreciated by the majority of advanced users to whom this stuff is basic knowledge.

:confused: It would make everyone who's not an advanced scripter satisfied, and I think some of said advanced users would be appreciative.

I fully agree that you can only get the best out off the editor and mission making by learning the stuff, but I'm not so sure on why you so against non scripters being given more tools to be able to create maybe a more dynamic mission than with what they can currently.

But then Thinking about it more, I guess i do understand. scs

Flash Thunder
Jun 21 2011, 20:45
Hi even easier then this?


removeAllWeapons this; this addWeapon "MyWeapon"; this addMagazine "myMagazine";


Simple and Intuitive right??? Asking everyone to find where all these class names and parameters are then wasting 10 minutes to copy and paste them into an init box....

So intuitive :rolleyes:

neokika
Jun 21 2011, 20:45
Hi, DMarkwick, are you joking? :)

Classnames:
Arma 2 / Arma 2 OA / Arma 2 BAF / Arma 2 PMC (http://forums.bistudio.com/showthread.php?t=73241)

_neo_

[GLT] Legislator
Jun 21 2011, 21:07
I would keep my wishes on a low level ...

what about ... oh yeah ... multiplayer compatible modules from the beginning? Compatible to community mods from the beginning? I guess nobody needs no features that work only half at the end anyway.

Okay, maybe I ask to much for .. but what about a proper documentation? For beginners? For advanced people?

New feature requests:
- Instantly preplacable compositions (Mr. Murray showed that it can be done even in A2)
- maybe an integrated function --> save placed objects as composition file
- internal script editor as many people mentioned previously
- optional: the ability to hide/unhide community mods in the editor (although I'm not sure if that can be done as the data is read from the config file)
- divide markers for map into sub classes (although this more of a config feature than an actual editor feature). However it would improve the editor if you have a lot of different marker styles in use

TechnoTerrorist303
Jun 21 2011, 21:20
The ability to load heightmap, texture mask and sat image directly into the editor then place objects using the ingame standard 3d editor. It would be even better if there was some sort of gui allowing the user to define which ground texture went on which colour in the mask instead of messing about with config files.

Currently the whole process for building an island/map is far more complicated than it needs to be. Why mess around with Visitor and Bulldozer when it could go straight from the "raw materials" directly into the game?

DMarkwick
Jun 21 2011, 22:49
Hi, DMarkwick, are you joking? :)

Classnames:
Arma 2 / Arma 2 OA / Arma 2 BAF / Arma 2 PMC (http://forums.bistudio.com/showthread.php?t=73241)

_neo_

I expect you didn't really get the question.

wamingo
Jun 21 2011, 23:57
Honestly IMO any efforts to try to simplify basic stuff like that will not be worth it. It may make a few people more satisfied but it will only go unnoticed/unappreciated by the majority of advanced users to whom this stuff is basic knowledge.

Nearly a year later, same discussion (http://forums.bistudio.com/showthread.php?t=103952), same argument.

I agree that the Apple syndrome of reducing functionality, for the sake of the masses is bad.
But do You write your mission.sqm in notepad, too? No, You do not, because You, like everyone else, appreciates gui, click, select, drag and drop type stuff when it means your workload is reduced. And I think You'll find that many think exactly that, about a lot of what You call "basic stuff".

Pathetic_Berserker
Jun 22 2011, 00:23
I'd much rather see improvements that help those that make the effort to learn the basics of scripting first. ie. incorporating a wiki into the editor. And I think this would provide the biggest return to the community as a whole.

Of course I'd also love to see the 3D functionality of RTE or MCC incorporated into the native SQM.

Give us both and it is :yay: all round.

Joe98
Jun 22 2011, 00:29
When I place a unit or object the map, it would be handy to be able to see the exact GPS coordinates of the unit or object in the unit/object screen.

Then you could place the unit/object very precisley.
-

[GLT] Legislator
Jun 22 2011, 05:13
I'd much rather see improvements that help those that make the effort to learn the basics of scripting first. ie. incorporating a wiki into the editor. And I think this would provide the biggest return to the community as a

Something similiar is already in the A2 editor. Just enter a scripting command and press F1, then you'll get a short explanation and sometimes sample code. However for beginners this could be improved.

Big Dawg KS
Jun 22 2011, 05:31
And I think You'll find that many think exactly that, about a lot of what You call "basic stuff".

It's just not worth it. It's not needed, neither by BIS or the majority of community members.

Now if the editor GUI was extensible and we could create these things ourselves IMO that would be effort better spent.

DMarkwick
Jun 22 2011, 08:50
Built-in editor with predictive drop-downs FTW :)

MedicalAndroid
Jun 22 2011, 09:44
It turns out, what with 3d the editor it will be possible to place at once units in a certain room in a building without ten scripts and commands?

Mr. Charles
Jun 22 2011, 09:47
It turns out, what with 3d the editor it will be possible to place at once units in a certain room in a building without ten scripts and commands?

Yes. There is already a beta 3D editor in ArmA2 and OA, you can access it via ALT+E in the main menu.

ezechiel
Jun 22 2011, 10:52
Icones of the unit/building at his REAL SIZE in the map editor, for a better placement.
(you know the 'ok i have two fences here and here, separated by one meter > go ingame > oh boyys...)

DMarkwick
Jun 22 2011, 11:13
Icones of the unit/building at his REAL SIZE in the map editor, for a better placement.
(you know the 'ok i have two fences here and here, separated by one meter > go ingame > oh boyys...)

The 3D editor will cure that :)

Tonci87
Jun 22 2011, 11:21
Make a option if you want the placed AI to stand/crouch/prone

ziiip
Jun 22 2011, 11:30
I would like to have two separate roll-down list for factions and "affiliation". I mean you could pick a faction from the list (eg USA, Iran etc) and you could pick wether the side will be OPFOR, BLUFOR etc.

I know you can just group some soldiers to a higher-ranked dude on the other side, but you still cannot talk to them and their name shows up in red atm.

wamingo
Jun 22 2011, 12:01
Big Dawg, Your definition of majority is mad.

With all due respect to the creative community, the real majority doesn't pay good money for games that promises only "extensibility".

In your own signature you encourage everyone to use the sandbox features of the game, yet you're not willing to lend the very people you speak to, the tools that would allow them to do just that. You simply demand everyone become more advanced users, instead.
But you know full well that's a tall order.

DMarkwick gets it:

Yes, simpler than that

That is what people will pay money for. The flattening of the learning curve and reduction of workload.

johanna
Jun 22 2011, 12:09
This may sound wacko but, be able to connect to a friends computer and make missions together, with two mouse pointers... :cool:

])rStrangelove
Jun 22 2011, 12:15
This may sound wacko

It is. Its like saying 'i'm playing ArmA on 3DFx card' :D

neokika
Jun 22 2011, 13:00
I expect you didn't really get the question.

I guess I didn't, what I understood from your post was that you did not know where to find the class names...

Now, are the players getting lazy?
What I mean is, people in this thread seem not willing to learn at all, and ask for stupid stuff so it makes it easier for them, without learning the basics.

Do you expect a mission maker to make good missions without the basic knowledge?
Yes, that is what will happen since even putting a scripting command in init of a unit or whatever, they feel is too hard? :confused:

_neo_

DMarkwick
Jun 22 2011, 13:18
I guess I didn't, what I understood from your post was that you did not know where to find the class names...


where is a fledgling editor playing about in the game's editor supposed to get the weapon name?

... there you have it, I know where to get the class names, but what about a new player who, first time he is trying to modify a basic thing like loadout, cannot see any place in the editor that gives him a single clue? I don't consider it lazy to be able to find this stuff right in the editor.


Now, are the players getting lazy?
What I mean is, people in this thread seem not willing to learn at all, and ask for stupid stuff so it makes it easier for them, without learning the basics.

Do you expect a mission maker to make good missions without the basic knowledge?
Yes, that is what will happen since even putting a scripting command in init of a unit or whatever, they feel is too hard? :confused:

_neo_

There will always be need for scripting, but what I always found strange was that very basic mission editing tasks like loadouts (units, vehicles and ammo crates etc) should necessitate not only scripting, but research for class names also. The idea that it's lazy to have that basic stuff in the editor is like saying it's lazy that I am able to choose a vehicle/unit from the editor also. Some things are just an extension of what already exists.

Just as in the editor you can drop in any vehicle you like, so it should be in the unit properties window. In fact, treat it like a tiny editor, and have exactly the same loadout drop-down selections as the main editor has for vehicles. It's exactly the same principle.

In fact... every reducable item should have a tiny editor available for it. So even a weapon, when selected on the unit's loadout, can be accessed and modified, seeing as weapon modification is now confirmed :)

becubed
Jun 22 2011, 13:21
How will putting barriers in the way of people make the quality of missions higher?
Organising a players gear in game is easy, open the gear menu and select. It should be the same in the editor. No everyone wants to learn to code and some people just don't think that way. My brother would be a case in point.
You should be able to place a unit in 3D, equip them though the gear menu and set stance and some behaviour basics with a menu of choices.

Big Dawg KS
Jun 22 2011, 14:17
With all due respect to the creative community, the real majority doesn't pay good money for games that promises only "extensibility".

Extensibility is the entire purpose of the mission editor. If you are using it then you are extending the game.

If you don't want to put in the effort then why bother using it? It's sad how spoiled this community has become. IMO everyone should be glad just to have a mission editor (and a 3D editor comming in ArmA 3) that's so powerful. It's something BIS doesn't have to do...

DMarkwick
Jun 22 2011, 15:07
It's sad how spoiled this community has become.

I do feel that's a little unfair for what are only suggestions. The community will take whatever appears, and be grateful for it :)

johanna
Jun 22 2011, 15:24
)rStrangelove;1962460']It is. Its like saying 'i'm playing ArmA on 3DFx card' :D

for ever alone...:(

neokika
Jun 22 2011, 15:47
Extensibility is the entire purpose of the mission editor. If you are using it then you are extending the game.

If you don't want to put in the effort then why bother using it? It's sad how spoiled this community has become. IMO everyone should be glad just to have a mission editor (and a 3D editor comming in ArmA 3) that's so powerful. It's something BIS doesn't have to do...

I have to agree 100% on that.


I do feel that's a little unfair for what are only suggestions. The community will take whatever appears, and be grateful for it :)

I also agree with this, but there is a difference between dumb down the editing for the sake of people that don't wanna take the time to learn and a good work flow.
Let me give you an example, people seem to ask a lot for tasks being done in editor, while they forget the tasks features such as tasks per player/unit/group/side, local/global etc.

_neo_

DMarkwick
Jun 22 2011, 16:02
My own feeling is that there is a very large gap between dumbing down the editor, and making more basic stuff possible to do in the editor. There seems to be a general level of twitchyness on these boards that mistakes ease/accessibility/improvement for "dumbing down". I don't understand the objection myself, what's the fear? That someone "unsuitable" generates a decent mission before he should be able to? We're only talking about basic mission start content here, not enhanced communications or something.

ryguy
Jun 22 2011, 16:15
Yea, I think the editor needs more templates while at the same time still allowing the advanced scripting stuff. I mean honestly, think about how hard it is to do things like make a mission end when a town is clear of combatants- that shouldn't require any scripting or typing of code on my part!
Also, has an undo (Ctrl+Z) function already been suggested?

wamingo
Jun 22 2011, 19:37
words

There's clearly a difference between giving people ready tools and requiring people create their own.

And wanting to do more in less time does not equate to being lazy.

Finally, the editor is an advertised and important feature of arma, so yes, they most certainly do have to.

Katipo66
Jun 22 2011, 20:07
Extensibility is the entire purpose of the mission editor. If you are using it then you are extending the game.

If you don't want to put in the effort then why bother using it? It's sad how spoiled this community has become. IMO everyone should be glad just to have a mission editor (and a 3D editor comming in ArmA 3) that's so powerful. It's something BIS doesn't have to do...

Spoiled! Lolz are you our Father? What do you mean by that.... Bs

Joe98
Jun 22 2011, 23:39
IMO everyone should be glad just to have a mission editor that's so powerful.




This thread is all about how to make it even more powerful.

-






to have a mission editor that's so powerful. It's something BIS doesn't have to do...

Yes they do!

Game developers start by developing the editor. From the editor they make the missions.

Manuals are designed to teach us how to control the soldiers, issue orders and fire weapons. Not about the editor.

Some games allow the public to use the editor and some games do not. The editor is not the central point of the game. That’s why editors are often hard use and why the editor manual is often poor.

So, the developers produce the editor first!

-

---------- Post added at 09:39 AM ---------- Previous post was at 08:37 AM ----------

And if the developers improve the editor, it makes it that much easier for developers to make the missions so they are doing themselves a favour.

-

Big Dawg KS
Jun 23 2011, 00:18
I know BIS uses the editor, and I doubt these extra features will help them much.

It seems people making these suggestions want more of a mission wizard, not a powerful editor. IMO BIS should add control, not take it away. Of course if they can make the most commonly used features faster to use without introducing more clutter or removing control, I'm all for it. But these are not necessarily needed.

You may also ask why I don't think it's a good idea to simplify some of the more advanced/abstract mission design features (like "ambushes" or "helicopter insertions"). Well the problem I see is that it will give newcomers less incentive to actually understand how it works at a lower level (ex: through scripting), making them unable to improve it/fix it if it doesn't work for them. It would also mean people are using the exact same method for these things all of the time, which would result in less variety in the approach people take to solving these problems, which means people may not end up using the best approach for the job.

ryguy
Jun 23 2011, 00:26
Nobody asked for a "Mac editor" where everything is simplified and control is taken away. In the first place, there is control just not there if you don't study coding... Templates and wizards will fix that.

Big Dawg KS
Jun 23 2011, 00:28
Templates and wizards will fix that.

See that's what I'm talking about. Templates and wizards are supposed to make things speedier, not necessarily fix things or give you an excuse not to learn how to do them yourself. If this is the kind of attitude people will take, I'd rather they not add them.

To summarize my concerns, I feel they risk making users stupider.

DMarkwick
Jun 23 2011, 09:21
To summarize my concerns, I feel they risk making users stupider.

I understand your points about encouraging new editors to discover scripting. But, it has to be said the editor itself does nothing in the way of facilitating this :)

I don't agree that increased accessibility is to be avoided in case it makes some people stupid. I might make the opposing statement that increased access opens the door for more people who might otherwise be frustrated at a lack of what might be described as basic options. I consider weapon loadout to be basic options.

I'm not sure anyone can really defend the non-development of a better editor. Just as by double-clicking a unit in the editor map opens up a dialogue box allowing you to change that unit, so too should double-clicking on the unit's weapon in that dialogue box open up another dialogue box where you can change that weapon.

Further, if you double-click a vehicle, you should have the opportunity to double-click the vehicle's units. The vehicle's dialogue box becomes a little editor for that vehicle, and so on down the chain, vehicle, unit, unit weapon. It seems so logical to have a nested dialogue box option for these actions that I literally cannot see any downside, even the making people stupider downside.

Tankbuster
Jun 23 2011, 09:36
I'm really with you on this DM, total sense.

The game has come a long way in the past 10 years and 2 days, but the editor is practically identical to the very first one we saw.

NoRailgunner
Jun 23 2011, 09:48
Its more userfriendly:
+ if one don't have to use other/third party editors for scripting etc
+ if basic features are easy + fast to use (ingame editor)
+ if advanced features can be customised easily (ingame editor)
+ if there is a build-in storage/database system to save/load snippets, loadout/gear...
+ if one is able to place stuff without troubles correctly in 3D editor (and it wont change position even slightly during save/load or in mission)

Sorry but some people seem to be stuck into old-fashioned programming and don't like to see proper working and flexible GUI's. The 80's/90's are gone - users are not dumber or stupid if they demand modern editing/scripting features.

DMarkwick
Jun 23 2011, 10:50
Just to be clear: I do see the difficulties in developing a nested-editor system. For one thing, weapon loadouts are defined in each unit's config. I don't know whether BIS are making changes to that, but if not then I can see that a nested-editor system will be an init-line generator. I still think it would be preferable to init-line text entry only :) as long as the init line field still exists.

neokika
Jun 23 2011, 11:25
Hi all,

My personal favourite:

I hope the problems with mission making will be improved.

1. What works in the editor preview may not work in MP on your own machine.

And more important:

2. What works in MP on your own machine Fails on a didicated server.

This last problem (2.) drives mission makers to mental problems.

And the list goes on.....


I would like to see that groups can cycle though more waypoints without additional scripting. Un less I am doing something wrong, I can not let AI cycle to more then 2 waypoints in the editor. Also THe cycle does only seems to work with the 'move' command. When I try 'guard' with a timer the AI does not seem to cycle anymore, but stays at the guard waypoint.


I have great ideas for missons, but I don't have the time to learn the scripting and it is hard to troll through hundred of threads looking for that one line you need to make it work.

The community could make a general list of the most used/requested commands for the game. Have this auto incorporated into the editor and easier to use.


Things like:

Helo Insertions
Ambushes
Place in building
Disabling AI, etc.


It would be easy enough to place something like disableAI "Move"; in the editor as it is by just clicking on the Unit, could have a thing that says disable AI and a drop down object that has different variations.

For Helo Insertions

Choose Vehicle, What units would you like to load in cargo. Where to start and where to finish. What altitude would you like to fly in. How long would you like to stay at zone. When would you like to get picked up etc...


Players being able to quickly make enjoyable and complex missions is also fun, I understand if it extremely technical but something as widely useful as changing the gear of a unit via menu is something that can be made easier while in no way making it any less complex, this whole idea of "we have to keep it difficult so it takes extra time to learn" just seems slightly elitist if I am to be honest :o But I do understand, keeping the actual depth of the editor is a must, and would still allow people to learn and master it :)


Make a option if you want the placed AI to stand/crouch/prone


*Mission Parameters Section with hotkey, allowing fast editing of Mission objectives, breifings and other information while in the editors interface.

*Quick Placeable FX, Smoke plumes, fire, other FX, treated as objects.

*Notifiers for Modules that are not synchronized

*Total entity count on Map number on TOP right hand corner

*Mission you made and play with a certain mod like an Robert Hammers Ammo box for example please dont allow the mission to become dependent on it, and If I do remove the ammo box remove the required mod from the mission currently even if its not there anymore the mod will still be in the textfile for the mission.

* To compliment the above suggestion, Add a Required mods Section to the editor (with hotkey) this will display the latest build of the game, the mods that are required to play the mission with other players,

*Spawn point system, Im dumb I couldnt figure out how to make spawns, placeable spawn points in editor, classified under tools.

*Placeable Checkpoint save locations (giving them depth, diameter, size)

*Easier to read altitude on map, maybe display that information in a small box, information would be from where your cursors location on the map.

*Preview window for placeable objects would be neat


I think it would be nice to command troops with the mouse button as well. i.e. click on AI's/groups icon or actual person, point to where to go or right click, and they move there. AI algo' then has them bunkering down for good conceal and cover. Choose AI's way points and movement path from main menu.

Be able to tell when what weapon to use, and when.


i would like to be able to copy & paste objects to original position, like "alt+toggle+ctrl+v" in adobe indesign.
this would allow to place for example a base from the mission to intro section to exactly the same coordinates and azimuth as the original and i dont need to try to place it there manualy.


I'd love to avoid the preview/restart dance when repeatedly previewing missions. Having them start from where you left off last time is a PITA.


For instance everyone's favorite --- Heli Insertion.

Select the option.

You place helo, units, it asks where you want to start and where you want to finish.


Basically, it simplies the language into just plugging in numbers or units. How many in cargo - 6. Alititue -200, etc...


Not all of us have the time to sit there for hours trolling forums to get 1 aspect to work :-)

Has you can see, more then 50% of this stuff already is in Arma 2 Editor, the other 50% are not good at all....

_neo_

Elmas
Jun 23 2011, 19:11
I find them all good and valid suggestions, what's with this editor elitism... How many creative people are out there who dont have the time, to learn all there is to know ,to see their ideas come to "life" in the editor. I've said it before, the editor is needlessly time consuming.

Nikiller
Jun 23 2011, 20:54
hi,

- Differents new waypoints i.e a real DEFEND waypoint. I know there's allready BIS fnc taskDefend (http://community.bistudio.com/wiki/BIS_fnc_taskDefend) but something more elaborated would be nice. A bit like CBA defend function.
- More waypoints combos possible (like GUARD and SENTRY combo) simulating a kind of AI communication and tactics between the different groups.
- Easy to use 3D editor.
- Modules fully compatible on a dedicated server. (please do this one :))

Overall, I like the editor (maybe because I use it since 10 years :D) and I'm not for too much change.


I've said it before, the editor is needlessly time consuming.

So true! ;)


what time is it? Ho ok 9:00 PM nice I have time to edit.
4 hours later...
What time is it? Ho fuck! 3:00 AM damn I work tomorow!

cya.

Nikiller.

wipman
Jun 26 2011, 01:48
Hi, a huge huge improvement on/for/with the Editor will be:

- Commands Refference Guide with the DVD BOX (PDF for the Digital Download).
- 3D Editor.
- Real Time Editor maybe?, to watch how the mission will go/work/look.
- Don't need to exit from the Editor to fully edit the mission.
- Integrated Animations Viewer inside the editor.
- Better interface for add command lines like rearm units, more clean.
- Shorter & easyer weapons, ammo and units classnames.
- Many Integrated pre-made scripts.
- Clear pop-up Info windows to know what X do/is.

I think that some of that could make the editor easyer and much more user friendly. Let's C ya

ryguy
Jun 26 2011, 02:42
To summarize my concerns, I feel they risk making users stupider.
I'm fine with being stupider as long as it's just with the editor... have you ever thought that I actually dont want to devote very much time at all learning code for a video-game mission editor? Is that crazy? I just want to make cool missions for myself and friends.

arigram
Jun 26 2011, 03:23
The editor should be made more accessible and people have made some really valid suggestions such as regarding the weapon loadout.
The whole fear of "dumbing down" the editor and making it a simplistic toy for the unwashed masses is simply absurd. It reminds me of the CLI vs GUI flamewars that appear every now and then in the Linux world when Ubuntu comes up with a new tool or redesign to make the computer more accessible to non-programmers.

I am a photographer. I made the choice of using film for much of my photography. I use large cameras with very limited frames on every roll of film, I develop by myself, I print the photographs with an enlarger on photo paper in a dark, dark room. I mix smelly chemicals, I memorize numbers, I do silly gestures to control the printing, I spend much of my time in the dark.
But I don't ask casual snapshooters or professionals to follow my example.
I let them use whatever makes more sense for them.
It would be absurd to belittle people because they follow the common, convenient and productive way based on some elitist ideology of judging work on how difficult it is.

We're talking about the mission editor of a game.
Not a general computer programming language.
You don't sacrifice anything by improving the GUI and the accessibility.
The easier it is to make a mission the better the editor is.
It will be more productive, it will be less time consuming, it will be less effort to create something complex and it will bring more talent.
The less energy and time that one needs to spend to make simple things work, the more energy and time can be devoted to more complex things and more content.

BI HAS been taking steps in making the editor more powerful but also more accessible. The 3D Editor will be a vast improvement in accessibility.

I want to see a more accessible editor.
I don't have time to devote in learning and applying programming skills so I can play a game.
I do have some ideas on missions, I have access to people with more military experience and have some understanding of "directing", so I want to put this all together with the least amount of effort and time.

Big Dawg KS
Jun 26 2011, 03:52
I'm fine with being stupider as long as it's just with the editor... have you ever thought that I actually dont want to devote very much time at all learning code for a video-game mission editor? Is that crazy? I just want to make cool missions for myself and friends.

I don't think you people get what I'm saying. It's not just making you stupider, it's making the missions stupider.

In otherwords, it will limit the creativity of people. We'll end up with missions that are all exactly the same (although it's probably already the case with MP in ArmA 2), and people won't take the time to learn how to do more advanced & creative things. IMO the editor is at a good place right now; it's powerful enough to make some perfectly playable missions without any scripting knowledge, and there is a draw to learn scripting to create more advanced scenarios.

Now I understand the desire to simplify things for the sake of speed/convenience, which I do agree is good, but when people just don't want to learn the advanced stuff there's no excuse.

GossamerSolid
Jun 26 2011, 04:24
Hi, a huge huge improvement on/for/with the Editor will be:

- Commands Refference Guide with the DVD BOX (PDF for the Digital Download).
- 3D Editor.
- Shorter & easier weapons, ammo and units classnames.
- Many Integrated pre-made scripts.


1. Really? Just go to community.bistudio.com...

2. Already technically in there

3. I don't really think the classnames can be shortened, they are already short enough and contain what they need to contain

USMC_Rifleman <--- M14A4 USMC Rifleman

4. There's tons of pre-made scripts with the functions module.

arigram
Jun 26 2011, 04:35
I don't think you people get what I'm saying. It's not just making you stupider, it's making the missions stupider.

Actually, I think the opposite is true.
Excuse me if I go back to camera analogies, but even though now almost everyone has an access to an one-click picture taking device of infinite capacity and simple post-processing workflows, the person using the tool is still the one who defines the quality of the end result, not the tool it is self.
Even though most of my cameras are manually operated, I understand the need and use cameras with automatic functions in the situations that need them (which are not many, mind you).
Sure, the average person will snap a stupid snap and make it even more grotesque with their pirated copy of Photoshop and call it art, but the real photography still survives.

Take software for example. Take image processing, 3D modeling, non linear video editing.
They have grown immensely in power and features since I started using them twenty + years ago. But not only did they add features, they simplified or made automatic operations that needed an immense amount of work before, such as for example in 3D modeling and animation, adding physics, inverse kinematics, fluids, particles, hair, etc.
Nowadays its much faster and easier to create a human model that looks and behaves realistically and thus you are able to more to even more advanced projects.
Sure, someone lacking the skills, talent and ideas to take it far will just mess with the filters, operations and wizards that are right in front of them and don't go further, but that's true no matter how advanced the software is.

If more advanced mission features become more accessible then more people will be making more complex missions, not the other way around.
Talented people will always create something better, why not assist them?
A skill in programming or the programmer's mind set are not the only thing that sets people apart.
I am no programmer nor able or want to think like one, but that doesn't mean I am not capable of creating something of value if the tools were more accessible for people like me.

Tonci87
Jun 26 2011, 10:33
^This, absolutely!

ionezation
Jun 26 2011, 10:40
I m agree with TOnci87 .. just 5mags and 20 bullets :S i run out soon and when i dont know how to call the support i felt ___ :) ... bohemia can go up high in skies if they consider minor things instead of making HI FI grafix.

ryguy
Jun 26 2011, 15:40
Actually, I think the opposite is true.
Excuse me if I go back to camera analogies, but even though now almost everyone has an access to an one-click picture taking device of infinite capacity and simple post-processing workflows, the person using the tool is still the one who defines the quality of the end result, not the tool it is self.
Even though most of my cameras are manually operated, I understand the need and use cameras with automatic functions in the situations that need them (which are not many, mind you).
Sure, the average person will snap a stupid snap and make it even more grotesque with their pirated copy of Photoshop and call it art, but the real photography still survives.

Take software for example. Take image processing, 3D modeling, non linear video editing.
They have grown immensely in power and features since I started using them twenty + years ago. But not only did they add features, they simplified or made automatic operations that needed an immense amount of work before, such as for example in 3D modeling and animation, adding physics, inverse kinematics, fluids, particles, hair, etc.
Nowadays its much faster and easier to create a human model that looks and behaves realistically and thus you are able to more to even more advanced projects.
Sure, someone lacking the skills, talent and ideas to take it far will just mess with the filters, operations and wizards that are right in front of them and don't go further, but that's true no matter how advanced the software is.

If more advanced mission features become more accessible then more people will be making more complex missions, not the other way around.
Talented people will always create something better, why not assist them?
A skill in programming or the programmer's mind set are not the only thing that sets people apart.
I am no programmer nor able or want to think like one, but that doesn't mean I am not capable of creating something of value if the tools were more accessible for people like me.
:yeahthat:

wizbomb
Jun 26 2011, 16:55
i don't have any big suggestions but i would like to see a pop out menu for customizing a player or NPC's weapons.....like do you want a ACOG scope, red-dot, grenade launcher, silencer or grip......something like that or even if it was just to select their weapon because that was a pain for me in arma 2

Günter Severloh
Jun 26 2011, 18:38
This has been said in the suggestions section for Arma2OA, and I would liek to see it in Arma3 if it were possible:

The ability to make multiple units playable by highlighting the units you want playable then either pressing a button, on the menu,
or something, maybe a right click with drop down menu would work, but being able to make mulitple units playable would
cut down the time it takes to test, and build missions.

Its real annoying or lets say rather tedious to have to edit each unit to make them playable, sometimes you have to edit a unit
for certain things but if you are just putting squads down, I would like to be able to highlight the squad and make able the option
to bring that menu in the units dialogue list where you make playable to make playable without having to edit the unit.

I think many can agree this would be a real time saver as well as more econmical in terms of mission building.

Ish
Jun 26 2011, 20:16
Just.. Simpler.. I can't script to save my life, and thus end up scrapping every project i start.

Uziyahu--IDF
Jun 27 2011, 00:40
One thing I would like to see is a Respawn drop-down menu, rather than having to specify that in the description.ext

It would be nice if you could do that on a per-unit basis, too, in the Unit window. (Respawn after X damage =OR= X # of seconds after completely destroyed.)

Wayyyy too much has to be done outside of the Editor. Isn't the purpose of an editor to edit?

AstroMan
Jun 27 2011, 03:30
Ish, same here, i always have great ideas and start making stuff, but my lack of scripting skills and having to search the net for ages puts me off.

Big Dawg KS
Jun 27 2011, 03:40
One thing I would like to see is a Respawn drop-down menu, rather than having to specify that in the description.ext

It would be nice if you could do that on a per-unit basis, too, in the Unit window. (Respawn after X damage =OR= X # of seconds after completely destroyed.)

Wayyyy too much has to be done outside of the Editor. Isn't the purpose of an editor to edit?

Description.ext editing is not very frequent, so IMO it's not something that needs a GUI. As for scripting, well BIS could implement a tool for script editing in the editor but I feel that using an external notepad-esque program would still be much better (definately faster considering how the editor UI can have a noticible lag). I mean it really takes very little time to switch between ArmA and other windows, and since you can reload, recompile & rerun scripts with a mission running there's very little wasted time left to save.

Don't forget the only real purpose for the current editor is to edit (and preview) the SQM file format (your basic mission file). Script and Ext files are just extensions-technically script files aren't even necessary; if you really wanted do you could just write the script code into any code fields in the editor and spawn/call them, it's just easier to handle when you put them in external files.

Ish, AstroMan: Seems that you two dedication and are just lazy. C'mon, if you want to make something good you have to put effort into it. Editing help for ArmA 2 is also one of the easiest things to find on the entire internet (right after porn). If you can't find help there's really no excuse. And once you do learn it, you'll be glad you did.

DMarkwick
Jun 27 2011, 08:53
Description.ext editing is not very frequent, so IMO it's not something that needs a GUI. As for scripting, well BIS could implement a tool for script editing in the editor but I feel that using an external notepad-esque program would still be much better (definately faster considering how the editor UI can have a noticible lag). I mean it really takes very little time to switch between ArmA and other windows, and since you can reload, recompile & rerun scripts with a mission running there's very little wasted time left to save.

I agree that the editor-notepad separation is a good thing, I have the editor on one monitor and Notepad++ on the other, both apps windowed so I can easily just mouse from one to the other. It's a very nice development setup. I can also agree that having the script editing functionality in the editor might unnecessarily clutter up that app.

But, on balance I believe it should still be there, just for the people who might want to try scripting and don't really wish to do the windowed/development/external browser reference malarky. Sure it's not too difficult, but for some people it's too much engineering, and an in-editor scripting tool would suffice them.

I say let's have the possibility of both :) many game editors do have inbuilt scripting functionality and some of them work pretty well. I agree that currently the editor is a purely SQM file tool, but I think that needs to be updated. I think we have both agreed at some point that "save as..." should save more than just the SQM file, so the seed for extending the editor's functionality is already there.

Big Dawg KS
Jun 27 2011, 14:44
I say let's have the possibility of both :) many game editors do have inbuilt scripting functionality and some of them work pretty well. I agree that currently the editor is a purely SQM file tool, but I think that needs to be updated. I think we have both agreed at some point that "save as..." should save more than just the SQM file, so the seed for extending the editor's functionality is already there.

Well the thing is that my vision of an improved/extended editor would be a realtime 3D editor (that still works on SQM/native mission files and not just scripted) with accompanying full-blown IDE for scripting (or maybe just an eclipse plugin) and maybe even extensible for users. But that's just a dream and I realize how unlikely that is to happen. ;)

Also don't forget BIS is just as big a user of the editor as us, so they must have a workflow that works for them (and their own ideas of how to improve it).

CarlGustaffa
Jun 27 2011, 15:24
I'm expecting the new waypoint system from TKOH to show up in Arma3, possibly with tooltip explaining the parameters for the selected "plugin waypoint".

Rak
Jun 28 2011, 15:20
I've just been getting deeper into the editing and there's lots of points that make me scratch my head, thinking "This shouldn't be that hard . . . " some random points that I remember now;


Make an in-editor animation browser. Finding the animation you want and then MAKING the soldiers etc do that animation is such a pain.


Make an in-editor gear browser. Ability to take a look at ammuniton boxes through the Gear menu just like in-game one and being able to decorate soldiers in seconds.

Now we have to find the command to add weapons, ammo; then find the right class names, spam them a few times, control that you didn't make any spelling mistakes in your 5 line code etc . . . this shouldn't be this hard.


Implement an in-game editor working in conjunction with the normal editor, so that unit placement is not such a time consuming process. Just going through setPos commands is a perfect recipe for madness atm.


Make an in-editor briefing editor. I make quite complicated missions but have never bothered to create a "proper" briefing because it's so much work for such a low-priority thing.


Create a help tool in editor so that we can access scripting commands and examples easier, rather than googling trying to find the right command.


Hire Mr.Murray so that we will have a complete editor guide. Bohemia wiki is incomplete and Mr. Murray can't keep up with your games in his free time.


Easier custom sounds through editor.



Basically stop making people leave the editor and put everything an novice/advanced modder will need into the game. I could make 3 missions in the time currently it takes to make 1 mission, if these were implemented.

CarlGustaffa
Jun 29 2011, 08:56
Make an in-editor briefing editor. I make quite complicated missions but have never bothered to create a "proper" briefing because it's so much work for such a low-priority thing.

This sounds like laziness talking, as there are good templates available, or copy setup and ideas from missions who had briefings you liked. Good quality brief is a good indication if mission is gonna be a keeper or not.


Create a help tool in editor so that we can access scripting commands and examples easier, rather than googling trying to find the right command.

F1 to get help on specific commands is good enough I think. Browse to see all commands are better done in a good web browser, as often you want to see the multiple examples, custom updated information, and talk pages giving you the warnings you need. I've never used google, the biki pages are pretty good.


Easier custom sounds through editor.

Not generalistic enough. I would like to see a more generalized description.ext editor within the editor, where #includes can be expanded or contracted on need, and where many processes are automated using presets. Browse through your files to create classes that references external sound files or addon sound files. There is a bunch of nice samples within the game that cannot (to my knowledge) be accessed in their current location, so using them makes the mission file bigger (not desired). If I say create cfgSFX sound, the header is automatically created if not already there, and I can start setting the options suitable for that class of sound, with readable information about limitations and problems where applicable.

Not related to editor, but sound in general:
Fix the cfgSFX problem where the sound disappear from the trigger if you are killed while the trigger is playing and/or respawn in an area where such a trigger is playing. It happens with scripted triggers using setSoundEffect (http://community.bistudio.com/wiki/setSoundEffect). It is such a brilliant way to place sound effects over the whole island automatically, and also the only (known) way to accomplish dynamic volume control (fake, moving the trigger upwards to fade the sound) on a sound. But the respawn problem kinda kills all its applications. The trigger is there, but doesn't play the sound. Move to a nearby trigger, and this one will work. Driving me nuts it is :p

DMarkwick
Jun 29 2011, 09:28
This sounds like laziness talking, as there are good templates available, or copy setup and ideas from missions who had briefings you liked. Good quality brief is a good indication if mission is gonna be a keeper or not.

I have to say I agree somewhat with the notion of an in-editor briefing tool, even if that tool only loads up a template in another app (notepad say). "Good templates available" and "ideas from missions who had briefings you liked" implies that the user needs to search this stuff out and use other tools not available from BIS even. Everything you need to create a mission, should be available in the mission editor IMO.

Even if that tool is nothing more than a create template document in the mission folder, and open it in notepad. In-editor text tool would be better, obviously.

Moricky
Jun 29 2011, 12:44
Bohemia wiki is incompleteThan complete it ;)

Tankbuster
Jun 29 2011, 14:45
Honda wrote the handbook for my car, not me.

neokika
Jun 29 2011, 15:01
Than complete it ;)

That's what a wiki is for. :)

Rak
Jun 29 2011, 15:18
This sounds like laziness talking, as there are good templates available, or copy setup and ideas from missions who had briefings you liked. Good quality brief is a good indication if mission is gonna be a keeper or not.


Yes there are templates available, but adjusting all those code to your liking is still rather tiresome. You have to learn HTML coding(i think?) as well. Someting like a WYSYWIG would be ideal.


Than complete it

I don't have the knowledge, nor the time. I'm your average customer. How about BIS themselves provide proper documentation for their games?

Przemek_kondor
Jun 29 2011, 15:25
Than complete it ;)
Then give us source code (of the game) to complete it. Empiric researches (for example of some not commented commands or features) could be very long.

[GLT] Legislator
Jun 30 2011, 04:56
Than complete it ;)

It may be a surprise for you, but there are some people who work 50-60 hours a week and sadly having family and friends who decrease ArmA-time anyway. It's not funny if you ask your customer to complete a documentation for you. If I would ask this to my customer I would get a shitstorm from them and an appointment with my superiors.

Nicholas
Jun 30 2011, 05:00
Legislator;1969896']It may be a surprise for you, but there are some people who work 50-60 hours a week and sadly having family and friends who decrease ArmA-time anyway. It's not funny if you ask your customer to complete a documentation for you. If I would ask this to my customer I would get a shitstorm from them and an appointment with my superiors.

Legislator, I hope you know that the Bohemia Interactive Wiki is a free encyclopedia, written collaboratively by the people who use it. It is a special type of website designed to make collaboration easy, called a wiki. Many people are constantly improving the Bohemia Interactive Wiki, making many changes. All of these changes are recorded in article histories and recent changes.

Don't be afraid to edit! Anyone can edit almost every page, and we are encouraged to be bold! Find something that can be improved and make it better—for example, spelling, grammar, rewriting for readability, adding content, or removing non-constructive edits. If you wish to add new facts, please try to provide references so they may be verified.

Remember, you can't break the Bohemia Interactive Wiki; all edits can be reversed, fixed or improved later. The Bohemia Interactive Wiki is allowed to be imperfect. So go ahead, edit an article and help make the Bohemia Interactive Wiki the best information source on the Internet!

Tankbuster
Jun 30 2011, 06:30
Legislator;1969896']It may be a surprise for you, but there are some people who work 50-60 hours a week and sadly having family and friends who decrease ArmA-time anyway. It's not funny if you ask your customer to complete a documentation for you. If I would ask this to my customer I would get a shitstorm from them and an appointment with my superiors.

Fact. Playing this game is not work for us, it's recreation. We paid for the game, we don't expect to be asked to add core features, like documentation.

neokika
Jun 30 2011, 10:19
This really shows how lazy community members are/have become. :(
Please, saying you guys have no time etc, then stay away from the editor, you dont have time, play missions already made, the editor is not suppose to be a goddamn template where people go in, select some GUI options and the mission gets done by itself, and actually works without issues. Please...

If you dont have time to learn, then stay away from editor editing instead of making a fool of youselves sayin "I work 60 hours a week, cant learn etc" and then ask stupid/dumb features that more likely seem to be a template then a mission editor.

And yes, the Wiki is for the community to complete, not just the developers. You dont like the way it is, please, close your editor, download some finnished missions and play them.

_neo_

DMarkwick
Jun 30 2011, 10:30
This really shows how lazy community members are/have become. :(
Please, saying you guys have no time etc, then stay away from the editor, you dont have time, play missions already made, the editor is not suppose to be a goddamn template where people go in, select some GUI options and the mission gets done by itself, and actually works without issues. Please...

If you dont have time to learn, then stay away from editor editing instead of making a fool of youselves sayin "I work 60 hours a week, cant learn etc" and then ask stupid/dumb features that more likely seem to be a template then a mission editor.

And yes, the Wiki is for the community to complete, not just the developers. You dont like the way it is, please, close your editor, download some finnished missions and play them.

_neo_

Neo, your point has been made, you believe editor enhancement suggestions equates to lazieness. However, it really isn't your place to say what users must and mustn't do, if a casual player wishes to make missions using ONLY the mission editor, I think that should be facilitated as far as it can be.

It won't change the advanced user's workflow. It just means that some things that can be considered basic editor functionality, can be achieved in the editor. Quite honestly I really don't understand hostility to this idea, it's almost like there is a desire to place restrictions on the editor to weed out unsuitable mission makers.

I might make the assumption that most editor work is purely for user-only entertainment, and most missions (like, VASTLY) never see any distribution.

I understand about the flexibility that external scripting affords,I make extensive use of it myself. Most of the stuff I need to do, I need to do using external scripting. This will not change with editor improvements, unless there is in-editor support for script writing.

2nd Ranger
Jun 30 2011, 11:09
the editor is not suppose to be a goddamn template where people go in, select some GUI options and the mission gets done by itself, and actually works without issues. Please...


...Why not? I mean, I don't think anybody is seriously suggesting or expecting a 'mission wizard' that lets you create complex missions with a few clicks of the mouse, but why shouldn't it be easy for beginners to make a simple mission? As DMarkwick said, this won't affect advanced users at all, so why does it even bother you?


Quite honestly I really don't understand hostility to this idea, it's almost like there is a desire to place restrictions on the editor to weed out unsuitable mission makers.

I'm starting to think that some people are afraid they'll lose their 'advanced scripter' status or something.

[GLT] Legislator
Jun 30 2011, 15:40
This really shows how lazy community members are/have become. :(
Please, saying you guys have no time etc, then stay away from the editor, you dont have time, play missions already made, the editor is not suppose to be a goddamn template where people go in, select some GUI options and the mission gets done by itself, and actually works without issues. Please...

If you dont have time to learn, then stay away from editor editing instead of making a fool of youselves sayin "I work 60 hours a week, cant learn etc" and then ask stupid/dumb features that more likely seem to be a template then a mission editor.

And yes, the Wiki is for the community to complete, not just the developers. You dont like the way it is, please, close your editor, download some finnished missions and play them.

_neo_

You dare to call me lazy? I've certainly created more missions than you I suppose. I don't apologize to you or any other guy for not investing more time into research. I guess you never experienced the force of real life. Now according to your "humble" opinion everyone who can not effort more time for this game should stay away from it. Fine, won't buy any more ArmA games, not caring for anything regarding this community anymore. Reducing activity in this forum doesn't seem to be bad idea anyway.

NoRailgunner
Jun 30 2011, 16:15
neokika FPDR

Its about how userfriendly and flexible the A3 editor can be made. Guess why many software programs and editors/tools do have features that make the life easier and that safe time in developing and creating something? Even if BIS would make an "Arma Suite - for mission development" - missions don't get done by themselves.

Tankbuster
Jun 30 2011, 18:23
Neokika's post is interesting.

No wait, interesting isn't the right word.. let me think.. what is the right word?

Hmm. Oh yeah, I got it.

Bollocks. Yes, that's right. Neokika's post is bollocks.

ProfTournesol
Jun 30 2011, 18:32
Neokika's post is interesting.

No wait, interesting isn't the right word.. let me think.. what is the right word?

Hmm. Oh yeah, I got it.

Bollocks. Yes, that's right. Neokika's post is bollocks.

Nope. I think that the editor should be written in Czech. THAT would be a real challenge, to check if people are really lazzy.

neokika
Jun 30 2011, 18:35
Neo, your point has been made, you believe editor enhancement suggestions equates to lazieness. However, it really isn't your place to say what users must and mustn't do, if a casual player wishes to make missions using ONLY the mission editor, I think that should be facilitated as far as it can be.

It won't change the advanced user's workflow. It just means that some things that can be considered basic editor functionality, can be achieved in the editor. Quite honestly I really don't understand hostility to this idea, it's almost like there is a desire to place restrictions on the editor to weed out unsuitable mission makers.

I might make the assumption that most editor work is purely for user-only entertainment, and most missions (like, VASTLY) never see any distribution.

I understand about the flexibility that external scripting affords,I make extensive use of it myself. Most of the stuff I need to do, I need to do using external scripting. This will not change with editor improvements, unless there is in-editor support for script writing.

Hi DMarkwick,

I think you got me wrong again mate, see I am all for improvements and new features to be in the editor, I just don't wont it to become a mission wizard, as many seems to ask for.

With that said, I do find interesting and very nice ideas some people suggested, like a proper edit resource, with giving the option for a in-game "notepad" to handle files in the current mission root folder and many other I can grantee you.



...Why not? I mean, I don't think anybody is seriously suggesting or expecting a 'mission wizard' that lets you create complex missions with a few clicks of the mouse, but why shouldn't it be easy for beginners to make a simple mission? As DMarkwick said, this won't affect advanced users at all, so why does it even bother you?

I'm starting to think that some people are afraid they'll lose their 'advanced scripter' status or something.

Hi 2nd Ranger,

Did I ever said that should be hard to make a mission?
And what is hard about making a simple mission (editor only) in nowadays editor? I think its pretty easy, and you have tons of info in here.

Don't get me wrong, I do want the editor to be improved.



Legislator;1970279']You dare to call me lazy? I've certainly created more missions than you I suppose. I don't apologize to you or any other guy for not investing more time into research. I guess you never experienced the force of real life. Now according to your "humble" opinion everyone who can not effort more time for this game should stay away from it. Fine, won't buy any more ArmA games, not caring for anything regarding this community anymore. Reducing activity in this forum doesn't seem to be bad idea anyway.

Hi [GLT] Legislator,

No, I don't dare to call you anything, just like I never did mate.
And no, I welcome everyone to come and enjoy Arma series, I really do, I have even bought many copies to other people (most actually don't play any more or never actually did) just to let them see how good these series are.



neokika FPDR

Its about how userfriendly and flexible the A3 editor can be made. Guess why many software programs and editors/tools do have features that make the life easier and that safe time in developing and creating something?

Hi NoRailgunner,

Well I agree 100% on what you just said.



Neokika's post is interesting.

No wait, interesting isn't the right word.. let me think.. what is the right word?

Hmm. Oh yeah, I got it.

Bollocks. Yes, that's right. Neokika's post is bollocks.

Hi Tankbuster,

Thank you for your interesting opinion on the matter.



_neo_

Archosaurusrev
Jun 30 2011, 18:37
This thread is bullshit.
Some people are arguing that making the editor a bit more user friendly and flexible is bad, some say it's bad to have it as it is.
In my opinion, the editor is fine, it just needs some more polishing.

ryguy
Jun 30 2011, 18:43
This really shows how lazy community members are/have become. :(
Please, saying you guys have no time etc, then stay away from the editor, you dont have time, play missions already made, the editor is not suppose to be a goddamn template where people go in, select some GUI options and the mission gets done by itself, and actually works without issues. Please...

If you dont have time to learn, then stay away from editor editing instead of making a fool of youselves sayin "I work 60 hours a week, cant learn etc" and then ask stupid/dumb features that more likely seem to be a template then a mission editor.

http://cdn0.sbnation.com/profile_images/421574/Cant-tell-if-trolling-or-just-very-stupid.jpg
That post really is bollocks.

Big Dawg KS
Jun 30 2011, 19:29
Some people are arguing that making the editor a bit more user friendly and flexible is bad

User friendly and flexible don't always go hand-in-hand. More flexibility is always good, but not at the expense of overly simplified user friendliness.

Now, extensibility would be a better option for BIS to consider. That would satisfy both us advanced users (who can add additional functionality) and potentially the less advanced users (whom could benefit from advanced users providing the extra "easy to use" interfaces for them).

Either way, BIS catering to less advanced users just doesn't seem worthwhile. Don't forget that modding/editing is based on the community; BIS has been supporting us but they haven't been doing the work for us. That's how it should remain.

dale0404
Jun 30 2011, 20:48
User friendly and flexible don't always go hand-in-hand. More flexibility is always good, but not at the expense of overly simplified user friendliness.

Now, extensibility would be a better option for BIS to consider. That would satisfy both us advanced users (who can add additional functionality) and potentially the less advanced users (whom could benefit from advanced users providing the extra "easy to use" interfaces for them).

Either way, BIS catering to less advanced users just doesn't seem worthwhile. Don't forget that modding/editing is based on the community; BIS has been supporting us but they haven't been doing the work for us. That's how it should remain.

I don't usually disagree with what you say mate but this time I feel I need to.

How can you say that BIS catering to less advanced users cannot be worthwhile. I am no scripting genius by any stretch of the imagination but I get by. With my limited knowledge of scripting I feel I have produced some decent single player missions.

Everyone started from the beginning with no knowledge of scripting etc, ie the new users of the editor. Without catering to "less advanced" users like we ALL used to be, how can that be a good thing?

Surely its a good idea to get more people designing / creating missions for the community? And by making the editor easier to use in my eyes smooths the path as it were.

By all means keep the intricacies of the editor in place for the advanced user but also improve the interface and / or give people more tools to use the editor.

As I have said in another thread, I find it strange that BIS give us the tools to use the editor including modules etc but why do they not give us the instructions to go with it?

Would you rather have the knowledge provided for you or would you like to pull your hair out trying to figure it out? I know which one I would choose.

SpetS15
Jun 30 2011, 23:38
A shaped trigger would be nice. Sometimes I need to trigger some areas with IA respawn, depending from where is player comming, but they can turn and take another route, so I have to create 2 or more respawn triggers to cover it well. The problem is, that they can activate the trigger again if they walk in the other triggers position, so, a shaped trigger can solve this problem, so I can draw the trigger whatever size and shape I want and it will active once

Jake_Krieger
Jul 1 2011, 09:25
The Editor should be more convenient. For example Music should be directly importable from the Editor and the editor should even be able to convert and cut the mp3 to the ogg format . And the modules for civilians for example should be more easy . Just one click and you populate the whole island for example . The island should have many cars on the road which actuallly drive to some specific place . Or even planes that start and land at the airport . Stuff like that . Like Traffic in normal status or disturbed traffic during conflict. You should also be able to add the respawning system right from the editor and customize the weaponloadout for each soldier right from the unit screen .

Przemek_kondor
Jul 1 2011, 10:04
(...)And the modules for civilians for example should be more easy . Just one click and you populate the whole island for example(...)It works (more or less) like that, but sometimes module's parameters need some changes, so it would be nice to have ability to set them from editor level (modules have their configuration windows already).

wamingo
Jul 1 2011, 11:36
A shaped trigger would be nice.

I don't know how bad it would be performance wise, but the code needed to test every object against especially concave polygons is quite heavy compared to simple rectangles/ellipsis.

You can solve your problem with multiple triggers by using shared variables, like a bool,
seudo example for every trigger:

code && NOT anyZoneOn
code; anyZoneOn = true

Might have to initialize the bool? can't remember. can't hurt though.

CarlGustaffa
Jul 1 2011, 11:39
* Shaped triggers, locations, and markers +.
* Shapes (triggers, locations, and markers) to have a switch that make them 3D, with ability to set altitude (supporting AGL and ASL keywords) and height.
* Fields for HPB rather than only H(eading/Azimuth) with switch that takes P&B from surface/building point.
* Ability to visualize these shapes in the game during a preview or exported (could be useful in some circumstances I guess). I often need to see a trigger, so I have to create a marker. A simple switch would be far better, especially if we had 3D versions of these.
* For volume objects (think visual 3D marker here), ability to set certain properties for them, like "view block object" or "collision object", "fire geometry" or whatever.
* Waypoints to have a height setting as well (see TKOH) complete with support for AGL or ASL mode).
* For 1D stuff (think icon markers and zero size triggers), you should be able to make them visible on map and in 3D, with an option for each to have fixed scale or scales with zoom/distance. 1D stuff in 3D would just be sprites.

I would also like buttons for ConfigViewer, AnimViewer, ParticleViewer, and EffectsViewer.


I don't know how bad it would be performance wise, but the code needed to test every object against especially concave polygons is quite heavy compared to simple rectangles/ellipsis.

Correct, but you could test for convex and choose simpler math if that applies. Also, I doubt I'd be using polygon triggers much, although markers would be very nice to avoid that overlapping thing. Nonetheless polygon area stuffs is something I have missed quite often. And yes you'd need to initialize the variable you test agaist.

DMarkwick
Jul 1 2011, 11:52
RE shaped triggers:
Perhaps a method would be to employ waypoints for triggers, except that it's not movement waypoints you're setting, but a polgonal shape. Then the trigger acts as normal i.e. the circular check, and then an additional polygonal check if the first trigger condition is met.

This idea is taken from DAC, which uses such a method very effectively. In fact I managed to make a placement zone that consisted of a narrow strip that went around a field, but didn't enter the field. Worked perfectly.

http://img.photobucket.com/albums/v15/DMarkwick/arma22010-01-2201-19-07-21.jpg

2nd Ranger
Jul 1 2011, 16:45
Interesting! How is that checked?

SpetS15
Jul 1 2011, 21:46
and dont forget UNDO/REDO option.. damnit! ¬¬

h -
Jul 2 2011, 08:58
I might be blind but I didn't see one of my my pet peeves about the current editor mentioned:

When you insert a trigger and "open" it you have to manually go and click on the X-axis box to be able to change the value. In OFP and A1 the cursor was there by default, please fix this bug for the A3 editor.

;)

sbsmac
Jul 3 2011, 09:20
When you insert a trigger and "open" it you have to manually go and click on the X-axis box to be able to change the value. In OFP and A1 the cursor was there by default, please fix this bug for the A3 editor.

Even better, why can't we just drag the edges/corners of the shape to resize, just like you can in any other application?

Ish
Jul 3 2011, 09:41
Ish, same here, i always have great ideas and start making stuff, but my lack of scripting skills and having to search the net for ages puts me off.

+1 I feel a bit handicapped tbh.. And as far as "you don't have to script to make good missions" i don't buy it.. You still got some degree of scripting, even if it's within triggers etc. There is no easy way to make anything more advanced than placing units and waypoints i feel.

2nd Ranger
Jul 3 2011, 10:23
Well you're always going to have learn some scripting. The only alternative is to have the scripting done in blocks with a drop-down menu for commands like I mentioned in an earlier post about Ghost Recon's editor, where you basically select a condition from a list and then select the arguments for that condition. The number of scripting commands and combinations thereof is probably too great for that to be fully functional, although having a menu like that in triggers with a few basic commands might not be a bad idea.

At the very least I think BIS should look at providing example missions and releasing more editing videos.

xjiks
Jul 4 2011, 15:31
I wish the mission editor can be ran out of the game so I can create missions with my "low specs" laptop when I'm travelling.

No need to have a high end computer if it's just the editor and no "preview" function, but the ability to save the mission.sqm and all the script and files in the mission folder.

When I return home I copy the mission folder to my profile in order to preview, test and compile.

Tonci87
Jul 6 2011, 08:40
I wish the mission editor can be ran out of the game so I can create missions with my "low specs" laptop when I'm travelling.

No need to have a high end computer if it's just the editor and no "preview" function, but the ability to save the mission.sqm and all the script and files in the mission folder.

When I return home I copy the mission folder to my profile in order to preview, test and compile.

That wouldn´t be a bad Idea.
Make a Smartphone Editor App so that you can create Mission while you are on the way

Odd_Thomas
Jul 10 2011, 15:27
I would like to see AI, when going through waypoints, not stop, and seem to think about the next one, before continuing on....

A smooth route would be nice for AI, to make them seem not so much like robots.

Montanaro
Jul 10 2011, 17:32
I wish the mission editor can be ran out of the game so I can create missions with my "low specs" laptop when I'm travelling.

No need to have a high end computer if it's just the editor and no "preview" function, but the ability to save the mission.sqm and all the script and files in the mission folder.

When I return home I copy the mission folder to my profile in order to preview, test and compile.

There is actually a website that will make the mission for you, don't recall the URL, but it's on this forum somewhere.

Daniel
Jul 10 2011, 17:42
There is actually a website that will make the mission for you, don't recall the URL, but it's on this forum somewhere.

PlannedAssault (http://www.plannedassault.com/)? Never got around to trying it myself. Love the concept.

ProfTournesol
Jul 10 2011, 17:54
I would like to see AI, when going through waypoints, not stop, and seem to think about the next one, before continuing on....

A smooth route would be nice for AI, to make them seem not so much like robots.

AI tries to maintain formation according to their combat behaviour. Setting their speed mode to "full" in waypoint may increase WP validation time.

Ten Bensons
Jul 10 2011, 18:16
Is there something the community does not demand? :p

Errr... Killstreaks :p

Planned Assault is excellent for something free, but a dedicated editor away from ArmA would be a welcome addition to the suggestions already proposed.

Jeza
Jul 10 2011, 21:39
Kind of an editor thing i guess, but creating a briefing for user missions to be as easy as they were in ofp and ArmA1 would be nice.

kylania
Jul 10 2011, 21:42
Kind of an editor thing i guess, but creating a briefing for user missions to be as easy as they were in ofp and ArmA1 would be nice.

Easier even.

Tasks (F8) Click to place one on the map, sync it with a trigger or unit or whatever. Group it with markers or something. All fields and MP/respawn synched.

I really like the current system and actually find it easier and more powerful than ArmA1, but some kind of editor for it would be a nice thing to have.

SpetS15
Jul 11 2011, 20:24
please, also add more information or editable day/night settings. with some icon showing the moon phase and ubication in the sky. sometimes I need to make a night mission and I need a bright moon light night because there is no NV available, and I have to test every date and hour to obtain the best scenario