View Full Version : Mission Editor
Reclus3
Jul 16 2005, 00:01
Anything known about the Mission editor in ArAs? Will it work the same, or will it have new features? just wondering if anyone heard anything.
The only thing I've heard is that Ofp Xbox will have quite a lot of new mission templates. I wouldnt be suprised if the same goes for Arms.
Please BIS don't forget to add an undo button... http://forums.bistudio.com/oldsmileys/smile_o.gif
colossus
Jul 16 2005, 00:55
"More info about ArmA will be released soon."
I'm guessing thats the message you'll get.
But yes, more features on Mission Editor would be nice and might be true. http://forums.bistudio.com/oldsmileys/wink_o.gif
EDIT: If there is new features in Mission Editor, what would they be?
I think maybe some new pre-made commands (Move, Hold, Get in, etc. etc.) will show up like "Eject transport" or "Rearm" maybe.
New weather adjustments might have been added aswell like windspeed.
I'm just throwing in wild guesses here but I think we'll see some new features in ArmA.
Reclus3
Jul 16 2005, 01:27
I think the mission editor is probably one of if not the most important part of this type of game. The mission Editor in OFP left me wanting more, I guess because im not really "script" savy, but I love to make missions - I think sometimes making the mission and watching ppl play that mission is one of the most rewarding things in the game.
Making the Mission Editor alittle more user friendly would be nice - although if it was the same I would survive. I just would not be able to make missions like I want them.
Dont laugh to hard, but I still dont know how to make a Helicopter fly at a different height. But I am a noob when it comes to that lol.
Anyway cant wait to hear more later on what is to come.
Please BIS don't forget to add an undo button... http://forums.bistudio.com/oldsmileys/smile_o.gif
and a redo button http://forums.bistudio.com/oldsmileys/whistle.gif
Balschoiw
Jul 19 2005, 16:01
I´m pretty confident that BIS actually took something from the scripting suggestions here and implemented it. Things like script modules for certain things that are used often and game logics like the FDF ones with random weather and such certainly should be in.
I guess the OFP editor is one of the easiest to use around and it´s pretty mighty if you get into it. For sure, scripting is unavoidable if you want to implement something that wasn´t taken into consideration by BIS but even scripting is easy in OFP but also prooves and has proven a very mighty tool for OFP editing.
I remember things that Suma said were impossible with OFP engine but some smart guy most of the times found a working scripting solution to overcome the "deficit" and left Suma surprised sitting in his programmers dungeon near Praha rattling his chains http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I´m sure will will get the best with AA and OFP 2. OFP 2 will break some more limits, keeping in mind that most of the stuff is built for dynamic gameplay.
Good things are to come, that´s for sure. Where is my time-machine when I need it....
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.