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Thread: Mission Editor

  1. #21
    Second Lieutenant GossamerSolid's Avatar
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    Quote Originally Posted by Mr Burns View Post
    • layers, like in Photoshop - if you ever made a too big mission you know why it´s needed
    • integrated text editor and browser shell - for no more alt+tab, writing description.ext & .sqf´s on the fly
    • integrated briefing editor - because you know only the hardest learn to actually write one right now, and that´s too few
    • integrated gear selection - no more removallweapons this; this addmagazine "xyz"; this addweapon "xyz"; this addmagazi.... etc.
    • (re)enable -showscripterrors by default!
    • how about a snap-to feature? or better 2d icons for easier placement..



    Must´ve forgotten something, but this it is, plus of course everything else mentioned in this thread until now
    Those are awesome suggestions, I'd love to see those in A3 as well.

    I'm sick of alt-tabbing, it's really annoying.

    I have one more thing to add to the list:
    [*] Catch description.ext errors and display error message in editor rather than causing CTD...

    I don't know how many times that has happened to me.

    Missions/Gamemodes - F.U.B.A.R. (WIP)
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  2. #22
    Quote Originally Posted by Igneous01 View Post
    Something that would be great for the editor would be waypoint objects that hold collections of waypoints.
    Your idea proposes to create "waypoint objects" that represent places to go,get in or destroy for not only single group but multiple groups,doesn't it?
    If so,the "waypoint objects" should have priority to determine which is next point.
    This is not just a matter of mission editor but designing AI because making preference is exactly making subject,not object!
    Oh,it comes realm of ARMAVERSUM.
    Last edited by Monotone; Jul 14 2012 at 04:43. Reason: My typo again :)

  3. #23
    In the interview of Gamestar.de,
    Q: How do you enhance the editor?
    Dan: We've had to cut short our more ambitious plans regarding the editor recently. Due to missing resources, our goal in this area is currently to focus on improving the usability and experience of the classic mission editor from A2OA.
    Devs said that they suspended their 3D editor for a while but polishing 2D editor.

    I think this is large advance from the time just before released OA,when they had thought simply there is nothing to improve in 2D Editor.
    I hope forthcoming improvement includes both community request and devs' their own creative and leading idea.

  4. #24
    Quote Originally Posted by Mr Burns View Post
    Must´ve forgotten something...
    I remember now!
    please add the following to my list:

    • undo function - there are many possibilites to accidentially unalign, roatate or pull an object out of placement which you fiddled around with for quite some time.
      Our own stupidness fills our hearts with rage when we do so, but theres no way to revert it.
      A simple one step undo would be great, up that to a 2-5 step undo and it would be ArmAmazing !!!

    • autosave function - pretty please. Make it optionable, like yes/no, ammount of time for autosave, save it as seperate -autosave-mymissionname.island folder, etc.
      If you love your beers like i do and tend to stay up late, you might have found yourself in the position already when you alt+f4´ed out for whatever reason only to get back ingame a minute later, realizing you haven´t saved the goddamn mission you´ve just spent an hour or two editing on *wraghargha*

    REALISM! No, fuck that, FIRE THE LASER!

  5. #25
    I'd like it so that when I "save-as", all the files are copied not just the BIS created ones.
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

    For better future effects addons, please vote for this ticket.

  6. #26
    Gunnery Sergeant Phantom Six's Avatar
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    A history toolbar like in photoshop would be nice and an easy method to place units inside buildings would also be nice. Waypoint across buildings too would be nice. Well, so far for building placements, I just preview the mission, go in game, and have a trigger in radio that makes me to this to find the buildings position of where I'm standing to give it to the unit I want to start inside a building

    Code:
    copyToClipboard format ["this setPosATL %1;this setDir %2;",getPosATL player, getDir player];
    Phantom Mission Site Download my missions, view screenshots, and check out a step by step mission editing tutorial here - - - - - - - - - - - - - - - - Join CiA Coop Nights
    Spoiler:

  7. #27
    You could embed something like that into the debugger, which should be standard in Arma3. Example from a slightly modified version of Gaia's (dev) debug console mod for Arma2:
    Spoiler:
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  8. #28
    Master Gunnery Sergeant Liquidpinky's Avatar
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    Quote Originally Posted by CarlGustaffa View Post
    You could embed something like that into the debugger, which should be standard in Arma3. Example from a slightly modified version of Gaia's (dev) debug console mod for Arma2:
    Spoiler:
    I am sure this is a standard feature in Take On already. I remember, possibly during the beta, being requested to get information from it to help the devs with some triple display issues at the time.
    Hopefully will remain for the Alpha.



    The Dummehs guide to running Arma2 within a RamDrive or on multiple HDDs
    Spoiler:

  9. #29
    I have not found this anywhere else after looking, so I'll ask here: what is known about importing Arma2:OA (or CO) missions into Arma 3? Will .sqm files work? Will A2 units be possible in A3, without addons? Will it be a possible but difficult "translation"? Or just impossible?? Will map elements be copy/pastable, even in a script editor, working with .sqm files?

    And more fundamentally, is it true that SQF will still be the base scripting language, but that others (Java friendly? like Python??) will be usable?
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  10. #30
    Gunnery Sergeant KBourne's Avatar
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    Quote Originally Posted by Lucky44 View Post
    I have not found this anywhere else after looking, so I'll ask here: what is known about importing Arma2:OA (or CO) missions into Arma 3? Will .sqm files work? Will A2 units be possible in A3, without addons? Will it be a possible but difficult "translation"? Or just impossible?? Will map elements be copy/pastable, even in a script editor, working with .sqm files?
    I don't think it is allowed to do so, as per the Aula of bis, I think it will be somehow in the line of Arma armed assault and Arma2, in this case Bis will most likely release some sample models to use for modelling and editing units in arma3. However it would be great that Bis decides to make DLC's with Arma2 conversions or maybe integrate parts of Arma2 to Arma3 but this might be wishful thinking from my part, on the other hand we have also the community for that to do so in the end... so aether way we always have options to have conversions one way or the other as long if the rules are applied ..

    kind regards
    Last edited by KBourne; Aug 16 2012 at 20:04.

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