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Thread: Mission Editor

  1. #11
    Quote Originally Posted by Praelium View Post
    I'd like to have templates for basic gameplay scenarios, such as an AI ambush on an AI convey. Programming the AI to do that type of stuff can be difficult so it'd be nice if BIS included these within the editor.
    This could be easily done with just providing missions as templates (saved in the editor format not as ready compiled mission - so that you can load them in the editor).
    There is a mission merge function in the editor since ofp. You could just merge this scenarious in your mission and move it at the position you want.

  2. #12
    I picked up some from DH.



    Copy/paste of playable units forgets "playable" status, defaults to None.
    https://dev-heaven.net/issues/4458

    Placing Playable Units
    https://dev-heaven.net/issues/16963

    These seems easy to fix but crucial for convenience.
    I suggest that instead of extend function of copy&paste,enable to operate multiple unit is better solution for wider scene.

    Weapon Loadout Tab in Editor
    https://dev-heaven.net/issues/10729

    This is what most people want.
    But annoying of weapon loadout can be solved partially with using gear script such as shk_gear.
    So,direction that makes comprehensive improvement is not adding more pull down tab but integration with script editor.
    The script editor should have emphasis and complement like ArmA Edit.
    I think unfriendly "init" line in unit or trigger should be refurnished to decent text editor.

    The mission editor should link to the BIKI.
    https://dev-heaven.net/issues/22118

    The text editor also should have full script help as kju argues.
    If in-game editor has function of hyperlink and search for script commands,we can be free from time loss and frustration!
    Last edited by Monotone; Aug 7 2012 at 14:13.

  3. #13
    Quote Originally Posted by Hodgeasaurus View Post
    I don't know what game you're playing, but I think you should keep it to private time.

    Anyway, what Gilson said -
    Ahahah.

    (\_/)
    (O.o)copy the bunny into your sig
    ( ><) help him achieve world dominashun

  4. #14
    I'd really really like a few things added to the editor just to simplify some things. Don't whine at me, I know the Arma editor is way way simpler to use than most other editors but there are some things that really should be doable without scripting. Just for a couple of examples.

    A) Spawning: Would love some functionality to add this as a trigger function. I.e make is so you can group a group to a trigger and have them spawn in (with waypoints and all) on the trigger firing.

    B) Adjusting heights of things, should be able to just do it by maybe clicking the entity and pressing shift+up incrementally or something rather than doing it with numbers in the init.

    Things like that

  5. #15
    Quote Originally Posted by Monotone View Post
    Or post your idea for editor improvement.
    • 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

    REALISM! No, fuck that, FIRE THE LASER!

  6.   Click here to go to the next Developer post in this thread.   #16
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    Quote Originally Posted by Mr Burns View Post
    • (re)enable -showscripterrors by default!
    This would be so much better as an option somewhere ingame instead of a commandline switch.

  7. #17
    There is some really good discussion going on here I hope the devs read this.

    One suggestion that I like the most, is the introduction of an ingame wiki. This would be sooooo nice

    oh, having photoshop like layers would be cool

  8. #18
    I've managed to find the sketch of improved editor which Karlgustaffa drawn 2 years ago.



    And I found that there is already a ticket for what I really need to improve.

    https://dev-heaven.net/issues/20086
    Editor improvements
    Description:
    Remove the hassle of alt+tabbing by handling all script and folder editing, creation, deletion and organization in the editor would be a major asset to the people making missions.
    Just a simple in-game hierarchy/folder view of the mission you are working on.
    Create NEW scripts from within the game, have syntax highlighting and a tab-auto-complete like eclipse along with function descriptions with custom functions also being loaded with descriptions that you specify.

  9. #19
    Something that would be great for the editor would be waypoint objects that hold collections of waypoints. The convenience in this is that with a trigger I can easily change a groups current patrol area (maybe random patrols in a circle) and then assign them to take a path down a road to signify them being alerted and checking it out. With this you can also have triggers to take multiple pathways for multiple units. Because they are objects and are independent to any unit, more than one group of units can patrol the same collection of waypoints.

    A show/hide waypoint layer would be needed, seeing this could get very complex, but overall it would simplify adding dynamic choices for groups.

  10. #20
    Quote Originally Posted by Monotone View Post
    I've managed to find the sketch of improved editor which Karlgustaffa drawn 2 years ago.


    https://dev-heaven.net/attachments/5...36c529ab_o.jpg
    And I found that there is already a ticket for what I really need to improve.

    https://dev-heaven.net/issues/20086
    Editor improvements
    Description:
    Remove the hassle of alt+tabbing by handling all script and folder editing, creation, deletion and organization in the editor would be a major asset to the people making missions.
    Just a simple in-game hierarchy/folder view of the mission you are working on.
    Create NEW scripts from within the game, have syntax highlighting and a tab-auto-complete like eclipse along with function descriptions with custom functions also being loaded with descriptions that you specify.
    That looks awesome, the only thing missing is a button to set a custom loadout

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