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Thread: Improved unit editor

  1. #151
    Quote Originally Posted by (eJay @ Aug. 31 2008,18:03)
    I hope BIS will create some templates in mission editor, which will allow designers to put custom things (sounds, pictures, texts etc.) easily without writing 2000 lines of code...
    you could place sounds as objects in OFPE editior, would be good if there were pre set triggers and actions though. the editor could have a user friendly template system.

    e.g.

    Step 1: pick condition "player vehicle runs out of petrol"
    Step 2: pick action "play sound <damn, were out of gas"
    Step 3: muse at how easy it was and repeat for any features needed in a level

    this would allow newbies (and console players) to create very complex levels. also, experienced level designers could prototype mission ideas quickly before making any time consuming scripts.
    1--\"
    >3 move to 1 1 2
    >4 move to 1 1 7
    >5 move to that BUSH at 12 O&#39;CLOCK\"


    All-- \"err, what does that stuff actually mean\"

    1--\"Just DO IT\"&#33;&#33;&#33;

  2. #152
    Staff Sergeant
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    Szczecin, Poland
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    I meant custom things not default. If you want a put stupid picture in intro you have to write Rsc code in description and fix in as many times as you will receive good result.

    Also I&#39;m worried about 3D editor because Bohemia didn&#39;t confirmed it yet...
    http://WWW.GRY-ONLINE.PL - my journalist cave
    http://gameplay.pl/eJay - my hobby

  3. #153
    I think it would be great to see some kind of new editor features as thats one thing that hasnt really fully changed since OFP to Arma.

    MattXR ( MxR )

    Check out my Twitter BIS Fans and Sub!
    -- MRKCCO Twitter --


  4. #154
    There&#39;s some sort of wiki for scripting commands with examples implemented as seen in one of the GC 08 videos.

  5. #155
    One suggestion i have is that a easier to use editor, OFP had a much easier editor then ArmA, i hope they add more samples

    Also an online editor where 2 or more people can join together to edit and create a mission

  6. #156
    Quote Originally Posted by (Spetz @ Feb. 17 2009,19:25)
    One suggestion i have is that a easier to use editor, OFP had a much easier editor then ArmA, i hope they add more samples

    Also an online editor where 2 or more people can join together to edit and create a mission


    The editor in OFP and ArmA are entirely, 100% identical (just some UI changes). The only difference in functionality is that the ArmA editor has a few more waypoint types and, I think, one new Trigger type. That&#39;s it. Oh, and it&#39;s called RACS is friendly to.. instead ot Resistance is friendly to...

    Ah well...

    Regards,
    Wolfrug

  7. #157
    Dunno if ***this is the right section...

    I want backpacks and helmets to be in a separate section.

    as in this addequipment "etc" and you can add different helmet or backpack just like how you add weapons. Mind you I havn&#39;t played Arma, just years of OFP.


    Also someone said...
    Quote Originally Posted by [b
    Quote[/b] ]"It doesn&#39;t make sense that you&#39;d run around in Desert camo uniforms in a forest, neither does it make sense that you run around in the same uniform as a special ops unit at night."
    I don&#39;t think the game should force this on you. You should have the freedom to do this.

    A change of clothes option should be available if possible. Would be an interesting feature.




  8. #158
    I suppose this serves as the mission editor suggestion thread.

    Group Dialog (Edit Mode):

    - Interface Integration: In the Mission Editor while in "(F2) Group Mode" and clicking on an already existing group , that means clicking on a exisiting unit , a group edit dialog would appear.

    - Requested Functionality:
    * Being able to set group variable name
    * Being able to set group ID
    * Being able to set group Description

    - Purpose:
    * The purpose of the group variable name is to make life easier for new and veteran mission makers alike.
    This especially applies in missions with characters that can be switched off where it would end rather intricate ways of getting the group name.
    * The purpose of both the group ID and description are to provide descriptions for group slots that are more fitting to the mission and more detailed to the player who wants to find the right group

    - Implementation Feasibility:
    It seems easy to my untrained eye to add this information to the mission.sqm and assign the group variable name the proper group as soon as they are initialized , but considering that none of this was done as of yet I suspect that I am missing something.




  9. #159
    Don't know if this has been mentioned yet, hasn't read the whole thread.

    It'd be nice to have filters in the editor to show/hide certain objects, not only markers. Like, only show WEST units or only show the waypoint for the currently selected unit, etc. Lare missions have a very chaotic map and it's sometimes hard to go through details.

  10. #160
    Please make the editor aware of subfolders in the missions directory (load/save mission). I hate to put all missions into only one directory, which ends up in a mess too soon, too easily. Like in: a directory without island-suffix is a subdirectory, one with such an island-suffix is a mission. There.

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