Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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Editor Suggestion Masterlist | Locked | |
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Mar 17 2015 Anchor | |
Since there's this new subforum and I don't have any specific idea yet for the editor, I'll compile whatever I'd have in my mind: Edited by: Nergal01 |
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Mar 17 2015 Anchor | ||
One issue that I'm currently running into is that it's impossible to make something spawn within a certain amount of time from starting the mission or not spawn at all. I can easily create a set of triggers to have that spawn be shut off after X amount of time from another trigger, but I can't figure out how to create a spawn that's spawning in only after certain conditions are met and it's within X amount of time of starting the mission. In order to be able to do so I think I'd need an action that could lock or unlock a trigger's active state so that it can't be changed after the fact if conditions haven't been met. -- Swing-Wing Crazy |
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Mar 22 2015 Anchor | |
Clone object option, otherwise hold shift + drag while moving an object to clone it. Drag a box to group select objects on the screen Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 22 2015 Anchor | ||
Ctrl+V, but not every parameter is duplicated |
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Mar 28 2015 Anchor | |
Looks like for some reason it also create a duplicate unit somewhere far beneath the map. On topic: Option to set start/end time of looping BGM so that we can have properly looping BGMs. Or give a line for start loop/end loop BGM at Data03.txt so that it also work on skirmish. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 29 2015 Anchor | |
Though I might be wrong, the editor doesn't seem to have a scale object option, which I could see being useful in a good number of situations, especially for structures and building placement on maps with building footprints that don't match exactly with the dimensions of the current buildings. If Nergal's object grouping/prefab idea ever gets implemented, this could also make it easier for the modding community to create complex structures. Even with a simple set of a 2x1x1 box, a 1x1x1 box, a cylinder, and a flat plane a scaling tool would make simple custom structures a lot easier for modders. Also, the ability to save simple animations (translation, angle and scaling) for objects for dynamic map objects instead of relying solely on corpse animation. |
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Mar 30 2015 Anchor | |
Should we have minimap images with significantly better quality, I'd like to see option to switch between full 2D/3D view of the map, with the 3D models only loaded when it's enabled to save memory/load the editor faster. Also we still don't have option for NONE unit voice option yet. Also option to move rules item up/down. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Feb 5 2016 Anchor | |
Would we be able to get a function for copy/pasting/save triggers, actions and the like with their settings? Also, the ability to save a mission state/take a snapshot of a gamestate and play from that point or fast forwarding game time. I found that it was easy enough to build and test out something small on the order of a Challenge Mission's size, but something the size of an actual campaign mission seems like it'd be fairly difficult without the ability to part out the various aspects of a truly involved mission. |
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