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wonderer Let The Truth Be Told
Joined: 16 Oct 2009 Posts: 2221 Location: birth place of, TEXAS
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Posted: Fri Jun 11, 2010 3:51 pm Post subject: |
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tell Nate to delete the poste then I got people to hear me i'm done posting unless thiers something else _________________ Things I'm proud of...
Making clans a cool idea
Creating outlanders and boss clan
being leader of viet pride.
Being the second highest poster on this forum.
Write many strategy.
Helping people and making people laugh. |
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Victrix WI Forum Novice
Joined: 31 Jan 2011 Posts: 2
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Posted: Mon Jan 31, 2011 2:23 pm Post subject: Mission Authoring Changes |
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Large water tiles to represent oceans
Sand/coast tiles
Air units - fast air scout, no weapons and light armor. Shuttle for transporting infantry, again no weapons, satellite that you can create that hovers over the enemy HQ and tells you what units and buildings they are creating and other fancy stuff
Improved graphics for retina display
Skyscraper like buildings that provide a small amount of income to whoever owns them and cant be shot through but can be destroyed. It would be great for commando missions.
Yeah that's about it, I think adding random objects and seeing what people do with them would be a great idea also. |
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sam Die-hard Fan
Joined: 19 Jun 2010 Posts: 982 Location: Far Far Away..
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Posted: Fri Jul 15, 2011 7:26 am Post subject: |
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i recon some firer in this game would look nice and more animation should be put in _________________ Well hello there. |
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Wong Jeremy Established Forum User
Joined: 05 Nov 2011 Posts: 64 Location: Malaysia
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Posted: Mon Jul 09, 2012 6:55 am Post subject: Suggestion |
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How about a trigger that can allow the enemy to sell their buildings
Allow the commando's name 'Andy' and 'Fox' be changed accoring to the author.
more units maybe. _________________ If at first you do succeed, try not to look too surprised. |
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Yoshiya Mega-Poster
Joined: 16 Jun 2012 Posts: 308 Location: right here
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Posted: Thu Aug 16, 2012 7:28 am Post subject: rotating buildings |
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being able to rotate a building would be nice |
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N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
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Posted: Mon Jul 29, 2013 4:11 pm Post subject: Undo Button |
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I have no idea if this has been bright up yet or not and I'm not reading pages of posts to check.
M.exe needs an undo button! Map makers, haven't you ever been making your map and hit the wrong button and deleted something or selected something and moved it without knowing and then having to spend lots of time to fix it? I know I've had this. An undo button would be very useful. _________________ Warfare Incorporated Development |
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LawrenceA Administrator
Joined: 15 Feb 2010 Posts: 1135 Location: New Zealand
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Posted: Mon Jul 29, 2013 10:39 pm Post subject: Re: Undo Button |
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N104!!! wrote: | I have no idea if this has been bright up yet or not and I'm not reading pages of posts to check.
M.exe needs an undo button! Map makers, haven't you ever been making your map and hit the wrong button and deleted something or selected something and moved it without knowing and then having to spend lots of time to fix it? I know I've had this. An undo button would be very useful. |
Frequent saves are a great backup measure. _________________ You've just been |
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N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
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Posted: Tue Jul 30, 2013 12:52 am Post subject: |
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Maybe an auto save feature? It gets annoying to have to save every few minutes. _________________ Warfare Incorporated Development |
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N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
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Posted: Sat Jan 18, 2014 5:45 pm Post subject: Load & Save Triggers |
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Anyone notice the save and load triggers button in the mission editor?
I assume it was intended to make use of those buttons in a future M.exe update. I also assume the buttons would be used to save a sting of triggers to a file on your PC, then load them at a different time in a different map.
I'd love to see this added to M.exe if it is updated in the future. It would make map making quicker since you could save triggers that you commonly use. _________________ Warfare Incorporated Development |
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N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
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Posted: Wed Apr 09, 2014 7:34 am Post subject: [Triggers] User Action Conditions |
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This would probably be hard to add, but having user action triggers would unlock many map possibilities.
Here's an example:
Sides: Side 1
Condition: Side 1 'double taps' on area 'spawn hydras'
Action: Spawn 'hydras' for 'side 1' at area 'spawn hydras' with '100'% health
Here are some of the ideas I was thinking:
'side' 'number' taps on 'area' with 'number' fingers
Example: 'side 1' 'double' taps on 'reinforcements' with '2' fingers
'side' 'number' taps on 'side' 'unit(s)'
Example: 'side3' 'triple' taps on 'side 2' 'hydras, liberator, cyclops'
'side' selects 'number' 'unit(s)' owned by 'side'
Example: 'side 4' selects '5' 'eagles' owned by 'side 4'
'side' moves camera to 'x number' 'y number'
Example: 'side 2' moves camera to '34' '52'
'side' taps the mini map at 'x number' 'y number'
Example: 'side 1' taps the mini map at '23' '42'
'side' has chat open
Example: 'side 3' has chat open _________________ Warfare Incorporated Development |
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N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
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Posted: Wed Apr 09, 2014 7:45 am Post subject: Using Server Variables |
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I've always wanted to see maps be able to use server variables. Map makers could then make their maps customized to the player. In ecoms, objectives, or alert, the map maker could use variables like {$side1username}
Lets take trinerok's laser tag map. Instead of it saying "One kill for blue and red" (as it currently says), it could say, "One kill for {$side1username} and {side2username}" which, when playing the game, would be replaced with the usernames of the players who are playing as side 1 and 2.
Being able to use server variables in maps would open up a lot of trigger possibilities. We could have conditions that involve how many opponent units have been destroyed or how many allied units have been destroyed. _________________ Warfare Incorporated Development |
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LawrenceA Administrator
Joined: 15 Feb 2010 Posts: 1135 Location: New Zealand
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Posted: Sun Apr 13, 2014 3:18 am Post subject: |
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PVars retain their values within the server once the mission has ended. I don't think they could be used to bring up player names unfortunately. _________________ You've just been |
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N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
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Posted: Sun Apr 13, 2014 5:05 am Post subject: |
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I dob't they can unless the player's name itself is a pvar in the server.
Anyone have a list of the pvars? Scott once told me there was one here but I cannot find it. _________________ Warfare Incorporated Development |
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LawrenceA Administrator
Joined: 15 Feb 2010 Posts: 1135 Location: New Zealand
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Posted: Mon Apr 14, 2014 2:05 pm Post subject: |
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The list is pretty much endless. You can create a Pvar using any combination of letters (and maybe numbers). _________________ You've just been |
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LawrenceA Administrator
Joined: 15 Feb 2010 Posts: 1135 Location: New Zealand
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Posted: Mon Apr 14, 2014 2:06 pm Post subject: |
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Pvars could probably be used to keep records of high scores on maps.... _________________ You've just been |
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