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Post your mission authoring enhancement requests here!
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scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Thu Dec 18, 2008 1:22 pm  Post subject: Post your mission authoring enhancement requests here!

Hello Authors,

Please post your mission authoring requests here. This could include:

- Enhancements to M, the mission editor
- New triggers, conditions, or actions
- Visibility on how many iPhone / iPod Touch players are downloading your mission
- Rating system for users to rate mission packs
- More iPhone friendly discussion forums, to make it easy for users to leave feedback

Those are just some ideas. Please reply with your ideas, and suggested prioritization.

Thanks!
elamre
Mega-Poster
Joined: 15 Dec 2008
Posts: 402
Location: the netherlands
 Post Posted: Thu Dec 18, 2008 1:30 pm  

More ipod frendly. I am only with my ipod on this site.
PhillipEarl
Mega-Poster


Joined: 12 Jan 2004
Posts: 329
Location: Charlotte, NC
 Post Posted: Thu Dec 18, 2008 4:56 pm  

Oh I've got requests - I'll start compiling the list.

:twisted:
PhillipEarl
Mega-Poster


Joined: 12 Jan 2004
Posts: 329
Location: Charlotte, NC
 Post Posted: Fri Dec 19, 2008 6:16 am  

You asked for it, Scott! :wink:

:idea: A galaxite brush - just a tool that deposits one random piece of galaxite per new area while the mouse button is held down.

:idea: The ability to export/import triggers, for repetetive triggers across several missions of a large campaign

:idea: Large water features and a water tile!

:idea: SNOWY TILES!!

:idea: The ability to copy/modify unit groups the same way you copy/modify triggers.

:idea: I'd like the "Increased Bullpup speed" research option enabled, please.

:idea: The "Andy" and "Fox" units given generic names for "commando" missions - possibly combined into one unit. OR a third commando unit with a generic name.

:idea: The building costs for units and buildings listed when they are selected, and the power output of the generators listed as well.

:idea: More flexibility in the export process - if galaxite at 52,7 is on unreachable! then have the exporting process remove it, the same way it removes stacked galaxite. If scenery is out of bounds, remove it for me. The only time I want to be alerted is when a building is unreachable.

:idea: For that matter, the rules requiring buildings to be "reachable" are somewhat draconian. If a player can build a surveilance center and surround it with generators so raiders can't reach it then why can't the computer?

:idea: Specific purpose areas - I'd like a second area type that has defineable attributes per type. In other words, if I want to create an area that causes one side to ally with another (my "ambush" triggers) I only have to write the trigger once, assign it to the defineable area tile, and use that tile for the rest of the map for the same purpose.

:idea: A line-of-site trigger condition for areas and units. In other words, a trigger associated with an area or unit group will, if given this condition, only affect enemy units within firing range of that unit (or if it's simpler just use the longest firing range, say of an "Andy" unit) It would make ambush and high ground triggers SO much easier to write!

:idea: A mini-map! I frequently work zoomed in, and would like the ability to navigate in the editor with a mini map, the same as in game.

:idea: LAYERS! Editing a map after areas have been added can be a real PAIN! Especially if you have to delete an area or two just to move a piece of galaxite on unreachable! when exporting. (sense some frustration there?) It would be such a huge qol change if I could turn the "Areas" layer off for situations like that!

:idea: The ability to group tiles - if I make a nice land feature consisting of sixteen tiles like a crater or a mountain and have to move it I currently have to recreate the entire effect and move each tile individually. Note that this would be a non-issue if layers could be enabled.

:idea: Alien ruin tiles. Icarus is a world formerly inhabited by an advanced civilization, and all they left were replicators? GIMME SOME RUINS!

:idea: Fissure tiles! flows like a river, has no bottom!

:idea: Additionally, I'd like stackable "cliff" tiles for the purpose of making REALLY BIG GARGANTUAN CLIFFS MUHAHA! Basically a selecton of "clifftop" tiles and a couple "cliffside" tiles that stretch down in harsh perspective.

:idea: All black tiles to represent the bottom of an abyss - possibly for use with the cliff tiles!

:idea: Night-time alternates for tilesets. Night missions would be COOL.

:idea: A trigger action to "refog" an area.

:idea: Increased limits on scenery - this game has gone beyond the palm pilot - an iPod/iPhone can handle more load on the processor.

:idea: Can the grey (neutral) units be darker? I can't tell them from the Cyan (side4) units.

:idea: Make Neutral (grey) a full faction! Give us the ability to specify side neutral units in the unit groups pallette and have Neutral side settings.

:idea: Make pvars default to zero automatically if not already assigned. For example, if a pvar - let's say "score" is set in a previous mission and is intended to be added to across several missions, then it works fine so long as all the missions are played in succession beginning with the first one. However, if someone wants to begin on the third mission, then the pvar will come out negative. I notice that when you initially set a pvar in the triggers pallete, the default number is -1, and I can't help but think that if a pvar is modified without being set, then it's modified in the negative. SO if a pvar is modified without first being set in the triggers, I'd like to see the code set it at zero FOR you by default the moment it's called up the first time.

:idea: Enable counters - whatever those are. Sounds like a cool concept that got eclipsed by pvars.
PhillipEarl
Mega-Poster


Joined: 12 Jan 2004
Posts: 329
Location: Charlotte, NC
 Post Posted: Tue Dec 23, 2008 6:01 am  

One more:

:idea: Include the mini-map in the editing area boundary. You know how there's a boundary you can't put anything but tiles over? Well, it would be phenomenal if that boundary cut in where the mini map would overlay the level. That way no units or scenery would accidentally get placed below the mini-map, and we all know bad things happen when there's stuff beneath the mini-map.
dlamet
Established Forum User
Joined: 09 Sep 2008
Posts: 90
Location: Tigard, OR US
 Post Posted: Thu Jan 22, 2009 4:38 pm  Post subject: Mission Editor Feedback

o Mac version or at least the ability to run under Parallels
o In the mission table <http://warfareincorporated.com/missions.php>;
Add the date the mission was posted and allow a version number. How about showing ratings there?
o More tile variety (the more, the more interesting the map!) Devices are beefier now. They can handle it.
o More unit variety
- flying pieces (some for combat, some can carry units)
- bridges that you can build over rivers
o More map options
- new motif like snow
- large bodies of water, like a lake
o More story personalities. Currently, you can only use Fox, Andy, Olstrom & Jenna. Why not allow the mission author to create their own & save their own image into the level?
o The ability to hide. Currently, when enemy units come nearby, your unit automatically attacks. It would be nice to be able to change the mode so that the unit will not attack. Currently, you can avoid shooting by keeping the unit moving, but it's a pain. (Mainly applies to commandos.)
Ewindal
Mega-Poster


Joined: 04 Mar 2009
Posts: 285
Location: Norway
 Post Posted: Sat Mar 07, 2009 1:00 pm  

An easier way to make Corporate Raiders attack?
Ewindal
Mega-Poster


Joined: 04 Mar 2009
Posts: 285
Location: Norway
 Post Posted: Thu Apr 09, 2009 9:28 am  

I would really like to see some response on this topic.
elamre
Mega-Poster
Joined: 15 Dec 2008
Posts: 402
Location: the netherlands
 Post Posted: Sun Apr 12, 2009 11:05 pm  

yeah me too, but scottlu is tooo busy with new beta...
Ewindal
Mega-Poster


Joined: 04 Mar 2009
Posts: 285
Location: Norway
 Post Posted: Mon Apr 13, 2009 8:06 am  

elamre wrote:
yeah me too, but scottlu is tooo busy with new beta...


Well, thats good =D The faster MP is released, the faster new players will arrive on the forums.
T-33 Lib
Very Active User


Joined: 26 Jul 2009
Posts: 164
Location: Singapore
 Post Posted: Sun Jul 26, 2009 1:19 am  

I would really like a "destroy" area so that units can spawn in one area, patrol for a moment then leave the map area, or convoys can travel through maps and your duty is destroy or protect them. Also, a refog ability as PhillipEarl suggested would do great for night missions.
Uncle SamX2
Semi-frequent Poster
Joined: 18 Oct 2009
Posts: 28
Location: AZ.
 Post Posted: Wed Oct 21, 2009 12:36 pm  Post subject: Ok

I wish there was a way to test your map in editor to see if it dose what you wan't it to do.. :wink:
alfex
Die-hard Fan


Joined: 16 Mar 2004
Posts: 534
Location: La Conner, WA USA
 Post Posted: Fri Oct 23, 2009 10:58 pm  

Just post it to your own private URL.

Then access it using the URL option on the screen titled "DOWNLOAD ADD-MISSION PACKS". Tap Title and then "Custom URL..." will be at the top of the list of Mission Packs.

Tap Custom URL... and then tap the DOWNLOAD button at bottom.

You can then enter your custom URL to access your game and play it before exposing it to the world or WI players.
BrianBSHS
Administrator Emeritus
Joined: 23 Jan 2009
Posts: 488
Location: Zimbabwe
 Post Posted: Sat Oct 24, 2009 6:59 am  

BRO THOSE ARE SOME AMAZING IDEAS. -brian likes. :)
Akinraze
Developing Poster


Joined: 15 Oct 2009
Posts: 23
 Post Posted: Thu Oct 29, 2009 2:19 pm  

Hotkeys we need them!!
Xeros
Developing Poster


Joined: 31 Dec 2009
Posts: 11
 Post Posted: Sat Jan 02, 2010 8:45 pm  

I am a kid that isn't allowed on computers often. Hopefully spiffcode can make a app on the app store that has the same features as mission editor?
angelfishfanatic
WI Forum Novice
Joined: 28 Dec 2009
Posts: 6
 Post Posted: Tue Jan 05, 2010 1:04 pm  

My number one request has to due with the Custom URL on my ipod touch.

I think this should be located at the top of the screen versus the very bottom. It is very annoying to have to scroll through all those missions in order to get to the custom download button.
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Tue Jan 05, 2010 2:05 pm  

Tap the column header "Title" once to change the sort order, and Custom URL will be at the top.
trundley
Semi-frequent Poster


Joined: 16 Jan 2010
Posts: 41
Location: United Kingdom, England
 Post Posted: Tue Jan 19, 2010 10:24 am  Post subject: hmmmm patrols triggers

im sure i saw someone comment a while back (lol i was reading old posts!?) about an easy patrol trigger, its simple

1. make unit group called "patrol"

1.1 give them actions: spawn them where ever
1.2 make two areas (or how many you want) the group to patrol to and from
1.3 recycle the "actions"
1.4 you can have this unit group "recreate when destroyed"

2. create a trigger creating the unit group at one of the patrol areas and when they get there they SHOULD (i dont know if it works yet, i tried on my map but doesnt look like it got uploaded) patrol these spots.

thanks
trundley
Semi-frequent Poster


Joined: 16 Jan 2010
Posts: 41
Location: United Kingdom, England
 Post Posted: Thu Jan 21, 2010 5:55 am  Post subject: engineers

engineers need to be used more, maybe deploy minefields XD?
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Tue Apr 20, 2010 9:23 pm  

scott what does it mean when a mission "failed to initiate!" ?
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Wed May 05, 2010 7:24 pm  

He never reads here.
enforcer
Developing Poster


Joined: 17 May 2010
Posts: 13
 Post Posted: Wed May 19, 2010 5:56 pm  Post subject: Enforcer here just stoping bye

Can some please take off the timer off of the I-formation map. 4 players has already quit on me 3 of the players didn't even build or attack or tried to attack my base. One tried to attack but I held him back and he and them all quit right before the the timer is up. I saw on the leader board that it didn't count. I'm saying this because bye oberserving how everyone talks about points. It seems like this how you prove your self as a good player. The time on this and other map should be taken off. Mainly because it shows the whole field.

Just to to put it out thier I do not have any other ID. start playing long time ago I never found the right name untill now. My othe I'd of choice was , table, chair, enforcer, and the other word say alot. So can everyone stop asking me or guess what's my other ID is. Thank you: penis
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Wed May 19, 2010 8:22 pm  

What?
enforcer
Developing Poster


Joined: 17 May 2010
Posts: 13
 Post Posted: Wed May 19, 2010 8:49 pm  

Read the first sentence.
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Wed May 19, 2010 11:47 pm  

enforcer sounds like wonderer somehow...
enforcer
Developing Poster


Joined: 17 May 2010
Posts: 13
 Post Posted: Thu May 20, 2010 5:47 am  

Here is a list of people compairing me to kilik01 subzero some number warkilla wonderer Zack some number. I have looked them all up on the leaderboard and I don't see how People can say I'm any of them.
But you are probley talking about how I type I can't help it other then stop posting, I don't want wonderer or any other player saying they are me and I get muted for it.
LawrenceA
Administrator


Joined: 15 Feb 2010
Posts: 1135
Location: New Zealand
 Post Posted: Sat May 29, 2010 2:53 am  

I'd love an inbuild app addon map maker. A mac map editor would b awesome too. New tiles would be cool as well as the ability to mix them, ie some of the map desert and some grass
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Mon Jun 07, 2010 8:45 pm  

a here is the best enhancement request

put how to play your d** maps!!
all I mean every d** map has triggers or something you have to look for just to win. most of theses ****en maps are ****en stupid.


I like yesterday me and sigma played a friendly games he picked a random map just so happen I played the map in the past hmmm about 2 times before yesterday if it wasent for that I would had never won cause I played the map I new where triger was so I could get Andy and sigma tried but had no chance.

the next map he picked So he picked a map with trigers of course I played it once but he new how to get Andys and I got cyclones. (like hmmmmm quess who wins if you put one Andy vs three cyclones, I hope you guess right.)


to day s*** I played some random players that play often but never seen them on that map to day. but of course they new the triger to get Andy's.
and I just sitting thier waiting for them to gather all of thier Andys and I'm building hydra(like it would make a dent on Andy's with 3 times more life then regular Andy's.)

all the map object said that thier are trigers try to find them. so I tried but they was poping andys like crazey faster then mine seems like it.

F*** you maps be creative stop making f*** trigers make buildings, nutural, armys, moutains something. another but same idea give details on how to play maps or at least trigers locations
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Mon Jun 07, 2010 8:46 pm  

yea it sounds bad but I can't put it any other words that's why I put **** in thier to shields you eyes from bad words.
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Mon Jun 07, 2010 9:23 pm  

wonderer... most of those **** maps have mission obj explaining how to play...
N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Mon Jun 07, 2010 9:31 pm  Post subject: Use formal objectives

I'm sorry for your experience Wonderer. Was there any information on the formal objectives (the ones where you hit "Menu and then "View Objectives")? Map authors often include valuable information about the map there. Also, do you have the names of the maps? I can't really fix anything with nothing. I can just advise people to please use the formal objectives.

This is to both the creators, and the players. To map authors: Include information on your map in the formal and/or mission objectives (the ones at the top left of the screen). Please include instructions your maps especially if it is very complicated with a lot of triggers, but even if it is very simple with just the basic triggers. To players: Please always read the formal objectives. They may very well help you with your match.

Once again Wonderer, I'm sorry for your playing experience. There are a lot of maps out there with this same problem: no instructions. There are so many, I wouldn't even know where to start. Some have inactive creators, are very old, aren't played very often, etc. I hope not to see this much more, and if you find no instructions in a map, or any other problem with a map, please contact me or post in this forum.
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Mon Jun 07, 2010 10:02 pm  

no these maps are new

let's use galm maps spawing hell I never played it before but I'm guess thiers spawning in it. I'm also guessing thier is a certion place where you have to got just to spawn something. it's not that hate spawning maps but I hate havning to go look and see what the other person is doing just so I can catch up on how or where he is building at. that much time just to goo look and see what he's doing and see how much of an army they have over me makes me put all spawing maps in a non play catagory of mine. that's why I posted I don't like yall mega mega mega maps packs.


on maps I never played or any other map i'm new at I do look but it don't help if it just says find trigers. and on the last map I still had one Andy but the game said game over. that's some BS



a nother f*** up map is hostage map. you telling me you can read that and win? with out another person telling where to place your tank. kilik tried to tell me how to play but I didn't want to here it from him I wanted to play it and have a gg.


I see that some do give hints on the forms but it's hard to try or keep up with maps names on the forsm. now please people bye all means don't think bye posting anymore detailed infomation on the forms makes it easier to play new maps for the first time.

I haven't played spawing maps in a long time before theses maps I don't see me recovering for a long while before I stick my head in a nother spawing map.

don't say sorry unless you did something worng
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Mon Jun 07, 2010 10:06 pm  Post subject: Wonderer said ... that you all

that's how we role be taking up whole pages on four poste.
LawrenceA
Administrator


Joined: 15 Feb 2010
Posts: 1135
Location: New Zealand
 Post Posted: Mon Jun 07, 2010 11:03 pm  

Wonderer! Why don't u hate my maps? I try to make them as creative as possible and yet u still understand them!!!!
Be prepared for some new confusing maps. "Hehehehe"
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Tue Jun 08, 2010 1:20 am  

wonderer, if kilik is teaching u how to play hostages, then listen to him please. he knows the map well. and also sorry for the brief directions. If i add more, the extra text gets hidden
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Tue Jun 08, 2010 5:45 am  

why should I have to wait and someone teach me how to play a single map thier are many others I'm not about to sit thier and listen to everyone.

but lawerance I do hate your maps well the trigers ones. lol you call that being creative. maybe I used a worng wording. hmmmmm don't be creative but make your maps be a piece of art. put moutians make it look 3D.
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Tue Jun 08, 2010 8:54 am  

well wond, first of all if you don't know how to play the map, then you should at least learn from someone who KNOWS the map
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Tue Jun 08, 2010 3:54 pm  

come o you now how is it supposed to be fun if I need to listen to someone just to play a single map. I understand trineroks. but who I'm I supposed to listen when joining random map in my map section. I seen on most mapsthey don't give info on maps so it's pointless In playing ya'll maps.

how do I find new maps to play is bye playing someone I now with the same taste in maps As I do.that's why I don't join ya'll if people aske me to team up with them or play one of thier maps.
LawrenceA
Administrator


Joined: 15 Feb 2010
Posts: 1135
Location: New Zealand
 Post Posted: Fri Jun 11, 2010 4:09 am  

Part of the fun is figuring out how the map works. And as for your earlier post wond, would u rather have a pretty map or an original working map?
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Fri Jun 11, 2010 5:55 am  

a pretty map.

I like to think it's a real life game and haveto explore my suroundings before I can attack. with miners doing thier jobs. were replicators are not in ever map and switches locations dont deterimin if you win the game or not.
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Fri Jun 11, 2010 5:58 am  

next time your building a map close your eyes and inmagine theplante and howthey would fight those are the maps I like to play. all the maps I see are just a bunch of trainging maps. I guess that's why I FFA maps
LawrenceA
Administrator


Joined: 15 Feb 2010
Posts: 1135
Location: New Zealand
 Post Posted: Fri Jun 11, 2010 1:40 pm  

Hmmm ok, I wasn't expecting that :P
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Fri Jun 11, 2010 3:36 pm  

Y r u posting here?
LawrenceFA
Established Forum User


Joined: 29 Nov 2009
Posts: 84
Location: New Zealand
 Post Posted: Fri Jun 11, 2010 3:39 pm  

So I can get my opinion heard. Duh :P
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Fri Jun 11, 2010 3:51 pm  

tell Nate to delete the poste then I got people to hear me i'm done posting unless thiers something else :?:
Victrix
WI Forum Novice
Joined: 31 Jan 2011
Posts: 2
 Post Posted: Mon Jan 31, 2011 2:23 pm  Post subject: Mission Authoring Changes

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.
sam
Die-hard Fan


Joined: 19 Jun 2010
Posts: 982
Location: Far Far Away..
 Post Posted: Fri Jul 15, 2011 7:26 am  

i recon some firer in this game would look nice and more animation should be put in
Wong Jeremy
Established Forum User


Joined: 05 Nov 2011
Posts: 64
Location: Malaysia
 Post Posted: Mon Jul 09, 2012 6:55 am  Post subject: Suggestion

:idea: How about a trigger that can allow the enemy to sell their buildings
:idea: Allow the commando's name 'Andy' and 'Fox' be changed accoring to the author.
:idea: more units maybe.
Yoshiya
Mega-Poster


Joined: 16 Jun 2012
Posts: 308
Location: right here
 Post Posted: Thu Aug 16, 2012 7:28 am  Post subject: rotating buildings

being able to rotate a building would be nice
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania
 Post Posted: Mon Jul 29, 2013 4:11 pm  Post subject: Undo Button

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.
LawrenceA
Administrator


Joined: 15 Feb 2010
Posts: 1135
Location: New Zealand
 Post Posted: Mon Jul 29, 2013 10:39 pm  Post subject: Re: Undo Button

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. :)
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania
 Post Posted: Tue Jul 30, 2013 12:52 am  

Maybe an auto save feature? It gets annoying to have to save every few minutes.
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania
 Post Posted: Sat Jan 18, 2014 5:45 pm  Post subject: Load &amp; Save Triggers

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.
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania
 Post Posted: Wed Apr 09, 2014 7:34 am  Post subject: [Triggers] User Action Conditions

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
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania
 Post Posted: Wed Apr 09, 2014 7:45 am  Post subject: Using Server Variables

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.
LawrenceA
Administrator


Joined: 15 Feb 2010
Posts: 1135
Location: New Zealand
 Post Posted: Sun Apr 13, 2014 3:18 am  

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.
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania
 Post Posted: Sun Apr 13, 2014 5:05 am  

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.
LawrenceA
Administrator


Joined: 15 Feb 2010
Posts: 1135
Location: New Zealand
 Post Posted: Mon Apr 14, 2014 2:05 pm  

The list is pretty much endless. You can create a Pvar using any combination of letters (and maybe numbers).
LawrenceA
Administrator


Joined: 15 Feb 2010
Posts: 1135
Location: New Zealand
 Post Posted: Mon Apr 14, 2014 2:06 pm  

Pvars could probably be used to keep records of high scores on maps....
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania
 Post Posted: Tue Apr 29, 2014 7:31 am  

What do you mean by high scores? Like most amount of points? Most kills? Longest game time?
Redscorpion8
Established Forum User


Joined: 16 Jun 2013
Posts: 74
 Post Posted: Sun Jul 05, 2015 10:10 am  

Hey Scottu, go to page 1 and read the comments there, I agree with them.
Redscorpion8
Established Forum User


Joined: 16 Jun 2013
Posts: 74
 Post Posted: Mon Jul 06, 2015 9:57 pm  

Please add snowy tiles, swamp tiles, jungle tiles, snowy hills, beach with oceanic tiles (also separate them) and cave tiles. Pls read this thx
Redscorpion8
Established Forum User


Joined: 16 Jun 2013
Posts: 74
 Post Posted: Tue Jul 07, 2015 8:03 am  

Please add snowy tiles, swamp tiles, jungle tiles, snowy hills, beach with oceanic tiles (also separate them) and cave tiles. Pls read this thx
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Thu Jul 09, 2015 2:22 pm  

Hi, this topic is crazy old, and Scott has definitely read those comments. However, he has ceased work on WI. Hopefully the new team working on it will be able to work with things like this and improve them, but its not on our list of priorities immediately. I know I would enjoy snowy tiles and such.
Redscorpion8
Established Forum User


Joined: 16 Jun 2013
Posts: 74
 Post Posted: Fri Jul 10, 2015 12:24 pm  

ok
ThirdHelium
WI Forum Novice
Joined: 27 Feb 2016
Posts: 2
 Post Posted: Fri Mar 04, 2016 5:00 pm  

Three MAJOR things that M needs;

- An undo button. PLEASE.
- A more complete palatte. I am limited in what I can make in the game because the palatte doesn't contain certain pieces (e.g. No 'inverse' for 'cliff09' and no top-to-right 45-degree road [both examples refer to 'grassy.tc']).
- Find & Replace Function (For text in triggers, maybe for items in-game).