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ajcross Very Active User Joined: 23 Dec 2003 Posts: 113 Location: Kansas City |
This would be one of the common areas like [Last Discovery]. It would cover the entire map.
Benefits: 1. Lets the entire map to be used for Actions and Triggers that use areas. It is used here for debugging with Defog: http://www.mobilegeneration.com/warfare/forum/viewtopic.php 2. Provides a way to grab units anywhere on the map and manipulate them. I have used it as a convenient way to return units wandering abroad to a home area when they are scattered all over the board. 3. Simplify commands The 'Owns Units' condition would be the same as "Area '[All]' contains..." 4. Make map design more manageable. Creating an 'AllArea' makes it the top most visual element. This makes it so that I cannot select Terrain, Units, or Areas below it. I have to shrink the AllArea, make my changes, and resize the AllArea. |
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crakerz Mega-Poster Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area |
ajcross wrote: Creating an 'AllArea' makes it the top most visual element. This makes it so that I cannot select Terrain, Units, or Areas below it. I have to shrink the AllArea, make my changes, and resize the AllArea. I always have an area (I call mine SECTOR) that covers the map. To avoid the issues you describe, simply do one of two things: First, create the area first. Objects are layered in M in order of their creation. Second, turn area visibility off by clicking the areas button on the retractable toolbar at the top of the map. I have two "template" maps, each with the SECTOR area, and some basic triggers I often use. |
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