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Map Editor Suggestions

Give us your input on how we may improve the game in future versions.
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Scraper
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Re: capacity to increase tile weight in map editor

Post by Scraper » Wed Oct 04, 2017 10:36 pm

This can be made with Scripting.
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Robert550
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Post by Robert550 » Thu Oct 05, 2017 2:41 pm

Oh really? Could not you help me with this?
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you die in the end ;)

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Katrtlen
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Post by Katrtlen » Sat Nov 04, 2017 9:28 pm

Please add more cursor options while testing a map in editor. Till now you are only able to move objects with LMB, i though of more ways to affect on objects and players:

Click on any object with RMB to open a context menu, here are the commands:
  • Destroy: Destroy an object.
  • Total Destroy: Completely destroy an object, this means that it will make breakable objects don't leave any debris or destroyed versions.
  • Ignite: Make an object start burning.
  • Activate: Activate an activatable object like Button00
  • Hurt: Deal enough damage to object to make it turn gray. Doesn't affect player.
  • Burn: Only on players. It will set them on large fire instead of small fire which can be done using Ignite option.
Some options may not appear on certain objects because they will be useless. Using Ignite or Burn option on dead body will make it burned.
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Green buttons are good

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JakSparro98
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Post by JakSparro98 » Sat Nov 04, 2017 9:42 pm

Katrtlen wrote:
Sat Nov 04, 2017 9:28 pm
Please add more cursor options while testing a map in editor. Till now you are only able to move objects with LMB, i though of more ways to affect on objects and players:

Click on any object with RMB to open a context menu, here are the commands:
  • Destroy: Destroy an object.
  • Total Destroy: Completely destroy an object, this means that it will make breakable objects don't leave any debris or destroyed versions.
  • Ignite: Make an object start burning.
  • Activate: Activate an activatable object like Button00
  • Hurt: Deal enough damage to object to make it turn gray. Doesn't affect player.
  • Burn: Only on players. It will set them on large fire instead of small fire which can be done using Ignite option.
Some options may not appear on certain objects because they will be useless. Using Ignite or Burn option on dead body will make it burned.
The current mouse debug mode is derived from original Box2D library, maybe only adapted to work in the SFD editor, the mode can also show the collision boxes of the objects with AltGr, stopping the mouse tracking at the same time (same done with Ctrl but it won't show the collision boxes though).

Adding all of these options you said it's possible with scripts, the only thing devs should add would be a way to read mouse and keyboard keystrokes (as already said in other threads, it's more likely they will add only keyboard reading rather than both) and then I could even provide you something like what you wanted.
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Post by Cherrybowl » Fri Nov 10, 2017 6:32 pm

I think invisible portals would be a cool addition. I want to make a level with pipes you can jump in to get teleported somewhere else but it doesn't work with the normal portals.
Or maybe a transparency slider.
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Post by JakSparro98 » Sat Nov 11, 2017 1:05 am

Cherrybowl wrote:
Fri Nov 10, 2017 6:32 pm
I think invisible portals would be a cool addition. I want to make a level with pipes you can jump in to get teleported somewhere else but it doesn't work with the normal portals.
Or maybe a transparency slider.
simple and crude script for this. :D

There's nothing wrong with your idea but, really, it can be done simply with a small script, if you will post your request in the script API section, we will provide you a solution for your problem.
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