Dear forum users! In compliance with the new European GDPR regulations, we'd just like to inform you that if you have an account, your email address is stored in our database. We do not share your information with third parties, and your email address and password are encrypted for security reasons.

New to the forum? Say hello in this topic! Also make sure to read the rules.

Map Editor Suggestions

Give us your input on how we may improve the game in future versions.
Forum rules
By using the forum you agree to the following rules. For this forum you also need to follow these additional rules.
User avatar
[HERC]riotz
Fighter
Fighter
Posts: 23
Joined: Sun Sep 25, 2016 12:32 pm
SFD Account: legitdegit
Started SFD: 2016

Re: Map Editor Suggestions

Post by [HERC]riotz » Sat Nov 17, 2018 10:43 am

here what about allowing player command trigger to remove the created npc ai(by using the player source to specifically make npc change ai) now what i mean is that since the npc with the current engine if they have predefined AI they cant be controlled with player command trigger thus we need to have it either be possibile to use the playercommandtrigger or clear player command to change the AI of it in game (for example the bot would first have no predefined AI on round start and then with the playercommandtrigger it'll "inject" the Fighting Ai(tutorialmeleeA) to attack the player
this might be a really awful idea but since we'll get an update someday i decided i want my suggestion to be heard somewhere
0 x
i sense a number of people that dont want the game to be a paid product

User avatar
Shock
Superfighter
Superfighter
Posts: 203
Joined: Sun Mar 20, 2016 7:17 am
Title: Metallioneer
SFD Account: Shock
SFD Alias: (#MH):Shock
Started SFD: Pre-Alpha 1.2.0.
Location: Metalion
Gender:
Age: 19
Contact:

Post by Shock » Mon Nov 19, 2018 9:20 am

I will put this in the map editor topic since i have object ideas with their additions

Thanks for @Vitamin E and @[Failman] for ideas and help.

1.I was thinking, we could use piles of snow to make snowballs with the snow pile[we can also set the amount of snowballs, that we can take there], getting smaller the more snowballs we make until it’s a lump. We could also add icicles, that falls down when shot at as a stage hazard in snow themed level, players can come up with using hazards according to that stages theme.
► Show Spoiler
2.Adding some light sources with different colors can be helpful while making different "map's-mindset" or atmosphere you need.
Field and Hay stack is the next objects/tiles that we can use while making different types of fields.
► Show Spoiler
All materials
3 x
-Minigame-maker.
Image
melodic hardcore the best.

User avatar
[HERC]riotz
Fighter
Fighter
Posts: 23
Joined: Sun Sep 25, 2016 12:32 pm
SFD Account: legitdegit
Started SFD: 2016

Post by [HERC]riotz » Tue Nov 20, 2018 12:19 pm

we actually already have a playercommandtrigger and it's quite similair to what you asked for (botactiontrigger)
it allow the cpu to do action and such
for the botcontrolpath The Area trigger can be used to do filter object so it only allow certain object to trigger it(in this case a bot)
other than that some of the requested feature is recreatable but not all of them are with the current existing marker so we might need a unique one for certain thing
0 x
i sense a number of people that dont want the game to be a paid product

User avatar
[HERC]riotz
Fighter
Fighter
Posts: 23
Joined: Sun Sep 25, 2016 12:32 pm
SFD Account: legitdegit
Started SFD: 2016

Post by [HERC]riotz » Tue Nov 20, 2018 12:29 pm

give item trigger and Object clear zone (similair to gibzone)
give item trigger So how it work is that you place it in a map and it'll require a source player(or in this case a new special way of targetting a person who activated a trigger which i have no idea how would anyone implement it) it'll spawn item that can be picked up but it'll "replace" the already existing item in the player inventory (aka make him force drop anything he have in the inventory prior if it take up the same slot) it'll work like the spawn weapon trigger exept it can only target a player(and bot player alike) it'll be quite odd to implement this but it'll work in a way that so if a player were to presses a certain button with a random trigger attached to this it'll make one of the player get weapon that is either weak or powerful

[OBJECT CLEAR ZONE] what it does is that it have an ability to either filter object that get destroyed or just work like a glorified gibzone that can target what it can destroy, it'll [BY DEFAULT AND PLANNED] work like a gibzone but only destroy weapon (or object which will be selectable) it'll have an ability to filter what object to destroy(already said in above) other than that it'll be great for making like a weapon clear zone so player will have to act fast to get weapon before it hit this area to get the weapon
this is again another stupid and not really any game changing idea but rather a concept that might work for some and not work for other(nonetheless not everything have to be used in a map for it to be a map)
0 x
i sense a number of people that dont want the game to be a paid product

User avatar
JakSparro98
Superfighter
Superfighter
Posts: 424
Joined: Fri Jul 15, 2016 7:56 pm
Started SFD: PreAlpha 1.0.5
Location: Rome, Italy
Gender:
Age: 20

Post by JakSparro98 » Tue Nov 20, 2018 1:30 pm

[HERC]riotz wrote:
Tue Nov 20, 2018 12:29 pm
give item trigger and Object clear zone (similair to gibzone)
give item trigger So how it work is that you place it in a map and it'll require a source player(or in this case a new special way of targetting a person who activated a trigger which i have no idea how would anyone implement it) it'll spawn item that can be picked up but it'll "replace" the already existing item in the player inventory (aka make him force drop anything he have in the inventory prior if it take up the same slot) it'll work like the spawn weapon trigger exept it can only target a player(and bot player alike) it'll be quite odd to implement this but it'll work in a way that so if a player were to presses a certain button with a random trigger attached to this it'll make one of the player get weapon that is either weak or powerful

[OBJECT CLEAR ZONE] what it does is that it have an ability to either filter object that get destroyed or just work like a glorified gibzone that can target what it can destroy, it'll [BY DEFAULT AND PLANNED] work like a gibzone but only destroy weapon (or object which will be selectable) it'll have an ability to filter what object to destroy(already said in above) other than that it'll be great for making like a weapon clear zone so player will have to act fast to get weapon before it hit this area to get the weapon
this is again another stupid and not really any game changing idea but rather a concept that might work for some and not work for other(nonetheless not everything have to be used in a map for it to be a map)
All you asked could be easily implemented via scripts, I often try to figure out if some of these suggestion can be feasible with the ScriptAPI we have today, also because if we can decrease the devs' work in some manner that will result in more interesting game addition later, since they bypassed some little ideas that have already been scripted by the users and prioritized others.

The only lack is that we cannot target a player like the command trigger do, but we can track who entered an area trigger or pressed a button easily.
0 x

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest