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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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Armadyl5
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Re: Map Editor Suggestions

Post by Armadyl5 » Thu Sep 01, 2016 12:22 pm

there is an old suggestion that i want to bring up again , which is the Ability to set the player on a free fall state by script , just like when falling or dying , should be as easy in the API as "ply.SetFreeFall" or something ...
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Post by Motto73 » Thu Sep 01, 2016 1:41 pm

Armadyl5 wrote:there is an old suggestion that i want to bring up again , which is the Ability to set the player on a free fall state by script , just like when falling or dying , should be as easy in the API as "ply.SetFreeFall" or something ...
I have tried to make this so hard. The other similiar thing is ability to stop players from ledgegrabbing. The only way I got it was setting infinite health for about 200ms and then shoot the player with sniper or magnum. Not a very good way, so this would be very nice to get!
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Post by Armadyl5 » Thu Sep 01, 2016 3:53 pm

There is Also "IsJumping" , it will be much more useful than "IsInMidAir" , as it triggers ONLY when the Player is Holding Down The Jump Button .
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Post by JakSparro98 » Fri Sep 02, 2016 12:42 am

Armadyl5 wrote:i would like to suggest "IsHit" as an addition to the API , if the player is hit (the animation of being hit plays) , it would be very useful for certain types of scripts .
Even I've said it :D , here: viewtopic.php?f=15&t=14#p14
Motto73 wrote:I wonder if the Script_Api would let us handle more tuff with bullets. Like they could be handled as objects and other objects would call for a method when they are hit by a projectile.
In a future version we could be able to handle bullets, isn't sure but one time Gurt said:
Gurt wrote:Projectiles are not ordinary objects in SFD. They can not be registered, read or manipulated through the ScriptAPI today.
in my opinion, that means will be possible later
Motto73 wrote: Other feature is that we could be able to draw collision-based rays. Like we set a point somewehere, and then the direction, and get the information if there are colliders, how many and how far away.
Good point, a kind of raycast, this is the concept of the Laser Sight but could be also invisible at the players sight.
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Post by Motto73 » Tue Sep 06, 2016 8:05 am

I don't know if this is just forgotten thing, or just a bug or something:

We are able to set the camera area over an object. Then we can get the Caamera Area and save it as an area. The thing is, that we can't save areas directly from IObjects. Could it be possible someday? Like Area thisArea=(IObject) obj;

And it would really be helpful if we had a ctr+f option to search for CustomId's or tile types...
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Post by Kyra » Wed Sep 07, 2016 6:05 am

IDK if this was already said, but there should be a better way to find the coordinates of the map... Instead of placing blocks where the boarder of the map and then finding the cords to type in the camera boader thing for all sides. TBH it a hassle to do... (Idea was from Retired Santa)
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Post by JakSparro98 » Thu Sep 15, 2016 8:17 pm

Toggle rotation for a tile in game. It's more or less what happens now with the slow mo powerup and this should be controlled with markers.
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Post by Shark » Fri Sep 16, 2016 7:06 pm

Poison and Poison area in purple color (Liquid like a acid)
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Post by ChaoticPanda » Sun Oct 09, 2016 1:46 am

Can we please be able to change the color of cars? Seriously, it would look really nice. I even made a mock-up of a few different colors.
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Bonus taxi + police car:
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Heck, even some different models for the cars would make me a happy camper. :D
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Post by Duck » Sun Oct 09, 2016 4:49 am

Kyra wrote:IDK if this was already said, but there should be a better way to find the coordinates of the map... Instead of placing blocks where the boarder of the map and then finding the cords to type in the camera boader thing for all sides. TBH it a hassle to do... (Idea was from Retired Santa)
:3
You can already do this, when you move your cursor around it shows the coordinates of your cursor at the bottom of the map editor; the text is kinda small but the map editor does show the coordinates of your cursor.
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Post by Scarface » Sun Oct 09, 2016 11:10 am

New area: TeleportArea. Will teleport the player to the place where TeleportEndArea(That should be a mark placeable on a map) is. It's up to devs to decide whether we should have telefrags.
Let me explain what is a telefrag. It's when a player teleports in (almost)same place where other player stands, the lattter will be gibbed.

Why we should have this? Well, it would be a quick way to transport players to different parts of the map, and it would be useful for players to transport themselves at their own will.
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Post by JakSparro98 » Sun Oct 09, 2016 12:44 pm

Scarface wrote:New area: TeleportArea. Will teleport the player to the place where TeleportEndArea(That should be a mark placeable on a map) is. It's up to devs to decide whether we should have telefrags.
Let me explain what is a telefrag. It's when a player teleports in (almost)same place where other player stands, the lattter will be gibbed.

Why we should have this? Well, it would be a quick way to transport players to different parts of the map, and it would be useful for players to transport themselves at their own will.
I think that will be better to the devs if someone will do this with scripts, it's actually very simple to create multiple teleport with and without the gib feature only with two functions.

Post your request (with accurate documentation of how that would work) in the script section, I cannot send the script here because could be off topic.
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Post by M_M_M » Thu Nov 10, 2016 3:48 am

A few suggestions:
  • Allow for mass-applying properties to a specific layer - I sometimes implement solid tiles for a more 'popping' visual and to apply some extra depth, but going and using the 'altercollisiontile' marker on every single tile is tedious and leaders to screen clutter if you use this a lot. Being able to select global properties to a layer would be extremely useful in this situation, or -
  • Allow an option to treat tiles as background/foreground tiles in a tile's properties listing so don't need to keep putting down a marker that effects a load of tiles.
  • Allow choosing of a tile's "material" in its properties listing, so you can adjust the footstep sound or outright remove it. This really bugs me because invisible blocks/platforms currently have no footstep noise and its really obvious when trying to make paths.
Map Editor Visual and In-Game Visual to help get my point across where something like this actually comes in effect.
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Post by Jojopeterjohn » Wed Dec 28, 2016 8:03 pm

I think there should be a background door to match the red wood tiles.
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Post by TheOriginalCj » Sat Dec 31, 2016 6:02 am

Popup text needs its own delay timer so it's a lot more space efficient to chain together popup text triggers.
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Post by Motto73 » Wed Feb 08, 2017 9:15 am

Hello people, especially Gurt and Hjärpe!

I have been using the Editor for a very long time. I am a sworn SFD map maker. I really love the Editor and making stuff with it.
With this knoledge and experience I want to suggest a couple of things to make it even better.

1. Please, take this serious, we really need a searcher in the Editor:
It could appear with ctrl+F, and it would allow us to multiple select items with CustomId, Object type (Like, Objects, Items, Solid Tiles...) or jsut Tile name. The selection could work just like selecting a layer does. In very large maps finding some parts and changing stuff is very hard sometimes.

2. Group marker fixing.

Group marker spawns the specified group in the position it is built in the editor. Even if the Groupmarker is moved, the group spawns where it is built in the editor. I would really like it if the spawned objects could use Local coordinates with the marker instead of Global. Let's have a scenario where the position of marker is (0,0), and object's position is (0,4). When triggered, object would spawn in (0,4). Even if trigger is moved anywhere, the object still spawns on (0,4). I think that it should be That if Marker is moved to like, (2,2), the obejct could be spawned in (2,6). I mean that it would be additional vector to the main marker. Within it's current form, Groupmarker is very limited.

3. Multiple editing.
If we could select multiple items and then modify them simulteneously, it would be just great. It could work like that it if the selected objects are having some same properties (Like CustomId is for every single object, Object Type is for almost all, Active On Startup is for triggers etc..), it shows them jsut like in normal selection. If they are having different data in their slots, liek different CustomId, it jsut shows "--" or "(data differs)" for example. This would help us map makers modifying and fixing stuff with many tiles, like when replacing them or changing their CustomId's.

Thanks for reading, please comment and discuss.

Added in 20 hours 32 minutes 11 seconds:
Re: Map Editor Suggestions
4. Option to suspend some methods from the console

The console is very great tool when debugging your code. It shows when some method is called, and you can also throw messages there. But sometimes with having multiple very frequently called methods the messages will be drown in the flood. I hope that we could use some attribute to suspend the methods being shown in the console. Example:

Code: Select all

[ConsoleSuspendedAttribute]
public void OnStartup()
{
	//Does not show in the console
}
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Post by Rhodes » Wed Feb 08, 2017 10:18 am

It would be nice if we had a trigger which uses the Game.SpawnProjectile, instead of having to script it. Same with effects. As for looks, the projectile trigger would have a gun symbol, and The effects trigger looks like an area trigger, but yellow coloured. And input would be:-
ProjectileItem, Direction, and repeat per ms(repeats the projectile firing, after specified ms).
For effects, it would be:- Effect size, Effect Id and Effect attributes(like Text for the Effect CFTXT etc.).

Hope you liked the idea.
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Post by Gurt » Tue Feb 14, 2017 9:38 pm

We have finally implemented "multi edit" of properties on all selected tiles in the editor for the next update. We just haven't got around doing this nasty TODO until now :)
Kyra wrote:IDK if this was already said, but there should be a better way to find the coordinates of the map...
In the status bar of the bottom of the map editor window you have the world coordinates of the mouse position at all times.
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Post by jamisco » Tue Feb 14, 2017 11:31 pm

In map editor, we should be able to rotate objects and items .... by rotate i mean like circularly a full 0 - 360 revolution
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Post by Dumby Eggy » Tue Feb 14, 2017 11:38 pm

It would be great if you add the freedom to choose a custom color of any type (of any tile) in the map editor. That would make sense if we are talking about to create "alive" maps that aren't boring like the others.

Idk, just a suggestion :lol:
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