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[ 6 posts ] |
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Orglar
Joined: Wed Dec 10, 2008 3:21 am Posts: 116
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The Area Editor
Is there really a point to it? From what I understand: You can add red boxes, move them around, or delete them and that's about it. Does it affect the AI or You in any way?
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Tue Jan 06, 2009 5:07 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: The Area Editor
It's not fully implemented yet, basically it's for when Lua is further integrated and we can make our own scripted campaign missions. For example there's a zone in the tutorial level that activates the dummies to attack you when you enter it.
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Tue Jan 06, 2009 5:11 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The Area Editor
you use it to make areas that are referenced in the lua code that we can already write for campaigns.
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Tue Jan 06, 2009 5:39 am |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: The Area Editor
Open up the tutorial mission in it. Take a look at the giant box. Then, play the level from the campaign and notice when they get activated. Finally, open up the Lua file and take a look. There you go, that's what it does.
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Tue Jan 06, 2009 6:48 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: The Area Editor
You can also just manually define them which is generally faster.
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Thu Jan 08, 2009 12:55 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The Area Editor
as is most things to do with editing these days. bloody gib editor wants you to stick everything in its own group.. ><
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Thu Jan 08, 2009 3:17 am |
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