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The Area Editor http://45.55.195.193/viewtopic.php?f=4&t=13334 |
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Author: | Orglar [ Tue Jan 06, 2009 5:07 am ] |
Post subject: | 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? |
Author: | TrouserDemon [ Tue Jan 06, 2009 5:11 am ] |
Post subject: | 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. |
Author: | Geti [ Tue Jan 06, 2009 5:39 am ] |
Post subject: | Re: The Area Editor |
you use it to make areas that are referenced in the lua code that we can already write for campaigns. |
Author: | Ultric [ Tue Jan 06, 2009 6:48 pm ] |
Post subject: | 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. |
Author: | Grif [ Thu Jan 08, 2009 12:55 am ] |
Post subject: | Re: The Area Editor |
You can also just manually define them which is generally faster. |
Author: | Geti [ Thu Jan 08, 2009 3:17 am ] |
Post subject: | 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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