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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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