Mapeditor related

Here u see a list of coding related suggestions to be priorized - we can tell what the community needs the most to be coded

Moderator: Endru1241

Mapeditor related

[IMPLEMENTED]test button viewtopic.php?f=8&t=4025
1
5%
trigger randomize viewtopic.php?f=8&t=2729
0
No votes
Patrolling in an area - u can set unit to walk up and down in are and not leave unless attacked/enemy presence (useful in mapeditor for campaigns) viewtopic.php?f=8&t=2675
7
33%
AND/OR/NOT trigger conditions viewtopic.php?f=8&t=2409
2
10%
unit categorization in select dialogs viewtopic.php?f=8&t=2368
0
No votes
Inherit things from other map viewtopic.php?f=8&t=2334
4
19%
[IMPLEMENTED]Trigger editor: select units/techs as u select in production list (icon+name)
4
19%
Able to set unit stats (name, hp, power ...) via a unit properties dilaog (not only via triggers)
2
10%
Set TC allowed production possibilities via dialog not only via triggers
0
No votes
Let units be placed in buildings/ships right in mapeditor
1
5%
 
Total votes: 21

User avatar
godOfKings
Posts: 2192
Joined: Fri Sep 22, 2017 4:50 pm

Re: Mapeditor related

Post by godOfKings » Wed Nov 06, 2019 5:16 am

in triggers where we select object type, there should b an option to type in the name and the game automatically searches for and shows the names of units matching the name i typed (if it is kept empty then game show all names like it is now)
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

Stratego (dev)
Site Admin
Posts: 9666
Joined: Fri Apr 25, 2014 9:28 pm

Re: Mapeditor related

Post by Stratego (dev) » Sat Nov 09, 2019 11:27 am

[IMPLEMENTED]Trigger editor: select units/techs as u select in production list (icon+name)

User avatar
godOfKings
Posts: 2192
Joined: Fri Sep 22, 2017 4:50 pm

Re: Mapeditor related

Post by godOfKings » Sat Nov 09, 2019 1:50 pm

Thanks :)
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

User avatar
Puss_in_Boots
Posts: 2723
Joined: Fri Apr 21, 2017 1:23 am

Re: Mapeditor related

Post by Puss_in_Boots » Sat Nov 09, 2019 7:30 pm

This Forum needs an @everyone just so we can get people to change their votes.
RED, WHITE and BLUE!

User avatar
godOfKings
Posts: 2192
Joined: Fri Sep 22, 2017 4:50 pm

Re: Mapeditor related

Post by godOfKings » Sun Nov 10, 2019 1:19 pm

considering the patrolling trigger, i actually found a way to make an enemy move to a location i want it to move, place a neutral building unit in that location (and may b use triggers to make the enemy move wen u want it to move) using this trick, i made it that in next campaign map an enemy scout will naturally move to enemy headquarters and alert them if u dont stop him in time :) (sorry it was so awesome that i couldnt keep it secret :D even though players are supposed to find out after getting discovered and restarting the map a few times :twisted: )
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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