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Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Oct 02, 2012 4:26 pm
by davehca
Komag wrote:OOPS! I was deleting and fixing the triple quote quote quote thing and mixed up the names, I meant davehca!
Looks like I was "mix" quoted. ;)

Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Oct 02, 2012 5:50 pm
by Batty
Could there be a way to deactivate a looping sound you play?

Once you play a looped sound, it persists forever even through saves, there's no way to turn it off.

I even tried attaching the sound to an object. I defined a blockage that played a looped sound when you hit it, I hit it thus activating the sound and then did blockage:destroy() but the sound kept going foreverrrrrr.

Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Oct 02, 2012 8:58 pm
by BlackHell
Maybe sometime we will have more categories. So that dumb people like me can better see which armour is only for legs etc.

Re: EDITOR Feature Requests (not bugs!)

Posted: Wed Oct 03, 2012 1:42 am
by Isaac
This one might be a hassle...
(but very cool, and greatly appreciated by all I'd think. 8-) )

Request:
Editor is made aware of connection changes to objects; and that changing the ID of an object with connections to it, would update all of the connected objects (like 12 pressure plates for instance) to point to the [now] renamed object ID. This allows the connections to be retained, where currently... changing an object's ID breaks all connections to it.


Request:
That a selection of Identical objects [say... 10 levers ~selected/highlighted~ for instance], would present a common settings panel in the inspector, and that setting an option (like choosing 'open', 'close' or 'toggle'), would set that option for all them in the selection.

Re: EDITOR Feature Requests (not bugs!)

Posted: Wed Oct 03, 2012 2:30 am
by Trap
Save As would be really nice. ;)

Re: EDITOR Feature Requests (not bugs!)

Posted: Wed Oct 03, 2012 4:58 am
by vorebane
To set barrel crate and box entities as destroyed instead of doing it myself through tricky scripting. And I'd like to add a vote for furniture.

Default Project Location

Posted: Wed Oct 03, 2012 5:52 am
by Skyrant
Change Default save location for Projects from C:\Users\[USERNAME]\Documents\Almost Human\Legend of Grimrock\Dungeons". In fact, let us change this for the savegames too.

I use a SSD and i don't have the room on it for multiple mods and assets. Let us define the default save/load location in the preferences.

Cheers | Skyrant

Re: EDITOR Feature Requests (not bugs!)

Posted: Wed Oct 03, 2012 6:19 am
by Isaac
Request: A Recent Projects List in the File Menu.

Request: Monster:setWaypoint(x, y, [depth])

Cause the monster to travel to the specified (X,Y) location ~within reason.
Image
This would be for when the monster is in view of the player; (and when instant spawning isn't what's wanted).
[Depth] could perhaps be a threshold/ or limit of some kind?
* A sanity check to prevent something like this:
SpoilerShow
Image
Request: I will not be the one to ask for monster:setAIState('Ally'). Image
... But what about monster:setAIState('neutral')?
It might be useful to those that want a few loitering monsters; (like dwarves for instance; entities that go hostile only when attacked).

Re: EDITOR Feature Requests (not bugs!)

Posted: Wed Oct 03, 2012 8:02 am
by Ixnatifual
Isaac wrote:Request: Monster:setWaypoint(x, y, [depth])

Cause the monster to travel to the specified (X,Y) location ~within reason.
This would be really cool. Possibly also with a parameter that determines what the monster should do if it sees the player along the way. Either it could ignore him and continue to move to its destination, or revert to normal AI mode where it attempts to engage the player.

Re: EDITOR Feature Requests (not bugs!)

Posted: Wed Oct 03, 2012 4:58 pm
by petri
I would have wanted to add support for custom 2D graphics such as dialogs but unfortunately I ran out of time... Well, maybe someday :)