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Re: EDITOR Feature Requests (not bugs!)

Posted: Sun Sep 23, 2012 3:10 pm
by cromcrom
Dear Santa:

Request 1 : on MeleeHit for monsters, kind of like the onProjectileHit, or the already existing "onDamage" also returns the damaging weapon. NVM, party onAttack will do the trick :-)

Request 2: a destroy(item) command.

Request 3: a item.uiName so that some texts don_t_look_too_dumb ...

DONE. Thank you Santa ;-)

Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Sep 25, 2012 7:29 am
by davehca
Wall text displaying the actual text so not to have to click on to be able to read.

Party:getLevel() to get the floor level of the party. (I think this was requested before but I couldn't find it)

Invisible pits/"weak" or fake floors

To be able to replace a Prop object on the Map editor with another object of the same type, such that Logic objects such as buttons, timers, etc. that were connected to it are maintained, e.g. the wall button that was connected to an iron door is still connected if it is replaced with a different type of door.

p.s. As the number of requests grows it becomes harder to find if one's idea has already been posted. Could perhaps a summary page be posted somewhere, listing all the requests made so far?

Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Sep 25, 2012 8:20 am
by Isaac
davehca wrote:Wall text displaying the actual text so not to have to click on to be able to read.
A valid request, but this is not something that I would likely use... The language stamped on the wall in English would seem kind of odd to me; and also it's far easier to change the language of the mod if that doesn't require editing wall textures.

A way to do this though... Is to define a separate placeable object for each custom text. :shock:
Load the secret door texture into Paint.Net, and type what you want it to say; save the image and use it as your object texture (repeat for each)... I've no idea if there is an upper limit for loaded objects, or if this would cause slow performance of the game.

** But hey... If this becomes a feature... a Text wall with a graphical font... That would mean we could create our own fonts to use on the walls. 8-)

Edit: What I'd like is to be able to check race and stats to give different interpretations of the message based on the PCs.... Like to check for an insectoid, and if none is found, the message would say, "This text is indecipherable"; but with an insect in the group, it would be something they could read.
Hmmm... This sounds like it can already be done in script... Though I've not tried it yet.
To be able to replace a Prop object on the Map editor with another object of the same type, such that Logic objects such as buttons, timers, etc. that were connected to it are maintained, e.g. the wall button that was connected to an iron door is still connected if it is replaced with a different type of door.
The way to do this currently [AFAIK] is to define a custom object in the Objects.lua, and use that one; later if you need to change the object, you just edit the Object.lua entry to reference a different object.
* There might be conflicts if this is done with really different objects; I'm using this method to set placeholder levers that I plan to change later top use a different model.

I too would like for there to be a built in feature that allows for an intelligent asset swap (or even just a style swap; meaning buttons for buttons / pits for pits).

Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Sep 25, 2012 10:15 am
by Montis
davehca wrote:Party:getLevel() to get the floor level of the party. (I think this was requested before but I couldn't find it)
You can get the level of any entity if you attach the method ".level". So party.level would work for this.
See also "Accessing Entities" here: http://www.grimrock.net/modding/scripting-reference/

Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Sep 25, 2012 12:27 pm
by Neikun
takis76 wrote:Request:

Collision detection between assets , particles and logic. What this means.

If I cast a spell on the door something will happen (The door will open or toggle or activate one other object or connector.

If some blob or particle or ice spell or any kind of movable spell hits something then something else will get triggered. For example deamon heads fire spells or blobs , when these spells collide with other spells or with assets or objects like statues or walls then something will happen , some door will open or same trap will activated or some timer etc..

Or if some item hit something , rocks hit a door or walls or weapons hit statues then something will happen monsters will summoned traps will be activated etc...

Nice Idea?
:mrgreen:
Use invisible receptors?
Request receptors to be able to recept more types of things?

Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Sep 25, 2012 12:52 pm
by Isaac
Neikun wrote:Use invisible receptors?
Request receptors to be able to recept more types of things?
I tried that a few days ago, no good. Receptors can only be placed on a wall though they can be rotated into mid-air after they are placed; but they don't actually receive (trigger) unless placed on a wall.

Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Sep 25, 2012 4:29 pm
by wizard341
Request: The ability to delete or otherwise despawn entities that are in the world via lua script.

Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Sep 25, 2012 4:30 pm
by Montis
wizard341 wrote:Request: The ability to delete or otherwise despawn entities that are in the world via lua script.
This has just been implemented with 1.2.10: viewtopic.php?f=14&t=3364

Re: EDITOR Feature Requests (not bugs!)

Posted: Tue Sep 25, 2012 4:42 pm
by wizard341
Montis wrote:
wizard341 wrote:Request: The ability to delete or otherwise despawn entities that are in the world via lua script.
This has just been implemented with 1.2.10: viewtopic.php?f=14&t=3364
Aye - I was just going to edit my post indicating such! :)

Re: EDITOR Feature Requests (not bugs!)

Posted: Wed Sep 26, 2012 11:55 pm
by Orkanus
Hallo Everyone!

Firstly I wanted to write that DUNGEON EDITOR is AMAZING! :D
Thank you very much!

I have a question / request:
Is it possible to add a feature (option) in the Dungeon Editor, which will allow to change the start coordinate the map from left-top (now) to the left-bottom? This option would be very helpful to create levels from the game, which always I wanted to have on the PCs - Black Crypt on the Amiga, but I think it not only for this game...

Thank You!

Sorry for my English...