ajcross Very Active User
Joined: 23 Dec 2003 Posts: 113 Location: Kansas City
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Posted: Fri May 07, 2004 9:34 am Post subject: All Area |
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This would be one of the common areas like [Last Discovery]. It would cover the entire map.
Benefits:
1. Lets the entire map to be used for Actions and Triggers that use areas.
It is used here for debugging with Defog:
http://www.mobilegeneration.com/warfare/forum/viewtopic.php
2. Provides a way to grab units anywhere on the map and manipulate them.
I have used it as a convenient way to return units wandering abroad to a home area when they are scattered all over the board.
3. Simplify commands
The 'Owns Units' condition would be the same as "Area '[All]' contains..."
4. Make map design more manageable.
Creating an 'AllArea' makes it the top most visual element. This makes it so that I cannot select Terrain, Units, or Areas below it. I have to shrink the AllArea, make my changes, and resize the AllArea. _________________ Andy Cross |
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crakerz Mega-Poster
Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Fri May 07, 2004 9:08 pm Post subject: Re: All Area |
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ajcross wrote: | Creating an 'AllArea' makes it the top most visual element. This makes it so that I cannot select Terrain, Units, or Areas below it. I have to shrink the AllArea, make my changes, and resize the AllArea. |
I always have an area (I call mine SECTOR) that covers the map. To avoid the issues you describe, simply do one of two things: First, create the area first. Objects are layered in M in order of their creation. Second, turn area visibility off by clicking the areas button on the retractable toolbar at the top of the map.
I have two "template" maps, each with the SECTOR area, and some basic triggers I often use. _________________ Why negotiate when you can just blow things up?
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