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ajcross
Very Active User


Joined: 23 Dec 2003
Posts: 113
Location: Kansas City

PostPosted: Fri May 07, 2004 9:34 am    Post subject: All Area Reply with quote

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.

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crakerz
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Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area

PostPosted: Fri May 07, 2004 9:08 pm    Post subject: Re: All Area Reply with quote

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.

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