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PhillipEarl Mega-Poster
Joined: 12 Jan 2004 Posts: 329 Location: Charlotte, NC
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Posted: Thu May 13, 2004 3:36 pm Post subject: Unit Group Defaults in M |
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How about setting the unit group default in the mission editor to something that causes an alert if not set to a specific side? The current default is side2. I know. Any sane person would make sure and put it to the correct side before compiling the mission. I, however, am not entirely sane, apparently. It gets especially annoying having Omni units keep popping up in a mission between the FR's and Acme!
I know the defaults in the triggers all are set to "none" or "text" or some other innoccuous term that triggers an alert that keeps nimrods like me from assigning conditionless triggers that do nothing special to no particular side.
Small request, really. |
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crakerz Mega-Poster
Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Thu May 13, 2004 5:42 pm Post subject: |
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You know, I think Scott is currently working on an update to M. This is a great idea, one that has been mentioned before. I hope he sees this! _________________ Why negotiate when you can just blow things up?
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PhillipEarl Mega-Poster
Joined: 12 Jan 2004 Posts: 329 Location: Charlotte, NC
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Posted: Fri May 14, 2004 7:06 am Post subject: |
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crackerz wrote: | You know, I think Scott is currently working on an update to M. |
Great! One more request, then: could there be a trigger that allows us to modify the behavior/aggressiveness of individual unit groups?
Right now a unit group's orders and aggressiveness are defined in the unit group window. While it's unreasonable to ask for an action in the triggers that triggers, well, more actions (THAT'd be a mess: a trigger in a trigger in a trigger.... ad infinitum), but it would be nice to have actions that affected unit groups as well as sides. The allies action, for example, could not only have checkboxes for sides, but also unit groups, as well, allowing an individual unit group to switch sides SEPERATELY from the rest of their units.
Having a patrolling unit stop its patrol when a trigger is activated and go to check out a specific area would also be possible with unit group-specific actions.
...and as long as I'm dreaming, I'd like a pony....
Last edited by PhillipEarl on Fri May 14, 2004 12:10 pm; edited 1 time in total |
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crakerz Mega-Poster
Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Fri May 14, 2004 8:22 am Post subject: |
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Modifing M won't allow them to add triggers per se- remember, it's the editor, not the game. _________________ Why negotiate when you can just blow things up?
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PhillipEarl Mega-Poster
Joined: 12 Jan 2004 Posts: 329 Location: Charlotte, NC
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Posted: Fri May 14, 2004 9:42 am Post subject: |
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But... but what about the pony? |
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scottlu WI Founder
Joined: 15 Aug 2003 Posts: 1773
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Posted: Mon May 17, 2004 12:14 am Post subject: |
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PhillipEarl, good idea, thanks!
Crakerz please add this to your list. You've been helping already and I'd like to rely on you to compare notes with and help prioritize what goes into the next release of M. _________________ Warfare Incorporated Development Team |
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