Some new interface settings

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Some new interface settings

Postby yi en » 7 September 2016, 14:12

Hello people.
I guess it's time to share my ideas of the interface.
If the trigger only limited into 2 actions, I guess it won't be enough.
As you see, mostly the ideas are exceed more that 3 actions.
So, maybe it's time to make a nice arrangement so the people won't get confused when they need to memorise them all.

New arrangement that I hope it will do:
(based on trigger actions.)
Action A: mainly for players,doors,barrels,pushers,etc.
Action B: mainly for regions,or the next-affected actions. (take an example, if I want to push the region A to movable B, then Action A should be regions, movable should be Action B.)
Action C: input the number or value (if you want to type the chat, it belongs here)

also,there are some exclusive examples that I can show you 1 by 1.

case 1: move a region onto a movable.
because Action A presents the thing which is going to changed; Action B presents the destinations for the thing, so the actions will changed into:
Action A: region
Action B: movable.

case 2: teleport,or anything else used on both same thing (2 regions,etc)
therefore, Action A will represents the input (the player will start teleport from where), Action B will represents the output (where the player will end up places.)

case 3: activate a trigger/timer/etc.
therefore, Action A will handle his job.

case 4: input the chat.
Action A will represents the target you want it to show to specific person (can be ignored), Action B will be the hex colour input or something else, Action C will be the input.

Action A: Player 1/all players
Action B: #FF0000 / 1~4
Action C: Hello World!
*also, if it is possible pls support the BB format form.*

case 5: when we will needed to use 3 actions?
go somewhere to find the trigger ideas and you can easily spot they will have 3 actions in total.

like this user:
thetoppestkek wrote:>Activate Trigger "A" when character "B" kills character "C"
>Activate Timer "A" when character "B" kills character "C"
>Activate Trigger "A" when character "B" kills vehicle "C"
>Activate Timer "A" when character "B" kills vehicle "C"
>Reload gun "A" when character "B" goes to Region "C"
...


So, you guys should know how importance to unite the actions and 3 actions engine.
that's all.
signing out.
13>.<
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yi en
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