Nox Forum

Nox => Map Editor => Topic started by: Morden Tral on June 08, 2009, 05:48:01 pm



Title: Map Editor Update Thread
Post by: Morden Tral on June 08, 2009, 05:48:01 pm
Well I've been bored at work, and decided that messing around with the map editor would be a good place to remove my boredom.

I'll update this thread as changes are made, you can also check out the "Updates" menu item in the map editor after an update to see additional changes I may have made and not specified in here.

BTW, this thread is locked, don't try and reply to it, it is just here for me to post the updates.


Title: June 8th 2009
Post by: Morden Tral on June 08, 2009, 05:57:42 pm
June, 08, 2009

Wow almost 2 years later to the day since last update

1. Updated compilation per zoaedks fix so the map editor works with Vista 64 bit now.
2. Revised map flip / map mirror functions, made them useful
3. Working on adding in all defaults for every item and possibly all mod editors for every item

Am now taking requests for additional content while I'm still interested.


Massive new feature made out of a defunct and useless menu item I had

Introducing - Map flipping and auto copy

Now under the menu Map->Operations->Spin map I have added a new feature to save arena / ctf / elim map makers some time.

This feature will automatically copy and reverse every wall and item on one axis side of the map and duplicate it to the other. This means if you are making a symmetrical map you only need to build one side of it now and then auto flip it over, all of the walls will be lined up perfectly and all of the objects will move over as well.

Now before you all go fucking up your maps, this feature does not do the same to tiles or waypoints. This was required because usually symmetrical maps don't have the same tile maps on both sides AND it was going to be hell to do those what with the extra options and shit.

Pictures of what I mean is linked below so you'll get it better, and this feature isn't officially in until you get an update on the editor, so please please please don't use either of the old shitty versions before I update ok?

You'll also need to run an extents re-ordering after this operation so don't forget to re-assign teleporters and the like the new extents of their linked exits/entrances.


Title: Re: Map Editor Update Thread
Post by: Reynold (Teh Pirate!) on June 08, 2009, 06:03:32 pm
easier walling/tiling system would be nice, better click+drag thing


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 08, 2009, 06:06:44 pm
Mmmm, this is here to remind me to add in an option to select an alternative wall material for the flipped side before flipping.

Just realized most of the symmetrical maps have two different wall materials on either side.


Title: Re: Map Editor Update Thread
Post by: #zx.pr0jk on June 08, 2009, 06:18:44 pm
Make a toggle for blending that just breaks all the tiles down into fourths. Center crosshair of the original tile remains and is the representative color of the tile it was. Fourths have edges representative of their tile blend. This way, edges that are meant to align with a solid tile will match. This option would greatly increase the speed of blending since that is one of the major time vacuums when making a map.

Account for saved templates. Using the mouse to crop a range on the editor, have the option to save everything selected including tiles and item modifiers to be pasted elsewhere in the map.

Can't really think of a way to improve scripting other than let the scripting window expand to the right. Just tried it and it only expands down. If you could make comments usable outside of assigning a global variable, that would be convenient.

Of the suggestions, I'd really like the first one implemented and the third one is probably just a bug.


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 08, 2009, 06:22:52 pm
The problem with having scripting comments is that any non gvariable comments would have to be stored in an extra file. Since the map itself cannot contain the comments within it.

See the problem?

*Edit* Also a revised wording  / graphical representation of your blending crap would be appreciated. You didn't exactly phrase it in a way that makes sense outside of your head.

I'll do it if you could clarify just what it is.


Title: Re: Map Editor Update Thread
Post by: #zx.pr0jk on June 08, 2009, 06:28:15 pm
Address the whole post. I was only really concerned with the tiling and the expansion. Everything else was just a suggestion.
Posted on: 13:25:57, 08 June 2009
Get in vent for better explanation.


Title: Re: Map Editor Update Thread
Post by: Reynold (Teh Pirate!) on June 08, 2009, 06:48:54 pm
with scripting and shit you could just put all the extra data in the comments section but block it off somehow


Title: Re: Map Editor Update Thread
Post by: #zx.pr0jk on June 08, 2009, 06:53:23 pm
Example of how I want to see blended tiles representing. In your head rotate it 45 degrees. All the quadrants would share their color with the tile they are derived from. For example, a brick floor blend would be grey like the actual tile.


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 08, 2009, 06:58:23 pm
uh, no


I scaled to multiple tiles to show why (it would be worse with them the same color. I think you forget that floor tiles are smaller as well and no-one is going to want to look at that.

Also uploaded what I would rather do.


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 08, 2009, 06:59:49 pm
BTW, your idea roughly to scale

*Edit* plus a not so accurate picture of what I'd rather do


Title: Re: Map Editor Update Thread
Post by: #zx.pr0jk on June 08, 2009, 07:15:12 pm
You must be willfully ignoring three points.

1) This is a request from a person that does use the map editor and is aware of the consequences of what a change would cause. I know what I think every time I blend a map. It's hours of place, load, check, replace, load, check. Don't tell me what I'll find annoying because I've thought about this for a while. And guess what I found to be annoying.

2) The colors of the example are not representative of the actual situation. With our current scheme, we could put a bunch of unlike tiles together and call it cluttered, in reality, the tiles are all similar that get placed near each other. The example was made to make the edges easy to see, the size of the rectangles could obviously be scaled. A more realistic example would be consisting of about 5 colors, two to three different center quadrant colors and two to three edge tile colors.

3) You don't use the editor and you have no idea what people do and don't want to look at. Not to mention I suggested it as an option in the first place. Want to call something a bad idea? Ask Teddy, Templar, Myself, and to make my point inclusive, name the other people that make maps because I'd like to talk to them.

At this point you seem to be trying to say it's a bad idea based on the thickness of the edges. Why? Adjust the thickness as needed. Don't make all the lines grey.


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 08, 2009, 07:27:52 pm
Because I'm telling you it is a bad idea, and I'm not going to do it your way if I think it is a bad idea. It would take a hell of a lot of convincing to tell me that dropping an already small tile into 5 even smaller tile sections and then blending them all together with their surroundings is a good way to go about that.

If I am going to place a better edging indicator into the map editor then I'm damn well going to do it in a way that I think works better then that. You always have the option of doing it yourself if you want it a certain way.

Don't get insulted when I tell you I don't like your implementation, I'm trying it my way first, and if it doesn't work then I'll play around with it more, I'm giving you your option, it jsut might not be exactly how you want it unless somehow it ends up working better (but it won't).

Also I don't give a damn if you use it all the time, I used to use the thing a lot as well and I for one would never turn on an option that did that to my tiles.


Title: Re: Map Editor Update Thread
Post by: KnightTemplar on June 08, 2009, 07:35:58 pm
Make it so drawing tiles is a toggle, so that I don't have to guess where to place my walls. It'd allow me to map faster.


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 09, 2009, 05:42:08 am
Quote
I didn't change anything about scripting, explain please

*Edit* Ah, nvm, I see the error and I know why it is there.

I forgot to fully retest scripting after I went looking for a bug prophet mentioned, it's trying to access an object that isn't there anymore.
Don't worry, it's a 20 second fix and I'll package it in tomorrow with whatever updates I'll add.

Keeping this here so I don't forget in a few hours. Also need to remember to reset the global file path for the modeditor menu item after loading a map.


Title: A challenge
Post by: Morden Tral on June 09, 2009, 04:39:08 pm
A little known (or uncared about) feature that I implemented in the last major update (long time ago) was the scripting function reference documents. Basically when you click on the function in the scripting editor it displays the name, arguments, and useful information about that function and how too use it.

I started it out with the first 5-6 functions, no-one ever wrote anymore as far as I know. Since I'm not the one using the scripting functions a lot I would like it if one of you (templar, prophet, teddy, whoever) would be so kind as to improve on this system for me. All you would have to do is go to this directory: C:\Program Files\NoxTools\scripts\functiondescs and add more descriptions until you get bored.

This is an easy way to remove the need for a function reference sheet online as well as give map makers a quick, simple, and easy reference to the function they are using at the moment.

Also who remembers that function that the one korean was talking about that did something weird recently? I'd like to test it out and name it's unknown to something relevant.

Also FYI, not every request is going to make it in today but the editor has a healthy amount of bug fixs and changes from feedback so far. Keep the requests coming.

*Edit* Also anyone with some time would be a big help by hunting down default mods in westwood maps and making mod editors for items that should really need them.

Also I'd like to mention that I spent a fair amount of time looking for a way to embed scripting comments into the map and I haven't found a viable way yet. I'll keep looking but it's not looking good.


Title: Re: Map Editor Update Thread
Post by: Reynold (Teh Pirate!) on June 09, 2009, 04:54:23 pm
put the comments in the section reserved for the map info damnit


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 09, 2009, 05:00:54 pm
You think that wasn't my first thought? It has a static size of 512 characters.

You could comment maybe 1 function with that limit.


Title: Re: Map Editor Update Thread
Post by: Imm0Rtal on June 09, 2009, 05:07:30 pm
You think that wasn't my first thought? It has a static size of 512 characters.

You could comment maybe 1 function with that limit.

Gvar99 = "Something I will never use as a comment"

Why can't you do something similar to this.. like // = Comment. Then as long as you never use //'s..


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 09, 2009, 05:28:46 pm
That is pretty much what they are doing right now without any extras


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 09, 2009, 09:43:59 pm
*things to change tomorrow*

Flip needs to delete all walls and items past half map
Flip needs to keep windows and auto reorder extents
Flip needs to flip tiles and swap blends


Title: Re: Map Editor Update Thread
Post by: Reynold (Teh Pirate!) on June 09, 2009, 09:47:26 pm
damnit dont work on flip work on better tile/wall system


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 09, 2009, 10:23:46 pm
Yeah because I'm just going to start coding randomly on it and hope it all works out?

Small features are easier to get done in one sitting and I can plan out a better interface for walls / tiles in the meantime.

In short stfu


Title: Re: Map Editor Update Thread
Post by: RogueTeddyBear on June 09, 2009, 10:55:06 pm
i will get back to this thread shortly (this week)


Title: Re: Map Editor Update Thread
Post by: KnightTemplar on June 10, 2009, 02:11:26 am
i will get back to this thread shortly (this week)
I smell......................bullshit.


Title: Re: Map Editor Update Thread
Post by: #zx.pr0jk on June 10, 2009, 02:15:15 am
The pull your head out the bull's ass.


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 10, 2009, 06:57:27 pm
Hey Sheep, I lied

You got your update today, enjoy


Title: Re: Map Editor Update Thread
Post by: Reynold (Teh Pirate!) on June 10, 2009, 09:47:56 pm
damn son this owns

now work blending into this shit somehow


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 10, 2009, 10:24:53 pm
It's already the #1 one my things to do tomorrow. You'll see what I've got planned.


Title: Re: Map Editor Update Thread
Post by: Reynold (Teh Pirate!) on June 10, 2009, 10:37:44 pm
and work the gui in somehow lol


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 10, 2009, 10:52:29 pm
not at this time


Title: Re: Map Editor Update Thread
Post by: Tartarus on June 11, 2009, 08:18:38 am
I'm having this bug where if I'm editing stuff like walls, and click Create to start putting down tiles, any tiles my large or small little yellow selection area touches is deleted. NO, I'm not holding the right mouse button. No matter what I toggle on and off, I can't get it to stop deleting Tiles when I mouse over things.


Title: Re: Map Editor Update Thread
Post by: #zx.pr0jk on June 11, 2009, 08:41:01 am
Item limit?


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 11, 2009, 12:20:56 pm
Nah, think it's a bug where if you run nox at the same time in windowed mode it somehow shares mouse input with the editor.

I had the problem last night when switching back and forth (once), should be fixed today after I run a check to see if the control has focus or not before allowing mouse input. Also will have to delete any currently held down buttons on the list when the control loses focus I guess.


Title: Re: Map Editor Update Thread
Post by: Reynold (Teh Pirate!) on June 11, 2009, 03:53:54 pm
heres the map editor/nox view


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 11, 2009, 03:59:03 pm
Purrrrrrrrrfect


Title: Re: Map Editor Update Thread
Post by: Reynold (Teh Pirate!) on June 11, 2009, 04:00:58 pm
heres more


Title: Re: Map Editor Update Thread
Post by: KnightTemplar on June 11, 2009, 07:17:12 pm
Edges don't work very well.


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 11, 2009, 08:01:43 pm
I need to remove it being able to use tips when the tiles to the sides of it are the same tile.

That i'll fix tomorrow

Couldn't test it at work


Title: Re: Map Editor Update Thread
Post by: Killerz on June 13, 2009, 02:09:34 am
If possible, could you add the walls(or an option so we can toggle them on) in the Gui map? I don't like going in game just to see if the walls look good or not :-P


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 13, 2009, 03:58:08 am
No, that is not something I'm willing to try and hash out again. Walls are a bitch and I told them to fuck off a long time ago.


Title: Re: Map Editor Update Thread
Post by: philliyxx on June 15, 2009, 01:32:04 am
I was thinking the same


Title: Re: Map Editor Update Thread
Post by: ogrelord on June 25, 2009, 08:10:42 pm
OMG THE TABS!! THE ITEMS ARE IN A VIEW BOX AND I...I...I LOVE THIS!!!!
Posted on: June 25, 2009, 03:37:12 PM
I don't know if you meant it or not, but by checking the "Snap Center" or "Snap Full" boxes, I noticed that "full" snapped to center and "center" snapped to full. They are switched. Also, is there anyway that altering objects on the editor can stop removing the picture of the object on the GUI? If not you must reload the map to view the altered objects again. Just a thought because with these updates I thoroughly enjoy making maps again.


Title: Re: Map Editor Update Thread
Post by: Zoa on June 25, 2009, 08:15:12 pm
I thoroughly enjoy making maps again.
Yes, I know. It was fun making maps before Morden went and ruined the editor. Quite a shame, really.


Title: Re: Map Editor Update Thread
Post by: Imm0Rtal on June 25, 2009, 08:29:17 pm
Yes, I know. It was fun making maps before Morden went and ruined the editor. Quite a shame, really.

Fix the scripting. :(((


Title: Re: Map Editor Update Thread
Post by: #zx.pr0jk on June 25, 2009, 10:40:37 pm
If scripts actually need to be fixed, then do so.

Otherwise, re-implement ladder bot so we can get rid of all the "ladder coming back?" posts.

Record Kills, Deaths, time played and permanently set Andrew's rank to 999.


Title: Re: Map Editor Update Thread
Post by: ogrelord on June 26, 2009, 12:12:20 am
Wait, the editors scripting ability is null? Better fix it, nigga. What's going on with the "snap to".


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 26, 2009, 12:15:39 am
Scripting is fine, immortal is an idiot and the only one with a problem.


Title: Re: Map Editor Update Thread
Post by: Imm0Rtal on June 26, 2009, 12:28:09 am
Scripting is fine, immortal is an idiot and the only one with a problem.

Negative.


Title: Re: Map Editor Update Thread
Post by: [ Jeremiah ] on June 28, 2009, 08:39:31 am
I don't have internet access at my apartment, so I can't update through the Map Editor's feature. Is there going to be a downloadable update on this site or NoxHub.net at some milestone of updating greatness?

or should I just bring my computer to the library, knock out the old lady, and set up camp there?


Title: Re: Map Editor Update Thread
Post by: Imm0Rtal on June 28, 2009, 08:41:47 am
I can post the latest .exe if you need it. Your gonna miss out on default modifiers though.

Set up shop at the library for 10 minutes and update then take it home. You won't be sorry. The updates to the map editor lately are amazing.


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 28, 2009, 09:56:18 pm
Uh, linked below, 8.4 MBs total but includes everything (defaults mods and all).


www.noxhub.net/updates/NoxTools.zip (http://www.noxhub.net/updates/NoxTools.zip)


Title: Re: Map Editor Update Thread
Post by: RogueTeddyBear on June 28, 2009, 11:01:24 pm
doesn't updating from the map editor directly cause all the mods/descriptions to update?


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 28, 2009, 11:56:23 pm
Yes but he can't


Title: Re: Map Editor Update Thread
Post by: RogueTeddyBear on June 29, 2009, 12:28:52 am
so i got the most up to date version, installed nox just fine and am thinking of getting back to making a path-defense map.

I think someone may have started a thread for something like that.

I am also a shameless lier though


Title: Re: Map Editor Update Thread
Post by: [ Jeremiah ] on June 29, 2009, 12:34:42 am
thank you morden for the download, but I was able to bring my computer over to a friend's house. I updated it, and may I say, the object viewer is nothing short of awesome. That will save a ton of time having to check over which direction a tombstone or shelves or bed is, etc.


Title: Re: Map Editor Update Thread
Post by: royal666 on June 29, 2009, 04:45:24 am
Yeah the object view is pretty damn awesome.


Title: Re: Map Editor Update Thread
Post by: Morden Tral on June 29, 2009, 12:20:02 pm
If you highlight the box for selecting them and hit the down arrow on your keyboard it will rotate through them all. Kind of relaxing


Title: Re: Map Editor Update Thread
Post by: Imm0Rtal on June 29, 2009, 02:55:55 pm
thank you morden for the download, but I was able to bring my computer over to a friend's house. I updated it, and may I say, the object viewer is nothing short of awesome. That will save a ton of time having to check over which direction a tombstone or shelves or bed is, etc.

You can auto edge / auto blend tiles now too.


Title: Re: Map Editor Update Thread
Post by: [ Jeremiah ] on June 30, 2009, 12:45:29 am
The editor has come a LONG way from D00D3R's original. Seems like the only significant  thing left is to be able to edit your map in the GUI style. But ...

... I know it's far from as easy as it sounds ... I'm not complaining


Title: Re: Map Editor Update Thread
Post by: ogrelord on July 03, 2009, 11:28:57 pm
Only thing I worry about is now the better the map editor gets, the easier it is for just some random fag to make some gay fag maps and ruin my life.


Title: Re: Map Editor Update Thread
Post by: AmsterCard on August 07, 2010, 08:29:21 am
Uh, linked below, 8.4 MBs total but includes everything (defaults mods and all).


www.noxhub.net/updates/NoxTools.zip (http://www.noxhub.net/updates/NoxTools.zip)

Hi... When I start the Map Editor, it exit... what's that prblem?


Title: Re: Map Editor Update Thread
Post by: Imm0Rtal on August 07, 2010, 04:11:49 pm
Hi... When I start the Map Editor, it exit... what's that prblem?

When you start the map editor it seems to close, That's the problem.


Title: Re: Map Editor Update Thread
Post by: AmsterCard on August 09, 2010, 01:59:34 pm
It's not answer...  :-(
Or I can't understand you...
In russian: "Когда я открываю редактор, в конце загрузки он закрывается..."
Такой ужас... такой пирог... :D D:


Title: Re: Map Editor Update Thread
Post by: Imm0Rtal on August 09, 2010, 04:52:10 pm
It's not answer...  :-(
Or I can't understand you...
In russian: "Когда я открываю редактор, в конце загрузки он закрывается..."
Такой ужас... такой пирог... :D D:

Ahhh

Когда я открываю редактор, в конце загрузки он закрывается!!

What you need to do is: Когда я открываю редактор, в конце загрузки он закрывается


Title: Re: Map Editor Update Thread
Post by: AmsterCard on August 15, 2010, 08:19:30 am
Very big thanks!  :-(


Title: Re: Map Editor Update Thread
Post by: RogueTeddyBear on August 15, 2010, 09:55:00 pm
does it give you any error message or dialogue box?

What are you running as your os?


Title: Re: Map Editor Update Thread
Post by: Damaskox on September 25, 2010, 02:36:03 pm
I wasn't sure, where to leave my suggestion, so I posted it in here. I hope it wasn't too bad idea.

Is there a chance to add a "Click-drag-select"-option in the Map Editor?
When you want to select to copy more than 1 Item at the time from Map1 to your own map, you could drag all Items in the box you created with your mouse to select them...understand?

Another suggestion is kinda same than the previous one, when you select 1 Item by clicking it, you could select more of them with holding Shift or Ctrl down when clicking the next Item.

Any opinions?


Title: Re: Map Editor Update Thread
Post by: Perfect on October 26, 2010, 09:39:48 am
You mean, why it's unable to select/copy/paste MORE than 1 object?
That's because this map editor is working on .NET platform. On .NET it is impossible. :roll:

btw.. when will be graphical map editor? i mean sumtin' similar to StarEdit... :|


Title: Re: Map Editor Update Thread
Post by: Morden Tral on October 26, 2010, 12:51:31 pm
No it is not impossible in .net, and you'll never get a fully working graphical editor because I've moved on to NoX2 work and the map editor is pretty much fully featured at this point (the only thing missing being the wall display in the graphical display).

And if you have trouble with the nox map editor then you are pretty much a retard at this point. It is pretty damn user friendly now.


Title: Re: Map Editor Update Thread
Post by: Perfect on October 30, 2010, 05:51:59 pm
I know... btw ty for map editor))

yes, user-friendly... but where can i get list of functions and description of them?


Title: Re: Map Editor Update Thread
Post by: Morden Tral on October 30, 2010, 06:20:47 pm
I'm not sure if any of the old links still work :( but you can check maps for it.

Also you can write tutorials on functions that show up in the editor, but no-one ever made use of that badass feature.


Title: Re: Map Editor Update Thread
Post by: superjackfromeurtha on October 30, 2010, 06:47:57 pm
I did

EDIT:
Also me and katarsis worked on a list of function descriptions, but it's a bit of a mess.. and unclear sometimes.

here.


WallGroupOpen
is not returning
1
wallgroup
Which group of walls will be opened
Opens all walls in group

WallOpen
is not returning
1
wall
Which wall will be closed
Opens a wall

WallClose
is not returning
1
wall
Which wall will be closed
Closes a wall

WallGroupClose
is not returning
1
wallgroup
Which group of walls will be closed
Closes all walls in group

WallToggle
is not returning
1
wall
Which wall will be toggled
Toggles a wall

WallGroupToggle
is not returning
1
wallgroup
Which group of walls will be toggled
Toggles all walls in group

WallGroupBreak
is not returning
1
wallgroup
Which group of walls will be breaked
Breaks all walls in group

SecondTimer
is not returning
2
integer
Quantity of seconds
integer
Number of script
Executes function with number "integer2" after "integer1" seconds.

FrameTimer
is not returning
2
integer
Quantity of frames
integer
Number of script
Executes function with number "integer2" after "integer1" frames

Move
is not returning
2
object
Object which will move
object/waypoint
Destination of move
Forces object to move to the destination

GroupMove
is not returning
2
objectgroup
Group which will move
object/waypoint
Destination of move
Forces all objects in group to move to the destination

LookAtDirection
is not returning
3
object
Object which will look
float
X-coordinate
float
Y-coordinate
Forces object to look at coordinates

GroupLookAtDirection
is not returning
3
objectgroup
Group which will look
float
X-coordinate
float
Y-coordinate
Forces all objects in group to look at coordinates

ObjectOn
is not returning
1
object
Which object will be on
Sets object on

ObjectGroupOn
is not returning
1
objectgroup
Which group will be on
Sets all objects in group on

WayPointOn
is not returning
1
waypoint
Which waypoint will be on
Sets waypoint on

WayPointGroupOn
is not returning
1
waypointgroup
Which group will be on
Sets all waypoints in group on

ObjectOff
is not returning
1
object
Which object will be off
Sets object off

ObjectGroupOff
is not returning
1
objectgroup
Which group will be off
Sets all objects in group off

WayPointOff
is not returning
1
waypoint
Which waypoint will be off
Sets waypoint off

WayPointGroupOff
is not returning
1
waypointgroup
Which group will be off
Sets all waypoints in group off

ObjectToggle
is not returning
1
object
Which ovject will be toggled
Toggles object on/off

ObjectGroupToggle
is not returning
1
objectgroup
Which group will be toggled
Toggles all objects in group on/off

WayPointToggle
is not returning
1
waypoint
Which waypoint will be toggled
Toggles waypoint on/off

WayPointGroupToggle
is not returning
1
waypointgroup
Which group will be toggled
Toggles all waypoints in group on/off

Delete
is not returning
1
object
Which object will be deleted
Deletes object from game

GroupDelete
is not returning
1
objectgroup
Which group will be deleted
Deletes all objects in group from game

Wander
is not returning
1
object
Which object will be forced to
Forces object to ACTION_WANDER

GroupWander
is not returning
1
objectgroup
Which group will be forced to
Forces all objects in group to ACTION_WANDER

GoBackHome
is not returning
1
object
Which object will be forced to
Forces object to move to his GuardSpot

AudioEvent
is not returning
2
string
Name of sound which will be played
waypoint
Where it will be played
Plays sound "string" at waypoint

Print
is not returning
2
string
What will be printed
object
To who it will be printed
Prints a string to object

PrintToAll
is not returning
1
string
What will be printed
Prints string to every player in game

Chat
is not returning
2
string
What will be printed
object
Who will be say
Forces object to say a string

StopScript()
is not returning
0
Same as Return but glitchy

UnlockDoor
is not returning
1
object
What will be unlocked
Unlocks object door

LockDoor
is not returning
1
object
What will be locked
Locks door with mechanism

IsOn
is returning
1
object
Which object will be checked
Checks object's status on/off

IsLocked
is returning
1
object
Which object will be checked
Checks object's status locked/unlocked

RandomFloat
is returning
2
float
Low bound
float
High bound
Returns random float between floats

Random
is returning
2
integer
Low bound
integer
High bound
Returns integer between integers

SpecialTimer
is returning
0
Dunno

IntToString
is returning
0
Dunno

FloatToString
is returning
0
Dunno

Create
is returning
2
string
Name of object
waypoint
Destination of creating
Creates object at waypoint

Damage
is not returning
0
Dunno

GroupDamage
is not returning
0
Dunno

AwardSpell
is not returning
2
object
Who will be awarded
string
Name of spell
Gives spell to the object

Enchant
is not returning
3
object
Who will be enchanted
string
Name of spell
float
Time of holding
Enchants object with enchant for some seconds

GroupEnchant
is not returning
3
objectgroup
Who will be enchanted
string
Name of spell
float
Time of holding
Enchants all objects in group with enchant for some seconds

GetHost()
is returning
0
Returns object, which hosted that game

Object
is returning
1
string
Name of object
Returns object with script name "string"

GetObjectX
is returning
1
object
Which object
Returns x coordinate of object

GetWaypointX
is returning
1
waypoint
Which waypoint
Returns x coordinate of waypoint

GetObjectY
is returning
1
object
Which object
Returns y coordinate of object

GetWaypointY
is returning
1
waypoint
Which waypoint
Returns y coordinate of waypoint

MoveObject
is not returning
3
object
Which object will be moved
float
X-coordinate
float
Y-coordinate
Immediately moves object to coordinates

MoveWaypoint
is not returning
3
waypoint
Which object will be moved
float
X-coordinate
float
Y-coordinate
Moves waypoint to coordinates

Raise
is not returning
2
object
Which object will be raised
integer
How high it will be raised
Raises object to "integer" height

LookWithAngle
is not returning
0
Dunno

PushObjectTo
is not returning
0
Push variable declared as object to given coordinates. (var, coordinates)

PushObject
is not returning
0
Push variable declared as object with int power. (var, int)

GetLastItem
is returning
0
returns latest object in inventory from variable declared as object. (var)

GetPreviousItem
is returning
0
returns object before latest object in inventory from variable declared as object. (var)

HasItem
is returning
0
returns an item from variable declared as object. (var, string)

Pickup
is not returning
0
let's variable declared as object pick another variable declared as object up. (var, var)

Drop
is not returning
0
let's variable declared as object drop another variable declared as object which is already in inventory. (var, var)

CheckObjectType
is returning
2
object
Which object will be checked
string
With what it will be checked
Check' if object is "string" type

HasEnchant
is returning
2
object
Which object will be checked
string
Which enchant will be checked
Checks if object has enchant

EnchantOff
is not returning
2
object
Who will lose enchant
string
Name of spell
Sets off enchant from object

CurrentHealth
is returning
1
object
Whos object health
Returns current health points of object

MaxHealth
is returning
1
object
Whos object health
Returns max health points of object

RestoreHealth
is not returning
2
object
Who will be healed
integer
How much it will be healed
Restores health of object

Distance
is returning
0
returns distance between 2 variables as objects. (var, var, int)

IsSpotted
is returning
2
object
Who has been spotted
object
Who has spotted
Checks if object1 has been spotted by object2

LookAtObject
is not returning
2
object
Who will be forced to
object
On who it will look
Forces object1 to look at object2

Walk
is not returning
1
object
Which object will be forced to
Forces object to ACTION_WALK.

GroupWalk
is not returning
1
objectgroup
Which object will be forced to
Forces all objects in group to ACTION_WALK.

CancelTimer
is not returning
0
Cancel's a timer. (functionnumber)

Effect
is not returning
5
string
Which effect
float
First X-coordinate
float
First Y-coordinate
float
Second X-coordinate
float
Second Y-coordinate
Makes effect from coordinates (float1,float2) to coordinates (float3,float4)

SetOwner
is not returning
0
variable declared as object becomes ally with other variable declared as object. (var, var)

SetGroupOwner
is not returning
0
variable declared as objectgroup becomes ally with other variable declared as object. (var, var)

IsOwnedBy
is returning
0
Checks if variable declared as object is owned by another variable as object. (var, var)

AreOwnedBy
is returning
0
Checks if variable declared as objectgroup is owned by another variable as object. (var, var)

ClearOwner
is not returning
0
Makes variable declared as object hostile again.

Waypoint
is returning
1
string
Returns waypoint, which has name "string"

WaypointGroup
is returning
1
string
Returns waypointgroup, which has name "string".

ObjectGroup
is returning
1
string
Returns objectgroup, which has name "string".

WallGroup
is returning
1
string
Returns wallgroup, which has name "string".

ChatTimer
is not returning
0
Dunno

DestroyChat
is not returning
0
Destroy's a variable declared as chat. (var)

DestroyEveryChat
is not returning
0
Clear's all chat screens ingame that are still active. ()

SetQuestStatus
is not returning
0
dunno

SetQuestBoolStatus
is not returning
0
dunno

GetQuestStatus
is returning
0
dunno

GetQuestBoolStatus
is returning
0
dunno

ResetQuestStatus
is not returning
0
dunno

IsTrigger
is returning
0
dunno

IsCaller
is returning
0
Checks if object is caller of function. (var)

SetDialog
is not returning
0
set's up a dialog for variable declared as object. ("Optionalstring", var, functionnumber1, functionnumber2)

CancelDialog
is not returning
0
cancel's a dialog made by SetDialog() from a variable declared as object. (var)

StoryPic
is not returning
0
Set's the story pick in a dialog from a variable declared as object. ("string", var)

TellStory
is not returning
0
returns the story to be telled in SetDialog() from a variable as object. ("string", var)

EnforceTalk
is not returning
0
makes a dialog instantly start on variable declared as object. (var, var)

CastSpellOn
is not returning
0
Casts a spell from a variable declared as object to another variable declared as object. ("string", var, var)

CastSpellAt
is not returning
0
Casts a spell to given coordinates. ("string", coordinates)

CastSpellTo
is not returning
0
dunno

CastSpellFrom
is not returning
0
dunno

UnBlind
is not returning
0
Exits the Blind() function.

Blind
is not returning
0
Makes blind.

WideScreen
is not returning
0
Gives cinematic bars.

GetElevatorStatus
is returning
0
dunno

SetGuardSpot
is not returning
0
Set's the coordinates of a variable declared as object. (var, coordinates)

SetGroupGuardSpot
is not returning
0
Set's the coordinates of a variable declared as objectgroup. (var, coordinates)

CreatureHunt
is not returning
0
sets the action of a variable declared as object to ACTION_HUNT. (var)

CreatureGroupHunt
is not returning
0
sets the action of a variable declared as objectgroup to ACTION_HUNT. (var)

CreatureIdle
is not returning
0
sets the action of a variable declared as object to ACTION_IDLE. (var)

CreatureGroupIdle
is not returning
0
sets the action of a variable declared as objectgroup to ACTION_IDLE. (var)

Follow
is not returning
0
Makes a variable declared as object follow another variable declared as object (var, var)

GroupFollow
is not returning
0
Makes a variable declared as objectgroup follow another variable declared as object (var, var)

AggressionLevel
is not returning
0
set's the agression level of a variable declared as object. (var, float)

GroupAggressionLevel
is not returning
0
set's the agression level of a variable declared as objectgroup. (var, float)

HitLocation
is not returning
0
Dunno

GroupHitLocation
is not returning
0
Dunno

HitFarLocation
is not returning
0
Dunno

GroupHitFarLocation
is not returning
0
Dunno

SetPathFlag
is not returning
0
Set's the flag of the waypoints to follow for a variable declared as object. (float, var)

SetGroupPathFlag
is not returning
0
Set's the flag of the waypoints to follow for a variable declared as objectgroup. (float, var)

Attack
is not returning
0
Makes a variable declared as object attack another variable declared as object(var, var)

GroupAttack
is not returning
0
Makes a variable declared as objectgroup attack another variable declared as object(var, var)

JournalEntry
is not returning
0
dunno

JournalDelete
is not returning
0
dunno

JournalEdit
is not returning
0
dunno

IdleLevel
is not returning
0
dunno

GroupIdleLevel
is not returning
0
dunno

RunAway
is not returning
0
sets the action of a variable declared as object to ACTION_FLEE. (var)

GroupRunAway
is not returning
0
sets the action of a variable declared as objectgroup to ACTION_FLEE. (var)

PauseObject
is not returning
0
dunno

GroupPauseObject
is not returning
0
dunno

IsAttackedBy
is returning
0
Check's if a variable declared as object is attacked by another variable declared as object. (var, var)

GetGold
is not returning
0
return's the amount of money the variable declared as object has. (var)

ChangeGold
is not returning
0
changes the amount of money the variable declared as object has. (var, float)

GetAnswer
is not returning
0
Check's if a variable declared as object said 'No' or 'Yes' in a YESNO dialogue. (var, float)

GiveXp
is not returning
0
Gives amount of experience towards a variable declared as object. (var, float)

CheckItem
is returning
0
dunno

AutoSave
is not returning
0
Autosaves the game of GetHost(). ()

Music
is not returning
0
Activate's music for all players ingame. (volume, float). value's:

StartupScreen
is not returning
0
Shows a startup screen from solo when map started. (int)

IsTalking
is returning
0
Check's if object is talking. (var)

GetTrigger
is returning
0
dunno

GetCaller()
is returning
0
returns object, which called this script. ()

MakeFriendly
is not returning
0
Makes a variable declared as object friendly. (var)

MakeEnemy
is not returning
0
Makes a variable declared as object hostile. (var)

BecomePet
is not returning
0
Makes a variable declared as object a pet from another variable declared as object including team members.. (var, var)

BecomeEnemy
is not returning
0
Makes a variable declared as object an enemy from another variable declared as object including team members.. (var, var)

SetHalberd
is not returning
0
changes the halbert in inventory from GetHost(). (int)

DeathScreen
is not returning
0
shows deathscreen from a level which is declared by an int. (int)

Frozen
is not returning
0
Dunno

NoWallSound
is not returning
0
Dunno

SetProperty
is not returning
0
Dunno

DeleteObjectTimer
is not returning
2
object
Which object will be deleted
integer
After how many seconds it will be deleted
deletes "object" after "int" frames

TrapSpell
is not returning
0
Put's spells in a variable declared as trap. (var, "string", "string", "string")

SetShopkeeperText
is not returning
0
Set's text of a shopkeeper's dialogue. ("string", var)

ZombieStayDown
is not returning
0
Let's a variable declared as zombie/zombievile not stand up when health < 0. (var)

ZombieGroupStayDown
is not returning
0
Let's a variable declared as zombie/zombievile group not stand up when health < 0. (var)

RaiseZombie
is not returning
0
Let's a variable declared as zombie/zombievile stand up anyway. (var)

RaiseZombieGroup
is not returning
0
Let's a variable declared as zombie/zombievile group stand up anyway. (var)

EndGame
is not returning
0
returns game to menu.

ImmediateBlind
is not returning
0
Same as Blind()



copy paste go


Title: Re: Map Editor Update Thread
Post by: Zan7000 on June 13, 2015, 12:54:05 am
Well damn, I tried loading my Map Editor.. and I get this error

Version: 0.0.9.50

Method not found: 'Boolean MapInterface.MAP_GUI.AddObject(Void*, Int32, Int32, Int32, Int32)'.
   at NoxMapEditor.MainWindow.LoadNewMap()
   at NoxMapEditor.MainWindow..ctor()
   at NoxMapEditor.MainWindow.Main()


Never mind, I just reinstalled it