At the moment, we have:
Add (adds one tile), and Fill, which can go in one line, a full square, etc.
What I, and a LOT of other BYOND users think the map editor needs:
A proper line tool that can either go straight or diagonal (think the line tool in Paint), a circle tool (again, think the circle tool in paint, maybe with a no-fill-inside option?), and that's about it.
I brought this up a year ago or so, but I don't think it got much attention.
ID:260772
Aug 5 2009, 9:33 am
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Line would look like this: http://img219.imageshack.us/img219/7933/93576944.jpg
Doubt you want that type of quality |
In response to Falacy
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You could make an export list pretty freakin quick...
for(var/A in typesof(/obj)) for(var/B in typesof(/mob)) for(var/C in typesof(/turf)) You could have that send the information to a savefile. (Icons would probably need to be put in there) Load it up, do what you want. Then use one of the game map --> dream maker map libs after you're done editing. |
In response to AJX
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You can place more than those three types on the map though. A datum with a parent_type won't appear in those lists, nor will /area =P
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In response to Nadrew
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obviously... But if you had a situation like that it wouldnt be hard to add it. Same for areas.
He was saying that importing the type trees was difficult. I was merely providing an example of how it could be done quickly. |
In response to AJX
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Yes, and to use that method you provided would require the map editor to function as a library. As I already said.
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In response to Nadrew
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Nadrew wrote:
A datum with a parent_type won't appear in those lists It would. All the changes parent_type makes are purely cosmetic and have no actual bearing on code execution - it only changes what your paths look like (for better and worse), nothing more. What you speak of would really be an atom, not a datum. Just that that atom would happen to have a shorter path - it's still derived from whatever type you used in parent_type, and so will be returned in the typesof() of that type. |
In response to Falacy
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Falacy wrote:
Yes, and to use that method you provided would require the map editor to function as a library. As I already said. If you felt personable about your code you could separate it. One little snippit for extracting the icons/type paths from the game, then a 'game' to run the savefile and work as the editor. If not it'd be better to release the source but meh. |
The biggest issue is how to import the atom paths.
Only thing I can think of is to have it as a library that you run from the project folder.