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Toasticuss

Editor: Add the Undo function

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I don't think there is a single editor out there besides the BIS editors where an Undo function isn't available for minor mess ups.

Control + Z, Control + Z, Control + Z

I would think a lot of people would want this....since this is a 2D editor I would think it would be much easier to implement then a 3D editor.

Maybe you could also add a line in the config for the game for the number Undos you can make. People can choose how much they want depending on their ram. Default 10 undos?

Take for instance if you are constantly setting down triggers and moving them, if you deleted one accidentally then their goes all your code and scripting for it. You would need to remake it from scratch, a hassle to do.

Right now our only alternative to this is to save after everything you do and if you don't like it reload the save. Which is a hassle and should not be needed.

Anyone else think this should be added?

Edited by Toasticuss

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As many times as I delete the wrong thing in the editor also, yes, I think it would be nice too.

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Actually, this is surprisingly lacking. I have had times where I wish there was an undo, but the need for such a function is (I find) a lot rarer in BIS's editor than most programs. Though I suppose it might have to do with the way I developed my workflow around this: save often, and if you are going to move something, copy it instead and leave the original where it is just in case. :cool:

---------- Post added at 10:16 AM ---------- Previous post was at 10:15 AM ----------

Take for instance when editing multiple waypoints, I have seen it where they can get stuck on houses if you move them in the wrong way they get stuck to it and are set in stone until you delete them. If its between 2 points then you would have to change all of them past that one to fix it.

No you don't. You can delete the one on the house, and insert a new one in it's place without touching the rest of the waypoints. When you insert the waypoint, the very first dropdown on the menu allows you to select where to insert it (which number). You can even change the order of your waypoints this way after you place them.

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Actually, this is surprisingly lacking. I have had times where I wish there was an undo, but the need for such a function is (I find) a lot rarer in BIS's editor than most programs. Though I suppose it might have to do with the way I developed my workflow around this: save often, and if you are going to move something, copy it instead and leave the original where it is just in case. :cool:

---------- Post added at 10:16 AM ---------- Previous post was at 10:15 AM ----------

No you don't. You can delete the one on the house, and insert a new one in it's place without touching the rest of the waypoints. When you insert the waypoint, the very first dropdown on the menu allows you to select where to insert it (which number). You can even change the order of your waypoints this way after you place them.

Well still, that is just working around the problem when you could actually just Control Z to remove it and replace it. Improving your work flow tremendously, have you ever tried to select one of those stuck waypoints? They are are a pain to get your mouse on them.

Edited by Toasticuss

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Well still, that is just working around the problem when you could actually just Control Z to remove it and replace it. Improving your work flow tremendously, have you ever tried to select one of those stuck waypoints? They are are a pain to get your mouse on them.

What? What workaround? It's a legitimate method for manipulating waypoints. And how is an undo function going to make it any easier? If you've already placed a whole bunch of waypoints after it, undo is going to force you to recreate those anyway. You can't just undo things in an arbitrary order... :raisebrow:

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What? What workaround? It's a legitimate method for manipulating waypoints. And how is an undo function going to make it any easier? If you've already placed a whole bunch of waypoints after it, undo is going to force you to recreate those anyway. You can't just undo things in an arbitrary order... :raisebrow:

Yeah I didnt mean to put it that way, just that it would quickly remove those stuck waypoints right after you set them.

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Yeah I didnt mean to put it that way, just that it would quickly remove those stuck waypoints right after you set them.

But delete would also do that. Ctrl-Z vs select & delete? Unless you make thousands of mistakes like this, the increase in speed is going to be unnoticable.

Still, there are some instances (I wouldn't say your example is one of them however) where an undo feature would be helpful, but there are so few of them.

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ctrl +c and ctrl + v both do their standard functions. Ctrl + z would be very handy. I've had several issues before where I've accidentally deleted the wrong thing and really wished for an undo :)

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I've had several issues before where I've accidentally deleted the wrong thing and really wished for an undo :)

Indeed, I have had this situation before (one of those rare situations I was talking about), but I have learned to save often enough to avoid it in most cases.

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To do that, BIS would need to add a history buffer. A lot of coding to add that, but perhaps worthwhile.

Such a buffer would allow for some other nice features, like a replicate-last-N-actions feature. Great for mass unit contruction.

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Good suggestion, i´m all for it!

@BI: If you even consider stuff like that, pls think about that "editor using layers" suggestion too :)

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good idea with UNDO and REDO functions!

(OFDR have this functions)

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Yes, i like this idea very much. I was very surprised that ctrl + c & v work but not z....

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Very good suggestion, +1 from me aswell.

But it might not be as easy as it sounds to implement, atleast with multiple undo's.

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+1 from me too, would be very useful feature.

Another thing nice to have would be a confirmation "Do you want to overwrite the existing mission.sqm" :p

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+1 from me too, would be very useful feature.

Another thing nice to have would be a confirmation "Do you want to overwrite the existing mission.sqm" :p

And maybe throw in a reminder about "Are you sure you want to leave before saving?" response when you click exit, I have on occasion forgot to see if I still had the * next to my mission title :(

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And maybe throw in a reminder about "Are you sure you want to leave before saving?" response when you click exit

It already does this, though it just says "Are you sure you want to exit?"

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I would love undo function. I have one more suggestion though. Being able to save in subfolders of SP/MP mission. So you make like a folder called OPF in SP mission. It would be really nice to be able to pack the mission in that folder (missions\OPF). I hope this wasnt too OT here.

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I would love to have an undo function. I was wishing for one last week, when i accidentally deleted half my mission.

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