Mayhem McAwesome 10 Posted September 24, 2010 Hi... not sure if anyone alse has suggested this... (a brief search brought up nothing) every now and then i have a little just-for-kicks mission brewing in the editor, and i often find that there's not enough space in those little init boxes to add meaningful amounts of script.... i am well aware that there's a number of excelent external editors out there, which make editing scripts a snap... yet, sometimes i just need something as simple as a 5-line snippet, or a little longer init (for modules, or adding equipment, etc) - and feel a little discouraged to minimize, find the mission folder, open up other software, you know... general lazyness sets in :butbut: so i thought it would be helpful if there was an integrated codepad in the mission editor... just for providing a little more working space :rolleyes: i thought maybe a little button on the corner of those script boxes could pop up a larger edit window (that would optimally allow line breaks and all, (the editor dialogs usually close with the enter key, so you can't use it on init fields)) quick, easy, and tons of help, would you not agree? :bounce3: just a thought :D Share this post Link to post Share on other sites
Evil_Echo 11 Posted September 24, 2010 A larger window would be nice. But in general if the init line needs >3 commands I just call execVM to run them in a separate script. Especially if it is something that is repeated across multiple units, the cost/benefit of large init lines drops off for me. Share this post Link to post Share on other sites
Mayhem McAwesome 10 Posted September 24, 2010 well i was thinking more of using it for setting up modules... that's where i miss something like this the most... for multiple units it would make more sense to use an external script - although you COULD place a game logic and roll it's init code for all units sync'd to it... then the codepad would prove once again most useful Share this post Link to post Share on other sites
mr burns 133 Posted September 24, 2010 so i thought it would be helpful if there was an integrated codepad in the mission editor Great idea! A button that opens the "code pad" which looks and works like dosshell with file browsers (pointing to your standard Users\username\missions folder) and a texteditor would save us lots & lots of alt tabbing :D Share this post Link to post Share on other sites
Mayhem McAwesome 10 Posted September 24, 2010 (...) a texteditor would save us lots & lots of alt tabbing :D my thoughts exactly! Share this post Link to post Share on other sites
Gunter Severloh 4087 Posted September 24, 2010 I was thinking to, the code pad would have various features, one being a saver, kinda of like a firefox browser where whatever codes you have used before is brought up, and or listed, so as you use new codes and what not then a list of compiled script codes or whatever is built, and saved. editable notepad that feeds the editor I was thinking that this could be connected by like a notepad somewhere in the Arma2 folder Hierarchy where you could edit the list yourself outside the game, as well as in the editor. there could be a database of codes that could be listed by subject, it would have to be userfriendly and easy to find stuff or you would be searching for stuff you want all day. Script copied/created via editor When a script comes up that you wanted to use, like lets say the UPS script, then instead of actually manually putting the script in the mission folder like normal, the editor would find the script for you, copy n paste it through the editor and put it in the mission folder of the mission you are currently on, this would be no different then saving a mission in the editor as the SQM is created and placed in a folder with title you have named it and placed in the sp editor, or mp editor user folders. F8 Scripts You could do everything via editor. We could have this all done through the F keys, so we got F7 for modules, we could have F8 for Scripts or something, you click on that and a whole new system starts up, and allows you to do things that manually you had to do before. Feeder System Thing is with new scripts that you just downloaded, you could have like a central folder to put it in, like a feeder system, and the editor reads everything in that folder and then updates the editor accordingly. Script builder The other thing I wanted to mention is that with this Autoscripter if you will, you could have the system build you scripts based on what you wanted to do, and that would have a way to describe what it i that you want to do, so maybe a choosing system and based on that the editor builds a script puts the actual script in the mission folder like an mission SQM, and then provides the call codes to call the script into action, it could list to you what you need to do via text and picture, or symbol type info so you can implement the stuff needed into the mission part itself. Feed, build, script, reference. Share this post Link to post Share on other sites
Mayhem McAwesome 10 Posted September 24, 2010 (edited) that would be a little more advanced than what i originally intended, but oh yes! great ideas! F8: SCRIPTS - now that's a winner! may i adapt this into a more practical solution for a hopefully soon update.... i propose that the F8 key brings up a codepad, in that codepad, you have both an edit field and a list the edit field, well... edits scripts, as we've mentioned before the list, when opened, relates all units, triggers, waypoints and modules with scripts in their init and condition* fields, selecting any brings that script up in the codepad for editing * triggers and units with scripts in both init and condition fields would appear twice in the list, respectivelly marked as to which script such entry represents - triggers and waypoints would still appear a third time for scripts in the "on activation" field this codepad would be redundantly accessed by double-clicking an unit's init or any other script fields in it's dialog (or by the afore-mentioned corner button), doing so, opens the codepad and automatically brings up that unit's script for editing being able to save/load snippets would also be insanely welcome :D Edited September 24, 2010 by Moach_Mayhem Share this post Link to post Share on other sites
Evil_Echo 11 Posted September 24, 2010 +5 to Günter Severloh's ideas Share this post Link to post Share on other sites
Gunter Severloh 4087 Posted September 24, 2010 (edited) I like that idea Moach_Mayhem, having the editor relate to triggers and waypoints if they are there, lets not forget gamelogics as well, it would make a it alot easier and simplified to have everythng in one place and relatable. script builder/Tools built in/definable script commands that build the script Just imagine where instead of having the many tools we have in the community do the various things they do, that we could have them all built into the editor, i mean that where all your work is revolved around. Name/command identification You could have like I was saying in my previous post something that build the scripts for you based on a list or a definable reference that identifies by name, for example you could lets say type in paradrop, then the program would create the basis or template for the script for a paradrop, but then you would fill in the blanks with lets say (it would ask you questions, kind of like the mission wizard) Vehicle= c130, Infantry squad=usmc rifle squad. In a way you cloud use class names, or unit names, basically whats listed in the editor already. this way all you would have to do is fill in the "keywords" that would build the script, now all this would be done during the editing process of the editor, the editor could be dynamic in such a way that if you create a script like similar to what Moach_Mayhem was saying the script would create the definable units or triggers, or waypoints or whatever that will make that script work. For example I use this script sometime in my MP missions where you can choose where you want to respawn, so for this to work a flagpole name flag1, and another flag2, ect., have to be put down, and then a trigger to call it, and what happens is when you die, a spawn menu comes up and based on where you placed the flag poles you spawn based on your choice. So the thing to is you dont have to have that specific option if you were to create lets say a respawn dialog, you could have it again where the F8 gives you boxes to fill in and a list to pick from to define how and where, and to you want to respawn. so do you want a respawn menu?=yes do you want..flagpole,marker,vehicle,unit, ect.,=flag what is the name of the flag?=flag1 ect., then the editor would go and build the script based on it. Editor to define mission type - scripts created based on type Now in general i dont think the editor needs to define whether this is an sp mission or an mp mission as you would go into the editor sp/mp editor obviously based on what you wanted, but fi we simplified this even more then you could have it where instead of SP you go to the editor, you have the editor loaced on the game menu where it is seperate from sp, and mp, and if you choose mp the editor automatically defines a description.ext script for respawn values. Those values would ahve to be determined, like: respawn time: respawn delay: respawn dialog: ect., Editor Tools Theres other things to as i was pointing out to the tools aspect above, you could have Armaedit built in as the mechinism if thats the proper word to build the scripts. then have like cpbo open a script in the editor that lets say someone else made and you can look at it and define what you want to do, or need to do, or see what was done. Its not like the learning process has been taking out. Also you have Unbin, for configs, and so forth. testing your game lets say you get a script made, and stuff setup and you want to test out the mission based on what you have built so far, you could have a couple options for the preview, even the building process, for example like the unreal editor you have wirefram, 2d, and 3d as in real time, which would be like the RTE, and setup like VBS editor. mission viewer You could have a viewer where you click the button and you can watch your mission like a movie, or move the camera around with the mouse to see what you want to add, change or remove, you can have it in a movie mode, or a editor mode, like normal, or have a tactical view as if you were in command like a RTS view, top down or angle, ect., This way you would have options. Then to you can still build things the normal way that were all used to, but with the feeder system just give it to the editor's folder and then the editor does the rest. F8 Scripts drop down menu So F8 Scripts, when you hit the button, or click it or press F8 like any other thing in the editor, if you hover your mouse over, or click on the F8 Scripts a list would show up and drop down to the right, and you can pick which tool, script, config, ect., you need to build, so in the list you can have: *scripts -sqs -Ext -Sqf -Html -csv -txt *Commands - - ect.,. get the idea, drop down menu that acts like a tree menu, editor would have a link system. all this would be complicated it would be a user friendly interface with pics and sounds, lol and be simple enough that even beginners totally new to the game can make scripts and or mission features fairly easy, something similer to the mission wizard. personally i only have used the mission wizard maybe twice in my whole time in the series, why not integrate, instead of having the sp/ mp editor and wizard somewhere else. phew I think I just wrote a book, :D im sure the best of us scripters, and coders, would have some great ideas too, Kylania, Evil, xeno, sickboy, norrin, many of the guys, this could be the shit lol anyways thats my 50 cents. Edited September 24, 2010 by Gnter Severloh Share this post Link to post Share on other sites
Mayhem McAwesome 10 Posted September 24, 2010 the idea of being able to create addons for the editor is of unprecedented awesomeness... yet, i fear it may not be possible at the current time... or i think so... well, i've never seen anything of that nature around.... but yes, the editor really should have better support for editing the files that it generates - specially scripts another thing that would exceed the limits for the utmost pinnacle of awesome, would be if the mission editor had an integrated graphical FSM editor as well.... but before we delve into utopic wishlists, let it be noted that a wee bit larger textfield for run-of-the-mill scripts doesn't seem like it would be too much to ask Share this post Link to post Share on other sites
AnimalMother92 10 Posted September 25, 2010 Great ideas! :) An init field that actually had numbered lines and could be expanded for easier editing would rock. Share this post Link to post Share on other sites
sick1 13 Posted September 25, 2010 I feel the most efficient way to make missions, is to run arma 2 in window mode. You can have half of your screen the editor, and the other whatever you want. I gave up alt tabbing along time ago. However I do have a pretty darn big monitor:) Share this post Link to post Share on other sites
CarlGustaffa 4 Posted September 25, 2010 (edited) Something like this? Although this is the unit editor. http://dev-heaven.net/issues/10757 Note the expand button for longer init lines, the numbered lined, and the request for bracketing, indenting, and EOL support. Note the elevation field. It's supposed to be a quick way for setting elevation by filling in a single field rather than this setPos [getPos this select 0, getPos this select 1, (getPos this select 2) + elevation]. It's something you do often, and it's annoying as hell having to write all that. For a new F8 scripter, I would want the following: 1) Possibility to create a project file on the fly, such as init.sqf, description.ext. 2) Possibility to directly open folder of project (windows dialog), without having to browse for it. 3) F8 scripter should have tabs (tabs are better interface for me than dropdown lists): * Script - The script you're editing. * Project - Directory listing of your project (mission directory). Buttons to open files in windows registered editors, i.e. open .sqf file in UltraEdit or .fsm in FSMEditor. * Global - Directory listing of your global script directory if any (those outside the project, not everyone knows about these). * External - Directory listing of i.e. another project or download location. You can't save these. * Config - Config browser. * Animation - Viewer system for the animations. * Post Effects - Tweaking system for post effects. * Calculator - Simple calculator that hooks into keyboard presses. 4) The actual scripting input window needs hooks to turn off default behavior for tab and enter. 5) As .fsm files have graphical elements, I don't think it's feasible to have builtin support for those, except possibility to open them in external editor. 6) When you open something externally, it should NOT switch by default. This because of the problem when Arma editor looses focus it hangs for a lot of people (incl. myself). And "Save As" should copy ALL files to the new mission directory, not only the mission.sqm (pet hate!)... :p Edited September 25, 2010 by CarlGustaffa Share this post Link to post Share on other sites
ProfTournesol 956 Posted September 25, 2010 Something like this? Although this is the unit editor.http://dev-heaven.net/issues/10757 Note the expand button for longer init lines, the numbered lined, and the request for bracketing, indenting, and EOL support. Note the elevation field. It's supposed to be a quick way for setting elevation by filling in a single field rather than this setPos [getPos this select 0, getPos this select 1, (getPos this select 2) + elevation]. It's something you do often, and it's annoying as hell having to write all that. For a new F8 scripter, I would want the following: 1) Possibility to create a project file on the fly, such as init.sqf, description.ext. 2) Possibility to directly open folder of project (windows dialog), without having to browse for it. 3) F8 scripter should have tabs (tabs are better interface for me than dropdown lists): * Script - The script you're editing. * Project - Directory listing of your project (mission directory). Buttons to open files in windows registered editors, i.e. open .sqf file in UltraEdit or .fsm in FSMEditor. * Global - Directory listing of your global script directory if any (those outside the project, not everyone knows about these). * External - Directory listing of i.e. another project or download location. You can't save these. * Config - Config browser. * Animation - Viewer system for the animations. * Post Effects - Tweaking system for post effects. * Calculator - Simple calculator that hooks into keyboard presses. 4) The actual scripting input window needs hooks to turn off default behavior for tab and enter. 5) As .fsm files have graphical elements, I don't think it's feasible to have builtin support for those, except possibility to open them in external editor. 6) When you open something externally, it should NOT switch by default. This because of the problem when Arma editor looses focus it hangs for a lot of people (incl. myself). And "Save As" should copy ALL files to the new mission directory, not only the mission.sqm (pet hate!)... :p Very nice, useful and detailed ideas... congrats :) Share this post Link to post Share on other sites
Big Dawg KS 6 Posted September 27, 2010 That's quite a list, but honestly all I would care to see is a simple notepad-like window that allows you to save with any filename and into any subdirectory (or create new subdirectories) in your mission folder, possibly with syntax highlighting (which I'm surprised you left out). Share this post Link to post Share on other sites
Mayhem McAwesome 10 Posted September 27, 2010 That's quite a list, but honestly all I would care to see is a simple notepad-like window that allows you to save with any filename and into any subdirectory (or create new subdirectories) in your mission folder, possibly with syntax highlighting (which I'm surprised you left out). word! Share this post Link to post Share on other sites