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roguetrooper

Grabbing markers in the editor

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It would be great if you could grab area markers (circles and squares) by clicking anywhere within that marker area.

Currently you need to grab it quite exactly in its center, which can be quite tricky when you have placed other objects in or near that marker's center.

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If it would be like that you would have serious problems grabbing the marker you need. Quite often I have several are markers covering each other + one big area marker would make it impossible to grab any smaller under it.

I know what you mean as it can be hard to find the center but your solution would frustate me :)

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I often put a game logic right next to the center of my marker so i can find it back. :p

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Yeah I think that this would be counterproductive... although finding the exact center of the marker is damn annoying. The only other option I can think of is some sort of dialogue box that you can click on with all markers inside of it and when you click on a marker in the box it selects it automatically or shows its center position. It could be extended to objects and triggers too.

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If I can I will place the center of the marker next to a x roads or near a height marker on the map, anything to remind me where the centre is!

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I think having some handles on the markers would be good, so that you can move, rotate and resize using the handles. Like you would in a drawing program say.

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The ability to create different layers in the editor would also help here. That way a large marker that encompasses the whole AO could be put in a separate layer and locked, so that it doesn't interfere while moving other markers.

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Or maybe it would be helpful to have the center of a marker being displayed as a small dot (in editor mode only). You could quite easily identify which marker this center belongs to even with a great amount of objects/markers on a small area.

This would help alot to grab and move/modify area markers.

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Grabbing handles/dots in the corners for rectangular markers or on axis for elliptical markers would be great, pluss a center move handle. Polygonal markers would be nice too ;) As well as an option to lock (prevent selection and dragging) markers when marker mode is not active in the editor.

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I think the current marker editing is perfect and no more changes on it which may even complicate it. Adding marker-lock dialogue will complicate it while enlarge the marker controlling radius may casue editor hard to handle.

As we all known that markers are the last one to insert, so it's not a wise choice to change it.

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Imagine you could right click and whatever your cursor touches, would pop up in a list where you can select them individually.

concept:

arma2editorlayerselectionmenu.jpg

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As we all known that markers are the last one to insert, so it's not a wise choice to change it.

Didnt know that... I use markers in scripts and add them in a quite early stage to be sure everything is working. Alot of times I reference markers in scripts aswell. The eye candy comes late yes, but often quite a few markers are needed in the early stage.

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Got the code for marker selections already... I'd have to dig it out.

Was from an adandoned project. That's if someone wants to take this up...

Edited by rexehuk

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Imagine you could right click and whatever your cursor touches, would pop up in a list where you can select them individually.

concept:

arma2editorlayerselectionmenu.jpg

Put so many markers together on the map will be a trouble for soldiers to read.

The purpose of marking should be easy reading, easy finding and telling where the key position is. No wise officer will make such markers that stay together on the map. So the selection menu of over-rided markers is unnecessary.

---------- Post added at 02:09 AM ---------- Previous post was at 02:03 AM ----------

Didnt know that... I use markers in scripts and add them in a quite early stage to be sure everything is working. Alot of times I reference markers in scripts aswell. The eye candy comes late yes, but often quite a few markers are needed in the early stage.

Generally speaking useing markers to script is kind of non-visual editing unless you need to insert markers on the map to pre-define the position, actually you can use gamelogic to replace it.

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The ability to create different layers in the editor would also help here. That way a large marker that encompasses the whole AO could be put in a separate layer and locked, so that it doesn't interfere while moving other markers.

This. And 10k more of it.

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Put so many markers together on the map will be a trouble for soldiers to read.

It's a concept demonstration of a selection menu, not a hypothetical mission.

If you wanted to select that green solid marker (named "mrk_ellipse" in the picture), but on top of it, or very near it, are other objects (eg. markers, units, building, etc), you might have a hard time doing so.

If you never have this issue that's peachy, but I think others, myself included, would love for the editor to be improved.

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To find the center of areamarkers can be a pain, to zoom out helps sometime (if no other are around). Then when you arent in marker mode you cant see them and a select and grab of a few units can mess it up.

So a nice interface or layers could be really handy.

But this is nothing that is really annoying me, but it could help.

Generally speaking useing markers to script is kind of non-visual editing unless you need to insert markers on the map to pre-define the position, actually you can use gamelogic to replace it.

Except that GLs are local.

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It's a concept demonstration of a selection menu, not a hypothetical mission.

If you wanted to select that green solid marker (named "mrk_ellipse" in the picture), but on top of it, or very near it, are other objects (eg. markers, units, building, etc), you might have a hard time doing so.

If you never have this issue that's peachy, but I think others, myself included, would love for the editor to be improved.

Yep, maybe that's a good idea.

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