monotone 3 Posted July 7, 2012 (edited) Since 2001,this franchise of the game is developed for more than 10 years. But the only thing remains itself as it was in ARMA:CWA is 2D mission editor. Although this vestigiality is very central factor of the simulator and most of players spend hundreds of hours with this,I haven't seen almost no progress for editor in ARMA3. As devs occasionally says,we can agree that current style of the editor in ARMA is quite sophisticated when we compare it with editor in other games. Yet nothing in our world is ideal and so there is some room for progress,from minor things (for example,I'd like to operate multiple units at once in group mode) to radical reform(just like integration with 3D editor which is mentioned in ARMA3). And the editor is implemented in .exe file of game,community can't make improvement for the editor and devs need to improve the editor on their hands. Have you seen any improvement for the editor in Arma3? Or post your idea for editor improvement. Edited August 7, 2012 by Monotone Share this post Link to post Share on other sites
Timnos 1 Posted July 7, 2012 Or post your idea for editor improvement. Steel Beasts Pro PE has a scenario editor where complex routes, waypoints, formations, spacing, speed, tactics and so forth can be planned pre-game and you can continue commanding your units via a map screen in real time during missions. It would be heaven to have this in ArmA3. Example - FVks1RLZQuU Share this post Link to post Share on other sites
RedneckNerd 1 Posted July 7, 2012 Cant wait to try the new editor, Alpha's comin soon. ---------- Post added at 00:33 ---------- Previous post was at 00:19 ---------- Had lots of fun with the Arma 2 Editor Share this post Link to post Share on other sites
Tonci87 163 Posted July 7, 2012 I really hope we get a proper working 3D Editor this time... Share this post Link to post Share on other sites
sgtsn1per 1 Posted July 7, 2012 Dont get your hopes up guys Share this post Link to post Share on other sites
EricM 0 Posted July 7, 2012 a scenario editor where complex routes, waypoints, formations, spacing, speed, tactics and so forth can be planned pre-game and you can continue commanding your units via a map screen in real time during missions. It would be heaven to have this in ArmA3. I'm not following you... How is that different from what we have already in A2 ? I can plan waypoints, complex routes, with different behaviours (including formations and such) at each stop and continue to command all the rest via High Command module... Dont get your hopes up guys We already have a hidden 3D editor in A2 and it's been more or less confirmed for A3,hasn't it already ? Share this post Link to post Share on other sites
Gilson 10 Posted July 7, 2012 3D Editor is /confirmed/, the 2D editor is being shipped with the community alpha. Share this post Link to post Share on other sites
Hodgeasaurus 1 Posted July 7, 2012 (for example,I'd like to operate multiple units at once in grope mode) I don't know what game you're playing, but I think you should keep it to private time. Anyway, what Gilson said - 3D Editor is /confirmed/, the 2D editor is being shipped with the community alpha. Share this post Link to post Share on other sites
Timnos 1 Posted July 8, 2012 I'm not following you... How is that different from what we have already in A2 ? I can plan waypoints, complex routes, with different behaviours (including formations and such) at each stop and continue to command all the rest via High Command module... In Steel Beasts Pro PE you can attach conditions to routes. What this means is that multiple paths can branch from multiple waypoints, the units will embark, retreat, or take alternate routes or actions depending upon which conditions are satisfied. For example a units movement instructions will take into account factors such as damage, fuel levels, suppression, taking fire, losses, etc. and then select the appropriate course of action. Share this post Link to post Share on other sites
Praelium 0 Posted July 8, 2012 I'd like to have templates for basic gameplay scenarios, such as an AI ambush on an AI convey. Programming the AI to do that type of stuff can be difficult so it'd be nice if BIS included these within the editor. Share this post Link to post Share on other sites
De_little_Bubi 1 Posted July 8, 2012 I'd like to have templates for basic gameplay scenarios, such as an AI ambush on an AI convey. Programming the AI to do that type of stuff can be difficult so it'd be nice if BIS included these within the editor. This could be easily done with just providing missions as templates (saved in the editor format not as ready compiled mission - so that you can load them in the editor). There is a mission merge function in the editor since ofp. You could just merge this scenarious in your mission and move it at the position you want. Share this post Link to post Share on other sites
monotone 3 Posted July 8, 2012 (edited) I picked up some from DH. Copy/paste of playable units forgets "playable" status, defaults to None. https://dev-heaven.net/issues/4458 Placing Playable Units https://dev-heaven.net/issues/16963 These seems easy to fix but crucial for convenience. I suggest that instead of extend function of copy&paste,enable to operate multiple unit is better solution for wider scene. Weapon Loadout Tab in Editor https://dev-heaven.net/issues/10729 This is what most people want. But annoying of weapon loadout can be solved partially with using gear script such as shk_gear. So,direction that makes comprehensive improvement is not adding more pull down tab but integration with script editor. The script editor should have emphasis and complement like ArmA Edit. I think unfriendly "init" line in unit or trigger should be refurnished to decent text editor. The mission editor should link to the BIKI. https://dev-heaven.net/issues/22118 The text editor also should have full script help as kju argues. If in-game editor has function of hyperlink and search for script commands,we can be free from time loss and frustration! Edited August 7, 2012 by Monotone Share this post Link to post Share on other sites
ziiip 1 Posted July 8, 2012 I don't know what game you're playing, but I think you should keep it to private time.Anyway, what Gilson said - Ahahah. :D Share this post Link to post Share on other sites
EBass 0 Posted July 9, 2012 I'd really really like a few things added to the editor just to simplify some things. Don't whine at me, I know the Arma editor is way way simpler to use than most other editors but there are some things that really should be doable without scripting. Just for a couple of examples. A) Spawning: Would love some functionality to add this as a trigger function. I.e make is so you can group a group to a trigger and have them spawn in (with waypoints and all) on the trigger firing. B) Adjusting heights of things, should be able to just do it by maybe clicking the entity and pressing shift+up incrementally or something rather than doing it with numbers in the init. Things like that Share this post Link to post Share on other sites
mr burns 132 Posted July 9, 2012 Or post your idea for editor improvement. layers, like in Photoshop - if you ever made a too big mission you know why it´s needed integrated text editor and browser shell - for no more alt+tab, writing description.ext & .sqf´s on the fly integrated briefing editor - because you know only the hardest learn to actually write one right now, and that´s too few integrated gear selection - no more removallweapons this; this addmagazine "xyz"; this addweapon "xyz"; this addmagazi.... etc. (re)enable -showscripterrors by default! how about a snap-to feature? or better 2d icons for easier placement.. Must´ve forgotten something, but this it is, plus of course everything else mentioned in this thread until now :) Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 9, 2012 (re)enable -showscripterrors by default! This would be so much better as an option somewhere ingame instead of a commandline switch. Share this post Link to post Share on other sites
bgivenb 10 Posted July 9, 2012 There is some really good discussion going on here :D I hope the devs read this. One suggestion that I like the most, is the introduction of an ingame wiki. This would be sooooo nice oh, having photoshop like layers would be cool Share this post Link to post Share on other sites
monotone 3 Posted July 12, 2012 I've managed to find the sketch of improved editor which Karlgustaffa drawn 2 years ago. And I found that there is already a ticket for what I really need to improve. https://dev-heaven.net/issues/20086 Editor improvements Description: Remove the hassle of alt+tabbing by handling all script and folder editing, creation, deletion and organization in the editor would be a major asset to the people making missions. Just a simple in-game hierarchy/folder view of the mission you are working on. Create NEW scripts from within the game, have syntax highlighting and a tab-auto-complete like eclipse along with function descriptions with custom functions also being loaded with descriptions that you specify. Share this post Link to post Share on other sites
igneous01 19 Posted July 12, 2012 Something that would be great for the editor would be waypoint objects that hold collections of waypoints. The convenience in this is that with a trigger I can easily change a groups current patrol area (maybe random patrols in a circle) and then assign them to take a path down a road to signify them being alerted and checking it out. With this you can also have triggers to take multiple pathways for multiple units. Because they are objects and are independent to any unit, more than one group of units can patrol the same collection of waypoints. A show/hide waypoint layer would be needed, seeing this could get very complex, but overall it would simplify adding dynamic choices for groups. Share this post Link to post Share on other sites
Tonci87 163 Posted July 13, 2012 I've managed to find the sketch of improved editor which Karlgustaffa drawn 2 years ago.https://dev-heaven.net/attachments/5933/4624044651_8536c529ab_o.jpg And I found that there is already a ticket for what I really need to improve. https://dev-heaven.net/issues/20086 Editor improvements Description: Remove the hassle of alt+tabbing by handling all script and folder editing, creation, deletion and organization in the editor would be a major asset to the people making missions. Just a simple in-game hierarchy/folder view of the mission you are working on. Create NEW scripts from within the game, have syntax highlighting and a tab-auto-complete like eclipse along with function descriptions with custom functions also being loaded with descriptions that you specify. That looks awesome, the only thing missing is a button to set a custom loadout Share this post Link to post Share on other sites
gossamersolid 155 Posted July 13, 2012 layers, like in Photoshop - if you ever made a too big mission you know why it´s needed integrated text editor and browser shell - for no more alt+tab, writing description.ext & .sqf´s on the fly integrated briefing editor - because you know only the hardest learn to actually write one right now, and that´s too few integrated gear selection - no more removallweapons this; this addmagazine "xyz"; this addweapon "xyz"; this addmagazi.... etc. (re)enable -showscripterrors by default! how about a snap-to feature? or better 2d icons for easier placement.. Must´ve forgotten something, but this it is, plus of course everything else mentioned in this thread until now :) Those are awesome suggestions, I'd love to see those in A3 as well. I'm sick of alt-tabbing, it's really annoying. I have one more thing to add to the list: [*] Catch description.ext errors and display error message in editor rather than causing CTD... I don't know how many times that has happened to me. Share this post Link to post Share on other sites
monotone 3 Posted July 13, 2012 (edited) Something that would be great for the editor would be waypoint objects that hold collections of waypoints. Your idea proposes to create "waypoint objects" that represent places to go,get in or destroy for not only single group but multiple groups,doesn't it? If so,the "waypoint objects" should have priority to determine which is next point. This is not just a matter of mission editor but designing AI because making preference is exactly making subject,not object! Oh,it comes realm of ARMAVERSUM. Edited July 14, 2012 by Monotone My typo again :) Share this post Link to post Share on other sites
monotone 3 Posted July 30, 2012 In the interview of Gamestar.de, Q: How do you enhance the editor?Dan: We've had to cut short our more ambitious plans regarding the editor recently. Due to missing resources, our goal in this area is currently to focus on improving the usability and experience of the classic mission editor from A2OA. Devs said that they suspended their 3D editor for a while but polishing 2D editor. I think this is large advance from the time just before released OA,when they had thought simply there is nothing to improve in 2D Editor. I hope forthcoming improvement includes both community request and devs' their own creative and leading idea. Share this post Link to post Share on other sites
mr burns 132 Posted August 6, 2012 Must´ve forgotten something... I remember now! please add the following to my list: undo function - there are many possibilites to accidentially unalign, roatate or pull an object out of placement which you fiddled around with for quite some time.Our own stupidness fills our hearts with rage when we do so, but theres no way to revert it. A simple one step undo would be great, up that to a 2-5 step undo and it would be ArmAmazing !!! autosave function - pretty please. Make it optionable, like yes/no, ammount of time for autosave, save it as seperate -autosave-mymissionname.island folder, etc.If you love your beers like i do and tend to stay up late, you might have found yourself in the position already when you alt+f4´ed out for whatever reason only to get back ingame a minute later, realizing you haven´t saved the goddamn mission you´ve just spent an hour or two editing on *wraghargha* Share this post Link to post Share on other sites
dmarkwick 261 Posted August 6, 2012 I'd like it so that when I "save-as", all the files are copied not just the BIS created ones. Share this post Link to post Share on other sites