Alright, you guys asked for it, so here it is, Text Editor! There's a button in the editor to open it, or press F3.
When there you may edit to your heart's desire, although I recommend copying and pasting between a proper text editor of your choice (I like Notepad++). Also, there's an "Advanced" button in the Text Edit window, all this does is change what the helper text shows (that is, the text that appears when your mouse hovers over a button or part) to text that will be of use if you want to text edit. Namely, it says the actual name of parts, which you'll need in the text editor, and it shows the parent of a piece which is just to show you how it works.
Have fun! and be careful, one wrong letter and the level won't load properly
I made a few bug fixes as well.
~MD
Update - Text Editor
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- Posts: 47
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To be honest, I've been using text editing right
from the beginning when I found ZetaFlow :P
Not with all levels though, but it's useful sometimes.
Now that you have text editor in there you could add
something for the AI script like a possibility to create
a part on trigger or start shooting on trigger or
relocate a part on trigger. If you have time that is.
Thanks for the updates anyways :)
EDIT: Or the best one: another AI script on trigger :D
from the beginning when I found ZetaFlow :P
Not with all levels though, but it's useful sometimes.
Now that you have text editor in there you could add
something for the AI script like a possibility to create
a part on trigger or start shooting on trigger or
relocate a part on trigger. If you have time that is.
Thanks for the updates anyways :)
EDIT: Or the best one: another AI script on trigger :D
For anyone using the text editor:
You might find this tool useful or at least fun.
Try it out here.
(The list on the right is a list of recommended degree intervals).
I coded it to ease the positioning of parts.
You might find this tool useful or at least fun.
Try it out here.
(The list on the right is a list of recommended degree intervals).
I coded it to ease the positioning of parts.
Cheater!Mouzi wrote:To be honest, I've been using text editing right
from the beginning when I found ZetaFlow
Triggers seem to be the most requested feature, so I guess that is next on my to do list.
That tool of your's is pretty neat. I threw together a quick level using it.
~MD
Edit: Fixed it, don't worry.
Uh oh. I found a bug where the AI code is vanishing from the level. If you lose your work, talk to me, I may have a backup. and I'm working on it right now.
~MD
Uh oh. I found a bug where the AI code is vanishing from the level. If you lose your work, talk to me, I may have a backup. and I'm working on it right now.
~MD
Last edited by MD on Sat Jan 05, 2008 1:14 pm, edited 1 time in total.
Ok, I fixed it.
Turns out it only affected lines of 1 element (namely: randomWaypoints, followShip, randomRotate, and rotateToShip) and they would disappear only if you saved the level without ever opening the AI window.
And it seems that this bug has been here for a long time, but no one has noticed
~MD
Turns out it only affected lines of 1 element (namely: randomWaypoints, followShip, randomRotate, and rotateToShip) and they would disappear only if you saved the level without ever opening the AI window.
And it seems that this bug has been here for a long time, but no one has noticed
~MD
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- Posts: 47
- Joined: Thu Nov 29, 2007 7:30 pm
youch! that's a bug.
yeah, I imagine triggers are popular. One suggestion I was tossing out was related. Instead of a "destroy on part destroyed" was an "visible/invisible" tag. That way a part or weapon could be invisible (inactive, basically still moving around and used in location computations, but not able to touch/fire/be hit) and out of play. This was before I knew about size = 0... but if you include a trigger tag that could make them go between those states, you have the possibility of making tiered levels. (of course, there's always the danger of it appearing right on you, I suppose)
Anyway, just random yammering from me
yeah, I imagine triggers are popular. One suggestion I was tossing out was related. Instead of a "destroy on part destroyed" was an "visible/invisible" tag. That way a part or weapon could be invisible (inactive, basically still moving around and used in location computations, but not able to touch/fire/be hit) and out of play. This was before I knew about size = 0... but if you include a trigger tag that could make them go between those states, you have the possibility of making tiered levels. (of course, there's always the danger of it appearing right on you, I suppose)
Anyway, just random yammering from me
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- Joined: Wed Jan 02, 2008 1:23 pm
- Location: Over there... no, a little to the left
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Wow Mouzi, that is extremely helpful. I wonder what other tools could be created to make Zeta Flow easier and allow for better levels...Mouzi wrote:For anyone using the text editor:
You might find this tool useful or at least fun.
Try it out here.
(The list on the right is a list of recommended degree intervals).
I coded it to ease the positioning of parts.
P.S. 500th post on the forums!