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  #16  
Old 02-07-2006, 09:44 PM
Yen Yen is offline
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I'm pretty sure it's impossible to save NPCs.
In order to permanently add NPCs, you have to overwrite the level as text.
If you overwrite the level as text, it has to be updated.
If you update the level, the tile changes will be lost, since it takes a few minutes for updateboard2 to actually save.
I gave up, because I couldn't figure out how to save the tiles into the level. :/
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  #17  
Old 02-07-2006, 10:03 PM
Skyld Skyld is offline
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Quote:
Originally Posted by Yen
I'm pretty sure it's impossible to save NPCs.
In order to permanently add NPCs, you have to overwrite the level as text.
If you overwrite the level as text, it has to be updated.
If you update the level, the tile changes will be lost, since it takes a few minutes for updateboard2 to actually save.
I gave up, because I couldn't figure out how to save the tiles into the level. :/
Local caching.
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  #18  
Old 02-07-2006, 11:02 PM
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Hmmm could also add some scripting function for instant saving so its not lost on update-level.
May be I can add my wishes too:
- make it possible to use the path-scripts (sand path etc.), we eventually need to modify the scripts slightly?
- for adding links to other levels it would be interesting if you could mark a place for linking and then on the other place, when opening the online level editor, you can just link to the marked position, without typing numbers or so
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  #19  
Old 02-08-2006, 09:02 AM
xAndrewx xAndrewx is offline
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That's a good idea, for a new offline editor.
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  #20  
Old 02-08-2006, 05:12 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
Hmmm could also add some scripting function for instant saving so its not lost on update-level.
May be I can add my wishes too:
- make it possible to use the path-scripts (sand path etc.), we eventually need to modify the scripts slightly?
- for adding links to other levels it would be interesting if you could mark a place for linking and then on the other place, when opening the online level editor, you can just link to the marked position, without typing numbers or so
It would be quite awesome if there were a path-script for cliffs. I'm tired of having to edit everyone's cliffing.
It would also be quite awesome if you could create a new link with a script function, kindof like in the way you put a bomb.
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  #21  
Old 02-09-2006, 12:24 AM
Inverness Inverness is offline
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Quote:
Originally Posted by Yen
I'm pretty sure it's impossible to save NPCs.
In order to permanently add NPCs, you have to overwrite the level as text.
If you overwrite the level as text, it has to be updated.
If you update the level, the tile changes will be lost, since it takes a few minutes for updateboard2 to actually save.
I gave up, because I couldn't figure out how to save the tiles into the level. :/
Wouldn't you just reapply the tile changes after updating the level? And the tile changes would save into level right?
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  #22  
Old 02-09-2006, 12:55 AM
jake13jake jake13jake is offline
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well.. what would make sense would be to enable making creating level links and signs from NPCs, and then a sort of levelsave() function. It would also be good if you could also create an NPC of "classname" or no class.

What would be the most awesome is if you could, in the level file, if it could interpret some kind of syntax like

IL CLASSNAME params[0][0] params[0][1]
IL being in line
or

CLASSNAME params[0][0] params[0][1]
params[1][0]
params[1][1]
params[1][2]
CLASSNAMEEND

Like, with level links

LINK levelname x y w h newx newy

where the params are loaded both serverside and clientside, and the class can handle initialization outside of their events... or perhaps load the params in the event created perhaps?

It would make stuff a lot more readable in text files, and probably a lot easier for tile editing. Like, if lights were made into a class

LIGHT imagename x y zoom r g b a

and then you could have like a sort of dropdown menu for hiding different groups of NPCs. Would be so useful (although you can already detect joined classes, I think this would be especially useful for editing as text, which I do a lot of)
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