Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 8 of 8     «   Prev   5   6   7   8
Dave Thaler

Registered:
Posts: 493
Reply with quote  #106 
Quote:
Originally Posted by nschlein
Or is it already in there, and just located somewhere I haven't noticed it?


Yes it's already in there.   When editing a "Set variable" statement, you can click on the word "to" and change it to "to a random integer" or "to a random float".
nschlein

Registered:
Posts: 37
Reply with quote  #107 
Got it!  That seemed like such a strange thing to be missing.
DizzyKungFu

Registered:
Posts: 94
Reply with quote  #108 
I want to say that I use the Editor all the time, it is great! My Great Space Race was written from scratch in the Editor!

If I may be so bold, I have a couple suggestions for improvements in the next version:
1) Can we make Integer=yes the default for a Set Variable statement? 98% of the time I am setting a variable, I want an Integer, and so it's always an extra click to get that. It would save time to just switch to Float on the rare occasion that I do actually want that.
2) Can we add drop-down choices for the new specials: TeleBack and ShldReset ?
nschlein

Registered:
Posts: 37
Reply with quote  #109 
I will second the request to make integer the default.
Dave Thaler

Registered:
Posts: 493
Reply with quote  #110 
Artemis Mission Editor v2.7.15 is now released.  Changes include:
  • Added TeleBack and ShldReset elite abilities added in Artemis 2.7.2
  • Make set_variable default to integer when adding a new statement
  • Added canLaunchFighters and canShoot as station properties added in Artemis 2.7.4
Dave Thaler

Registered:
Posts: 493
Reply with quote  #111 
Artemis Mission Editor v2.7.18 is now released.  Changes include:
* Added support for get_object_property command added for Artemis 2.7.5
* Added player_slot support for {get,set,if}_object_property added in Artemis 2.7.5
* Added player_slot support for if_player_is_targeting, if_not_exists, set_damcon_members, set_player_grid_damage, and warning_popup_message
* Added player_slot support for destroy, copy_object_property, and set_relative_position
* Fixed crashing bug when pasting invalid XML
nschlein

Registered:
Posts: 37
Reply with quote  #112 
Mission Editor Bug Report

The new fields for ship name/slot number are showing up as mandatory, and throwing flags in the error checker. 

However, Artemis 2.7.1 does not seem to register the field (at least for pop-up messages) if you leave it blank.  I have not yet tested in 2.7.5, but suspect that ship name/player slot is not a mandatory field for things like pop-up messages there, either.


Feature Request
Any chance we can get a toggle to allow the editor to switch between writing for different Artemis versions?  I completely understand if that's way more work than it's worth.
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,391
Reply with quote  #113 
Quote:
Originally Posted by nschlein

Feature Request
Any chance we can get a toggle to allow the editor to switch between writing for different Artemis versions?  I completely understand if that's way more work than it's worth.


While I can't speak for Dave Thaler, I will point out that Artemis 2.7.5 might be the last version to make changes to the XML scripting. Thom has publicly announced that Artemis 3.0 will use a different scripting language. In between, if Thom sees a need for an Artemis 2.8 the changes might not affect scripting at all. With that in mind, it might be worthwhile to have a Mission Editor that can switch between Artemis 2.x versions.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
Dave Thaler

Registered:
Posts: 493
Reply with quote  #114 
Quote:
Originally Posted by Mike Substelny
With that in mind, it might be worthwhile to have a Mission Editor that can switch between Artemis 2.x versions.


I asked about this in post #70 in this thread, and the responses (71-72) indicated that people in general thought it was fine to just install an older version of the Editor in order to write a mission for an earlier version of Artemis, so I hadn't considered it since then.
Dave Thaler

Registered:
Posts: 493
Reply with quote  #115 
Quote:
Originally Posted by nschlein
The new fields for ship name/slot number are showing up as mandatory, and throwing flags in the error checker. 

However, Artemis 2.7.1 does not seem to register the field (at least for pop-up messages) if you leave it blank.  I have not yet tested in 2.7.5, but suspect that ship name/player slot is not a mandatory field for things like pop-up messages there, either.


You are correct, I just fixed the bug for warning_popup_message, and checked the fix into github.  I'm sure you're right that there are other commands where it should be optional too.   If you have some in particular you're running into let me know, it's easy to fix.
Dave Thaler

Registered:
Posts: 493
Reply with quote  #116 
Artemis Mission Editor v2.7.19 is now released.  Changes include:
* Added use_gm_selection and target_slot attributes to if_player_is_targeting
* Added player_slot, accent color, and drive type to player ship properties on space map
* Fixed bug where player_slot, accent color, and drive type would be lost from create commands after accepting space map changes
* Fixed bug where if_player_is_targeting didn't treat player_name as optional
* Fixed spurious warning about warning_popup_message with no ship name
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.