Added ability to paint walls and tubes, and structures now render bulldozed terrain and tubes to more accurately represent the appearance in the game.
Version 0.5.0:
https://github.com/TechCor8/OP2MissionEditor/releases/tag/0.5.0Changes:
- Made terrain pane tiles same size as vehicles/structures
- Windows will sort to top when clicked
- Menus will activate on mouse over if another menu is already open
- Added Help menu with links to Outpost Universe, the forum, and the editor GitHub repository
- Added About Dialog with version information
- Added Walls/Tubes pane
- Added bulldozed tiles and tubes for structures
Upcoming:
Slowly rolling towards feature complete. The next major feature is the trigger system. This is going to be set up using an "Event, Condition, Action" style and will be applied per variant/difficulty using the same rules shown in the previous post. Aiming for maximum flexibility while still being easy to use. The intent is to be something like:
Event:
On Game Mark [50]
On unit entered region [Name]
Condition:
[CurrentPlayer] food [less than] [5000]
[CurrentUnit] health [greater than] [50] percent.
Game Mark [greater than] [35]
Action:
Kill [CurrentUnit] (Could also be a unit ID)
Kill units in region [Name]
Spawn [UnitType] in region [Name]
Add [1000] food to [CurrentPlayer].
Wait [25] Marks
Repeat Trigger
I'll have to come up with a comprehensive list. DotNetMissionSDK doesn't have this system set up yet, so that will get done first before the editor.