So...just how advanced can you get with the level editor? I've not done level editing since the latest and greatest thing was 2d ;p but we could get pretty advanced with it. So I was wondering if we could do the following...
Trigger events causing sound clips to be played.
Custom sound clips.(i think i've seen yes, but I don't know how you do it for this. Explain plox? :x)
Direct control over zeds. For example, making it walk at a certain speed, along an exact path, and stopping, then moving again, and never fire at the squad. Like having a husk walk up, activate a sound clip, then walk away, and never attack during it.
Multiple boss zeds.
Custom health values for certain zeds. For example, say have 3 of the patriarch, each with a health value. Then a patriarch after them with a much larger health pool.
Doors that shut/open by triggers other than trader triggers. Like having a door from what could look like an elevator open, release a zed, then close, and shortly after open and release another zed, then close again.
Complex coding statements. For example, while doorOpen < 0, spawnZeds. If zedDeaths > 500, doorOpen = 1.
That's my list of questions about the capabilities of it. Beyond that I have another question. How is the mapping actually done. Is it just a top-down view and you just place things or...? I mean I've seen screens of top-down, "front", and "side", then an ingame...render? Which of these do you actually build in? And just how complicated is it? Am I entering xyz coords, or do i move it around with arrow keys? mouse? hmmm?
Curious colt is curious... :x and no i can't load it up right now to look...(work), and I'm curious if I can do it while I do the boring stuffs that is work :x and still look like doing something important and not to be bothered with...it'd be a win win :x
Trigger events causing sound clips to be played.
Custom sound clips.(i think i've seen yes, but I don't know how you do it for this. Explain plox? :x)
Direct control over zeds. For example, making it walk at a certain speed, along an exact path, and stopping, then moving again, and never fire at the squad. Like having a husk walk up, activate a sound clip, then walk away, and never attack during it.
Multiple boss zeds.
Custom health values for certain zeds. For example, say have 3 of the patriarch, each with a health value. Then a patriarch after them with a much larger health pool.
Doors that shut/open by triggers other than trader triggers. Like having a door from what could look like an elevator open, release a zed, then close, and shortly after open and release another zed, then close again.
Complex coding statements. For example, while doorOpen < 0, spawnZeds. If zedDeaths > 500, doorOpen = 1.
That's my list of questions about the capabilities of it. Beyond that I have another question. How is the mapping actually done. Is it just a top-down view and you just place things or...? I mean I've seen screens of top-down, "front", and "side", then an ingame...render? Which of these do you actually build in? And just how complicated is it? Am I entering xyz coords, or do i move it around with arrow keys? mouse? hmmm?
Curious colt is curious... :x and no i can't load it up right now to look...(work), and I'm curious if I can do it while I do the boring stuffs that is work :x and still look like doing something important and not to be bothered with...it'd be a win win :x