Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
Posts | ||
---|---|---|
Axe&Hammer Edit - A VT mission editor | Locked | |
Thread Options | ||
|
Apr 4 2014 Anchor | |
Hey there, everyone. I apologize for keeping this away for so long, as I kept reporting it over and over, and all... Ever since VT's first alpha releases, I've been working on a side project, in the form of a third-party mission editor/exporter for Vector Thrust. I coined it Axe & Hammer Edit, as a nod to Ace Combat Zero. ---------- I am in the middle or refurbishing the GUI/Interface as a whole, and am currently working on a top-down map system. It might be chaotic-looking right now, and I apologize for it. The previous interface was a lot less conveninent, trust me on that. ( For those who wonder, this big orange space plus a "new button" is just a practical test for the map system, the tiny button being a bogus bogey to test a coordinate detection system using the mouse, for a contextual menu. ) While lots of buttons are missing and unprogrammed right now, AHE is compatible with all the known Action and Trigger types. It is possible to build potentially working missions, but there are some limitations: Apart from that, AHE has already proven its efficiency on several fields. I designed it to be able to load up both vanilla content references/registers for units, aircraft, maps and musics, but also integrate user-made lists so that other musics can be selected instead of the default ones, for example. Thus, a *highly* experimental reimporter script is in the works, but it's currently on standby as the new interface took top priority. It's been proven to work, but needs to be taught how to decipher every action, trigger, actor, kinds of types, in fact. Only a few actions and actor reimport scripts are useable, as tests. I apologize for the lack of screenshots, as the UI redesign locked out several aspects of the program, which are actually still fully functional. I'll edit/post more once I can @.@ Most of all, I'm wondering what those of you here think about such a tool. I'm at a point where I'd need feedback, and I can't afford working alone in my corner to eventually arrive late to the party. As I said, AHE is not finished, but I should no longer wait until it's completed to start bragging about it. Questions/Thoughts? Edited by: Wheaton_Adams |
||
|
Apr 6 2014 Anchor | |
Looking snazzy so far/ Glad to see you've taken the initiative. Currently, I believe that AHE is actually more functionally complete than TS's mission editor at the moment. Will there be support for more unusual triggers like player/NPC altitude? |
||
|
Apr 6 2014 Anchor | |
NPC altitude is technically already viable as you just have to make a trigger that checks if enemies are present in a particular area, which is, the size of combat airspace, but only of a certain height. For player though, the only trigger in existence is radial proximity. AHE can't do what VT cant' do. |
||
|
Nov 21 2014 Anchor | |
Any news on this so far? -- SWIGGITY SWOOTY |
||
|
Nov 22 2014 Anchor | |
Considering nobody apparently seemed to care, in combination with the fact that TS released his own editor soon after, i'll be honest, I dropped most work on it. There's likely not going to be anything about this in a long while, if ever. |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.