[Done for V0.39] Edit targets whilst editing a trigger

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Gambit37
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[Done for V0.39] Edit targets whilst editing a trigger

Post by Gambit37 »

I mentioned this some time back, but I think it was in an email and it seems to have got lost.

We need an 'E' button for targets in the actuator editor window. You have 'A' for add and 'D' for delete, but no way of editing the target already created. If you only want to modify the target, you have to delete it and re-add and if the target is on a level a long way away, you have to go and find it again and re-attach it. I think this is really strange!

Can we get 'edit' as well please?
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George Gilbert
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Post by George Gilbert »

I'm not quite sure I understand this. What do you mean by "modify the target"?

Do you mean:

1) Editing the properties of the item that is targetted (e.g. if a relay is pointing at a wall text that says "A", you want a button that when editing the relay you can press to change the text to be "B").

2) Editing the location of the item that is targetted (e.g. as 1 but you want to change the location of the wall text from 0,0,0 to 1,1,1).

3) Editing what the target is (e.g. as 1 but you want to change the relay to target a completely different floor text).

Or something else?
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Post by beowuuf »

I believe 1
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Post by George Gilbert »

If so, then why does it have to be deleted and re-added in the first place? The item can just be edited directly without touching the trigger...

[This is why I don't really understand the original - because the request doesn't fit with the requirement].
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Post by beowuuf »

Gambit was saying that's how the editor works! : ) You have to delete it (press D) then re-establish it (press A again) rather than just reassignign the target (say having an E button).
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Post by copperman »

Yes a third E button would be cool, to save me from RSI, or just leave the A button active so it can do the job.
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Post by George Gilbert »

Nope - I still don't understand I'm afraid. In the case your describing, you don't have to add then delete the item; in fact, the trigger doesn't need changing at all.

In this respect, the editor exactly reflects the way the text file is written - i.e. the trigger just contains the item reference IDs; no extra information about the item. Going back to the example of the wall text above, just change the wall text item - there's no need to go anywhere near the trigger.

We must be talking cross-purposes here because I just don't see what you're doing going anywhere near the trigger if you want to change the item that its triggering...
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Post by copperman »

I believe the E button is to alter an existing target, effectively deleting and adding, but with a single click.
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Post by George Gilbert »

But why would you want to delete and then re-add the same item? It achieves absolutely nothing; the trigger would be unchanged...
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Post by TheMormegil »

I'm guessing he means if you want to change the target to one nearby...so the E button would pop up the map to choose it centred on the existing one.
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Post by copperman »

thats my guess too :D
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Post by Gambit37 »

George Gilbert wrote:We must be talking cross-purposes here because I just don't see what you're doing going anywhere near the trigger if you want to change the item that its triggering...
Yep, you got the wrong end of the stick. :P I didn't say anything about editing the item it's triggering, but editing the TARGET.
TheMormegil wrote:I'm guessing he means if you want to change the target to one nearby...so the E button would pop up the map to choose it centred on the existing one.
That's it exactly. Your number 3, GG. Where's the confusion?

If you decide you want to change the target of an acuator after you've created it, you can't. You have to delete the target and add a new one. That's daft.
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Post by beowuuf »

I got confused and meant 3 : (
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Post by linflas »

so this is just a problem of number of clicks... is your index finger damaged ? :P
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Post by beowuuf »

You also have to break flow for scrolling around the level selection screen - it's very stressful!

Actually, my argument for an edit would also have nothing to do with the ease of swapping actuator targets. Currently the RTC associations for triggers make it hard to see what is going where in complex mechanisms (red and green arrows can go everywhere!). It might be nicer to be able to 'edit' to see where somehting is going - especially if it's for someone trying to transfer a complex machanic from a general library file into their own dungeon
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Post by Gambit37 »

No, not damaged, just trying to add some extra usefulness to a critical part of that editor screen.

When you link an actuator to it's target, you get the 'select location' screens -- the map scroller and the tile contents dialogue. It's crazy to have to go through these screens again by deleting and re-adding targets when all you might want to do is modify the target to another object on the same tile as the existing target.

I guess you'd have to do this anyway when adding a target, but it's very annoying when your targets are on levels other than the actuator itself.
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Post by linflas »

i see.. so 'edit' would only popup the tile contents. window
for another tile, you will still have to delete and add, so if it was on another level, you get the same problem...
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Post by George Gilbert »

Now done for V0.39
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