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NeoLemmix => NeoLemmix Main => Archived Bugs & Suggestions => Topic started by: Gronkling on April 15, 2016, 01:54:12 PM

Title: [SUGGESTION][EDITOR] Rotate objects
Post by: Gronkling on April 15, 2016, 01:54:12 PM
BitBucket: https://bitbucket.org/namida42/neolemmixplayer/issues/17/support-rotation-of-objects

Right now you can flip, invert and rotate terrain. However you can only flip and invert objects, you can't rotate. Is there a reason for this? Assuming the trigger area would also be rotated this allows for some interesting things like vertical flamethrowers and water walls.
Title: Re: [SUGGESTION][EDITOR] Rotate objects
Post by: namida on April 15, 2016, 09:42:59 PM
Basically that - it could potentially cause a mess with trigger areas. But I'm not averse to adding it altogether; the details of how it works with the trigger area would just need to be worked out (keeping in mind that, the trigger areas are checked for at a lemming's foot, and objects are given their trigger areas with this in mind. Even simply for invert, the trigger area needs to be offset a bit from where it would be with a direct inversion).
Title: Re: [SUGGESTION][EDITOR] Rotate objects
Post by: namida on July 20, 2016, 03:51:06 PM
Some other changes I'm making to objects at the moment have made this much more plausible to implement. So, I'm adding support. :)
Title: Re: [SUGGESTION][EDITOR] Rotate objects
Post by: namida on July 21, 2016, 10:19:05 PM
(http://i.imgur.com/8FQQ0Pb.png)
Title: Re: [SUGGESTION][EDITOR] Rotate objects
Post by: LJLPM on July 21, 2016, 10:54:20 PM
Nice! This is very interesting, for sure! :thumbsup:
Title: Re: [SUGGESTION][EDITOR] Rotate objects
Post by: namida on July 21, 2016, 11:00:46 PM
It goes without saying that exits probably aren't where you want to use it.

The most likely usage, I would think, is for fire objects.
Title: Re: [SUGGESTION][EDITOR] Rotate objects
Post by: namida on September 07, 2016, 03:13:02 PM
Experimental versions of the player have supported this for a while. I still need to add editor-side support, but expect it in the next stable editor release (possibly even the next experimental).