Update!
Fixed the annoying red text output that was there for debug, and not really supposed to be uncommented, lol.
Also, I added in-script help system, so you have no excuse to not RTFM now. If anyone wants to write a better help.wbt file, be my guest. The syntax for the format editing tags in the wbt file is:
!<jrrggbbfs>
j: Justification - Left center or right [ l | c | r ]
rrggbb: Color - just like doing color in html, the rgb in hex format.
f: Text font - Big, small, or medium [ 0 | 1 | 2 ]
s: Shadows - Off or on [ 0 | 1 ]
If you write a better one, link me or tell me in IRC or something, and if it passes the test, it will be included in the next version.
Here's responses to most of the ideas and issues:
Originally Posted by
Drakhir
There should be like some arrows pointing the X, Y and Z to move the objects.
And maybe change manually the values.
Planning to do buttons in the future, and also manually changing also.
Originally Posted by
Jam0864
i dont rly like the script to be honest.
I like the old fashioned text editing. =D
although if its possible to make a script that automatically loaded a certain mod every 10 or so seconds, it would be a lot easier, as i wouldn't have to repeatadly load another mod, then reload the mod im working on to see changes. *hint hint* lol
I'm going to have a key that will let you "test" your mod then return you to worldbuilder soon, it will load default then load the new mod right away so it really loads.
Originally Posted by
MrPoptart
a way to edit an existing evn mod would be teh awsomeness
That is pretty much supported... Any scripts with env_mod objects in them that were created by worldbuilder can be loaded back into worldbuilder, albeit at the price of having the rest of the mod stripped out when you resave. Press l to load a file.