Sorry Hey, take your time! I'm just, you know, putting all the stuff out there, we're entirely dependent on you for what happens and what doesn't. So have a cursory look, or not, and I'm grateful for whatever we get. Thank you!
I'll mark off crates destroyed by firing on them and the message saving thingy. And, uhh, I was asked if APC behavior could be created now, so I'll tack that on. According to tomsons26, that wouldn't be as simple as copy-pasting from RA code, but, we could take the design idea from the RA code to use as a framework for how it works.
Eh, you got crazy with the number of things I should look at and fix, lol. Not sure if I will manage everything, and I'll take my time. I got also my own ideas what new stuff to add, I believe you will like them.
Oh, really strange, no idea, maybe the exe FunkyFr3sh provided to me is somehow different. I'll take a look at some time, thanks Cm_blast for the tip.
Yes I noticed that myself and fixed that, will be part of next editor release (the last release was a not the final v2.0, so luckily I still have place for such bug fixes). It was caused by the new auto-apply feature.
I'm planning to implement a user-friendly way to place customized crates in the editor. But that will be done later, I still want to finalize (finally!) the version 2.0 which will not have this yet, but just after that I'll start v2.1 where I will only concentrate on adding stuff which I add within exe patching. Of course it will take time.
I can confirm this. If you want a quick test yourself, you only need to start my "The origin of the mercenaries" campaign first mission; That one start with a initial custom message and then a few seconds later another one; it used to stack, with a couple of seconds being the two together to make the player to know that they were chained and it wasn't any "empty" moment in bewteen messages since nothing is happening and it is not really a "rush anything" kind of mission.
With the lastest exe (not sure with the previous one) the messages are much shorter and it doesn't longer stack.
Maybe it can be added a way to control how long they are (but still keeping the default duration as it used to be).