I've got a more personal question.
Can there be TWO options for copying triggers? One for the way triggers copy now, which is right below the trigger that was copied, and one that copies the trigger and sends it to the bottom of the list.
I really hate having to click Move Down a couple times each time I copy a trigger sometimes when I'm trying to keep my stuff sorted. xD
Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.
SI, couldn't you make something that takes a unit and tests it against SC's graphic drawing abilities to see whether or not it crashes? I know this wouldn't always work properly, with things like portrait crashes and such, but it would definitely help a lot. Not really a huge need, but if you have extra time, it'd be an awesome feature.
None.
I dont think I know enough about the interdependencies of the different internal iscript stuff to pull that off easily and reliable. Possible some of the obvious crashes but thats not worth the effort of having to deal with people then wondering why it isn't perfect
It would be nice if when I closed and opened classic trigger editor it opened to the place I closed on- useful for resuming work where I left off, or for closing, saving and reopening.
Similarly, it'd be extremely nice if you could place 'bookmarks' in the trigger listing and easily access the different areas. Better than this though, would be the ability to create expandable sections in your triggers, so we can section off places and work where we need to easily.
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Not sure if it's been mentioned. For some reason I can't place minerals close to a Nexus (with the "disregard mineral distance) checked. However I can place a Nexus next to minerals.
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Yet not for me. But that doesn't really matter now, because I still have yet to get a new computer. I'm stuck on the school's computers [which are, sadly, better than mine].
While I'm here, I'd admit that my last proposal would be close to impossible to do.
And I'll throw in the fact that SEN looks crappy in IE...
Maybe you have an old version of scmdraft?
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
It's only a minor request, but it happens to me all the time. I think about how I set up a trigger, then I click the player I want to create it for and click on "new" only to realize that now I have to select the player again.
So it would be nice if when you create a new trigger automatically the player(s) is/are ticked which you selected from the list.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Bump.
I can finally say something definite about the crash bug.
It only crashes the map after I changed some triggers. If I just load the map without doing anything it's stable.
Testing with a clean map right now...
EDIT:
As I suspected it doesn't happen with a clean map in which I renamed a Marine to "<07>Terran <04>Marine" and changed a trigger to include this marine.
So there must be something special about my map, but I can't figure what it is.
EDIT:
Important feature request:Make it so that ScmD accepts extended Players in actions.
Sometimes we
do want to remove/move/whatever units of P13-255 and it's a pain in the ass to have to use Starforge just for that. Thank you.
Post has been edited 2 time(s), last time on Apr 26 2009, 3:44 am by NudeRaider.
Make Map Revealers invisible in the Fog of War layer
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1. I'd like to be able to place Fog of War simultaneously for several players.
2. In text trigger editor hotkey to compile action.
3. Fast exit from text trigger editor via Esc. (Probably some other windows too?)
Some.
I'd like to be able to place Fog of War simultaneously for several players.
Ctrl-Click with fog of war will do it for all players, but I don't think there's a way to only do it for a certain group..
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It would be useful if when selected on a trigger holding a button like ctrl would ignore the comment action for that trigger so you can quickly peak at it expanded without entering it.
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The description to the condition Memory(P, QMod, N)
Memory at Death Table + P is QMod N
is confusing (
http://www.staredit.net/147985/).
I'm not perfectly sure, but IMO the formula should be:
DeathTable + (P+1)*4
(DeathTable + (P+1)*4) mod 0xFFFFFFFF
EDIT:
Also, please, consider this problem from the thread linked above:
While this works for Morph's map, it crashes my map. I have no idea why this happens...
The map:
http://www.mediafire.com/?r42eotztyjqThe first trigger for Player 8 in the map is the only place where it contains the Memory condition which should detect Ins key press. The map crashes on it's check instead. If you disable the condition everything would be fine. What strange is that instead of Memory the Deaths("Player 9", Exactly, 256, UnitID:1060) works fine!
Any ideas?
This is most likely SCMD problem (probably you mark Memory conditions in some way, which interfers), because the SF condition Deaths(12728, Exactly, 256, Terran Marine); works fine in that particular map.
EDIT2:
I think I found the source of the problem. It crashes when the Memory condition is compiled from SCMD text triggers. And then even if you delete/create new Memory condition in ClassicTrigedit from the trigger which included Memory condition and was compiled from SCMD text triggers, SC still crashes.
EDIT3:
How to reproduce bug:
For example, take this map: http://www.mediafire.com/?2muofowgmt5
Run it and press insert, you'll see a text message.
After that open SCMD text triggers, press compile and exit.
Run the map in SC to see it crashes.
Post has been edited 13 time(s), last time on May 3 2009, 9:28 am by Wormer.
Some.
Option to turn turrets on or off:
see
http://www.staredit.net/topic/7286/
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
You should infuse trigger duplicator into scmdraft2. Making multiple triggers with variables.
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