Staredit Network > Forums > SC1 Mapping Tools > Topic: Final Call For SCMDraft, Revised
Final Call For SCMDraft, Revised
Aug 18 2009, 6:37 am
By: Vrael
Pages: < 1 « 15 16 17 18 1925 >
 

Jan 27 2010, 10:42 pm Suicidal Insanity Post #321

I see you !

With or without the grid window open?




Jan 28 2010, 4:04 am Lanthanide Post #322



On the unit properties dialog, from the previous screenshot, can you add the ability to modify mulitple units' properties at once? I guess shift-click would work for a selection method for most of the properties like HP and shield %, but for the X and Y position it would be good if you could select multiple units, right click and select "modify co-ordinates", where another dialog popped up asking you to specify offset values for x and y (eg -8096 to +8096, or whatever the current map dimensions are). This way you could offset a bunch of units by some z pixels accurately and quickly, rather than having to edit each unit individually.



None.

Jan 28 2010, 4:37 am fat_flying_pigs Post #323



1) please remove the admin install (for the fourth time..). make the ".scm and .scx files open with scmdraft2" an option or something.
2) I believe profiles stored on the computer. Could you make the profile store in the scmdraft folder? This way I don't have to keep recreating profiles.
3) This question was posted somewhere (can't find it) but..: how do you disable the profile screen, and have it skip to the main window?



None.

Jan 28 2010, 8:05 am Wormer Post #324



Concerning the properties dialog above:
1. Please make the unit properties dialog non-modal that one can select and deselect units from the main screen.
2. Please make a way to remove selection of units from the properties dialog itself, a button "Deselect" downstairs would work.
3. I would have preferred the following position of buttons downstairs (dots represent spacing room in between):
"Move Top".."Move Up"."Move Down".."Move Bottom"...."Deselect".."Delete"
4. When one has a multiple selection and when the value of the field (the flag) is different for at least two units in the selection, clean up the field (make the flag gray). On the other hand when the value of the field (the flag) matches for all the units of the selection display that value.

EDIT:
5. And, yeah, when you apply changes while multiple units are selected it applies to all of them (guess that was supposed, but to make it clear).

Post has been edited 1 time(s), last time on Jan 28 2010, 8:27 am by Wormer.



Some.

Jan 28 2010, 1:19 pm Kenoli Post #325



Quote
how do you disable the profile screen, and have it skip to the main window?
Make a shortcut like
Quote
"C:\Program Files\Stormcoast Fortress\ScmDraft2.exe" -profile=Default




None.

Jan 28 2010, 11:15 pm Suicidal Insanity Post #326

I see you !

lets see...

lanthanide: Multiple select will still work, much like it does right now. I dont know about contant offsets tho, you can already move selected units with ctrl /shift + arrow keys.

pigs: As I have said before, when I make an official release I will also have a .zip version the way it is now, but for the random prereleases I have my scripts setup to make the installer.

Wormer: What advantages are in a non modal dialog? The code for that is alot more complicated due to syncronisation. Updating the map with the selection in the property window should be doable, probably a new button or a hotkey.
5: that is the way it already works.




Jan 28 2010, 11:41 pm Lanthanide Post #327



Ah, I didn't know that about using ctrl/shift. That will help speed my mapping up, thanks. No real need for my suggestion if this is in place.

Is there a way to selection multiple locations and move them simultaneously while keeping their relative locations? If not, you should definitely add that.



None.

Jan 29 2010, 7:55 am NudeRaider Post #328

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

Quote from Wormer
2. Please make a way to remove selection of units from the properties dialog itself, a button "Deselect" downstairs would work.
I strongly support this. It's a pain to move/delete only a few units from a bunch of stacked ones.
Most of the time I end up just removing them all and recreating the ones I need having to set each and every property again. Annoying.




Jan 29 2010, 5:54 pm Wormer Post #329



Quote from NudeRaider
Quote from Wormer
2. Please make a way to remove selection of units from the properties dialog itself, a button "Deselect" downstairs would work.
I strongly support this. It's a pain to move/delete only a few units from a bunch of stacked ones.
Most of the time I end up just removing them all and recreating the ones I need having to set each and every property again. Annoying.
This was probably my main desire. Nude described it very clear. However non-modal dialog seems a near to necessary addition for the completeness of the picture. Can't recall the particular case, but if one finds the purpose of the properties dialog to handle units selection useful, the modality would easily become a headache.



Some.

Jan 30 2010, 2:17 pm Suicidal Insanity Post #330

I see you !

You guys do know you can press ctrl del in the unit properties dialog to kill the selected ones of the map selection, right?

And modality just makes the code twice as complicated, and introduces a bunch of other problems, such as what to do if units are selected on the map after the selection in the window was changed, etc.

Post has been edited 1 time(s), last time on Jan 30 2010, 2:42 pm by Suicidal Insanity.




Jan 30 2010, 3:04 pm NudeRaider Post #331

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

SI just told me that, to move the units, we could just change the xy-coordinate. Move it to some free space and you have successfully separated it. I guess this workaround is good enough for me.




Jan 30 2010, 3:47 pm TiKels Post #332



How about being able to choose what sides of the border are added to/cropped when you change map size. IE: Right now it only adds to/removes from the bottom and right(?) which is then almost entirely useless when you wanna resize your map and you started from the bottom/right.

I am not a programmer and I have no idea how complicated this might be to do.
Thanks in advance, TiKels.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jan 31 2010, 9:10 am Wormer Post #333



You guys do know you can press ctrl del in the unit properties dialog to kill the selected ones of the map selection, right?
Haven't known that. But then there is another problem that I can't deselect or invert selection in the properties dialog fast, if I have about 25 units stacked I have to deselect most of them clicking one by one and only then press ctrl+del to kill the selection. And then I realize I need one more extra unit selected or that I killed wrong selection or something -.-
And modality just makes the code twice as complicated, and introduces a bunch of other problems, such as what to do if units are selected on the map after the selection in the window was changed, etc.
Well it's up to you to add or not to add modality. Don't quite get the problem described but in my opinion you're adding freshly selected units to the list without affecting current selection in the properties menu.

Also it would have been probably nice to see the units which are "under the cursor" (the units which will be selected if you click mouse) at the moment in the pop up list which appears when you hold some control button for a while. After it appeared one can choose one or more units from the list to select.



Some.

Jan 31 2010, 7:33 pm Kaias Post #334



Minor oversight- The asterisk indicating that changes have been made since saving disappears when you try to save it and fails because the map is open in Starcraft. It would be preferable if the asterisk stayed because the map wasn't actually saved.

Edit: Also, compiling in the text trigger editor removes triggers from being owned by non-P1-8 players. I suggest that it doesn't do this, since it is useful to use the useless players to tag triggers, comment trigger display, isolate triggers and for bookmarks, etc.

Post has been edited 1 time(s), last time on Jan 31 2010, 7:41 pm by Kaias.



None.

Jan 31 2010, 8:14 pm Jack Post #335

>be faceless void >mfw I have no face

http://www.staredit.net/topic/3495/ it'd be sweet if this was part of SCMDraft as standard.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 31 2010, 8:26 pm Neki Post #336



Wow, everyone in that threads are idiots. Adding a plug-in that won't affect you doesn't mean it's a bad idea. When I'm editing a map, I like to alt-tab as soon I find a bug and fix it, and try saving it often, forgetting I'm still in-game. Adding it would help people, not annoy people. I liked the idea.



None.

Feb 1 2010, 3:38 am bobo Post #337



I dont know if somebody mentioned it already but can u make it so when u delete a location, its like the normal staredit, as in where if the location is in use it will display a warning saying its being used and if its not being used it will jus delete? Lol thats about the only thing i found useful in normal staredit compared to SCMDraft



None.

Feb 1 2010, 3:41 am payne Post #338

:payne:

SI, did you add the trigger tree to organize ourselves?
I think we all agreed that we didn't care about compatibility with other editors ;o



None.

Feb 2 2010, 12:05 am Suicidal Insanity Post #339

I see you !

I havn't done anything major with the triggers yet, am working on other things and potential EUD changes first.

btw I saw that scmdraft wasn't showing in alt tab for unit properties, at least for my version, and fixed that. ALso was the case in a few other places, so if it still isn't showing up after the next posted build tell me.

E: The unit dialog I showed earlier now has everything working except for move up/down, and column sorting.

Post has been edited 1 time(s), last time on Feb 2 2010, 12:34 am by Suicidal Insanity.




Feb 2 2010, 11:59 pm Suicidal Insanity Post #340

I see you !

Download link updated with the new unit dialog, play around with it. Move up/down is not implemented, and sorting by index is the default but does not work later, but the rest should be ok.

Alsoyou can use Int:number in text trigedit in a few condition fields (Player/owner and unit type), play around with that.




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