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To kind of condense down Zoan's post, let's go with a list that goes down in terms of what things we desperately want... To things that would be cool to have. I will try to keep it short...
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2a. Add a way for us to use what we refer to as EUD (Extended Unit Death) conditions and actions as a part of triggers. What we do is take a unit's index ID, then read the game's memory for values in that ID like exact Health/shield/energy, position on the map, armor, order status (if it is moving/attacking/etc), speed, Weapon cool down, and many other things.
Similarly have a trigger condition that isn't tied to a unit ID, and can be used to read any part of memory that we want. That would allow things like mouse pointer co-ordinate detection and some of the other very technical things Zoan listed.
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3. We do not really need a new integer storage system since Deaths can generally suffice. Though adding the ability to copy, divide, multiply, and combine different Death integers would greatly increase our ability to provide the community with new content. Mainly copy and combine because this would be used in pretty much every map, multiply and divide would be for the more technical maps. New units to use specifically for Death integers would be cool, just label them "Death Counter #" and we can go crazy with it. No need to make it a selection in the UI.
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4. Currently we rely heavily on very "unusual" tools for many different things. Stacking wait actions with 0 duration to force trigger checks and essentially speed up the rate at which the game reads through triggers. Currently we have this up to around 12 cycles through every trigger per second. Disabling/Enabling doodad states to break unit sprites or make units disabled/cloaked that shouldn't be. Either allow us to do it easier, but in general just don't break them. Many classic UMS maps rely on this stuff.
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8. Make it so we can change any weapon's attack type and Detector status. Attack type meaning we can change a weapon so it is Normal, Concussive, or Explosive.
None.