I think it is amazing that there are so many talented people still working on such an old and dear game.
nlight, what you're doing is fantastic, but you also need to understand that you didn't give us a lot of information to go by. There're so many nuances to SC that most people of SEN knows by heart now that we'd be questioning rather a further abstraction would be helpful or a detriment.
I'm not a programming at heart, rather I literally just make maps and do not delve into the programming aspects. So, I am coming from the perspective of a mapmaker with novice understanding of programming, but good knowledge of SC triggers.
What I want to know is how LangUMS can help simplify things further for me from the normal SCMDraft text-based triggers.
Here's a real example:
I am making a version of Freeze Tag, where each player can be an SCV, Probe, Drone, or "IT" (like a zealot or something). Each time the player that is "IT" kills an SCV, he becomes the SCV, and the person that died becomes IT after 15 seconds.
Normally, I would have to create a ton of repetitive triggers where I say
Player 1, Player 2, Player 3, Player 4, Player 5, Player 6
Current Player kills exactly 1 SCV
Move Location X on top of Zealot owned by Current Player
Remove Zealot owned by Current Player
Create SCV for current player at Location X
And repeat for killing 2 scvs, 3 scvs, 4, and etc., up until a point where we know a normal game would not have that many deaths. Can LangUMS help make this more expedient?
(there's probably a better solution to this, but let's just say that there isn't for now).
Here's a harder example:
What if I want to use a Mobile Grid system?
Let's say I want to use a mobile grid to check whether the player has moved his zealot North, East, South, or West. Using a 1x1 mobile grid centered on his zealot... Would LangUMS be able to help with that?
Here's another one that I had trouble with before:
What if, in an RPG, I want to award players with minerals every time they've gained 5000 score of Kills and Razings. From 5k to 95k, they get awarded 5 minerals every 5k. When they reach 100,000 score, I want to award them with 10 minearls every 5k. How does LangUMS deal with this? (how does Oreotriggers deal with this...?)
Added to this, I want to detect when a person has killed anything, and use it for an ability. Let's say, whenever a player kills something, they spawn a broodling. So now, I need to change the score from Kills to Razings.
Anyway, these are some questions I have always wondered if third party programming tools can help with, as working on these triggers are extremely tedious and time consuming.
None.