New build up with the options to hide graphics added.
Would be really nice to be able to mark tiles as unwriteable in isom/paste, for custom blends/tiles that are often overwritten, basically making them behave like doodads.
What about having a way to save off all unit stats/settings to file, and being able to import that into other maps.
Would be a useful feature for the few people who don't mod.
What about having a way to save off all unit stats/settings to file, and being able to import that into other maps.
That is fairly easy to do, if the demand is there, since the save / load code already exists for saving it to the map. I'm not sure whether it would go into the map settings tabs, or an extra export / import dialog with a choice of unit / tech / upgrade settings (And possibly more in the future).
SCR now supports masking for EUD trigger actions, so you can alter just 1 or 2 bytes at a time instead of always having to read or set 4 bytes at a time. Does scmdraft support this in its standard and text trigger editors?
None.
I didn't know that was public knowledge, I'm the one that asked and pushed for that feature and worked on it together with the EUD dev.
Its been available in private builds for a year, I'll add the flag that enables it in the next release build.
What else have you got tucked away in private builds?
None.
What about having a way to save off all unit stats/settings to file, and being able to import that into other maps.
That is fairly easy to do, if the demand is there, since the save / load code already exists for saving it to the map. I'm not sure whether it would go into the map settings tabs, or an extra export / import dialog with a choice of unit / tech / upgrade settings (And possibly more in the future).
I could definitely use this feature, I've been wanting something along these lines for a while. Being able to import and export other sections of the map, such as strings, locations and switches would be desirable, too.
Also, improvements to location handling would be really awesome, if you were feeling up for the task. Things like being able to select/move multiple locations at a time and being able to cut/copy/paste locations.
Post has been edited 1 time(s), last time on Dec 24 2018, 5:57 am by Ultraviolet.
Import / export of sections that reference strings will need a bit of work to fix up references, but its a solved problem: the trigger editor does something similar while editing a trigger to support cancel.
Cut / paste locations is iffy, because if you cut, then create new ones, and then paste again it may swap the indices and then all triggers will refer to a different location. Other than that its just a question of finding the time, expanding location editing is in the idea list but doesn't have a high priority right now.
I'll have to see how much time I can find during the next week, I finally have a few days off of work.
ALL PRAISE YOUR SUPREME LORD CORBO
Is there a way to create a profile with an additional MPQ but said MPQ is embedded in a .exe?
Does not seem to list anything other than MPQ Archives but sometimes, mods have embedded mpqs into executables...
EDIT:
How does SCMDraft loads creep? does it uses custom MPQs for it?
Post has been edited 1 time(s), last time on Dec 27 2018, 5:40 am by Corbo.
fuck you all
Is there a way to create a profile with an additional MPQ but said MPQ is embedded in a .exe?
Seems like the sort of thing you should post the code of the mod that reads the MPQ out of the exe, and an example exe/mpq for
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
You should be able to just change the file filter to *.* in the browse dialogs, or worst case edit the profile in the registry manually. If its a standard embedded MPQ (I think they had start offset as a multiple of 2k or 20k) it should load.
Should I display all unit collision boxes when placing units by default, if stack is disabled? Or is that too much visual clutter?
Thoughts?
Would be nice to have that as an option, but not always on.
Definitely not always on.
None.
Right now it is an option in the debug menu. I was thinking it may be useful to display the boxes automatically when the brush contains a unit.
New build has a large refactoring of text trigedit code to start using the scmdraft codebase. If anybody notices something going wrong let me know.