I haven't been following this thread too closely, so I apologize if this has been discussed already.
Is there any possibility for shift/ctrl selecting multiple items in the classic trigger editor? Possibly even editing the player owner of all selected triggers, but I guess that would probably be out of scope.
Also, would it be possible to have the enter key also back out of the individual trigger window, and not just the actions/conditions? Would be nice to just rapidly hit enter to get all the way back to the main trigger window. EDIT: It seems spacebar does that, but not if you've clicked anything in that window.
Post has been edited 4 time(s), last time on Feb 17 2019, 8:03 am by Swampfox.
None.
The action issue regression should be fixed in the newest build, so the one that fixed modifying conditions as well. Can you make sure you are using that build?
My mistake, I hadn't updated yet, I was still using the build from 2/10. I downloaded the one from 2/13 and will use that next time I have time to map.
I haven't been following this thread too closely, so I apologize if this has been discussed already.
Also, would it be possible to have the enter key also back out of the individual trigger window, and not just the actions/conditions? Would be nice to just rapidly hit enter to get all the way back to the main trigger window. EDIT: It seems spacebar does that, but not if you've clicked anything in that window.
That doesn't work due to a change I made while fixing some problems with Korean text IME autocomplete. I do not know whether that will break if I revert this change, I had to do a lot of experimentation to get that to work. I'll see what I can figure out, but I don't have the drive attached with the Korean windows install right now.
Just finished adding support for including location names during copy / cut / paste.
What are your opinions on the names?
- should I keep the name identically )So you have "Terran Town A" 5 x
- Add 'Copy Of' in front?
- Add' (2), (3), (4) etc behind?
- Ignore the name if it already exists and use the default location name?
Having a customizable renaming system would be ideal. Something where you could choose a prefix/suffix to attach to new location names and choose a start number that increments with each location. If that's too much work, default location name would probably be my first choice of those presented.
I'm in agreement with Ultraviolet.
edit: a feature to hide units on an individual basis would be useful for me, as I place every guard and structure an AI can build on the map. AI often share expansion locations so being able to show units by race and by player would be nice as a holdover until we have a way to make units transparent or something.
Post has been edited 2 time(s), last time on Feb 26 2019, 6:27 am by Pr0nogo.
Customizable rename system is overkill for something that should be quick copy + paste. Then it may be more useful to have a 'location table' dialog for batch editing.
Transparent as in apply the cloaking effect should be possible - basically that cover the map in arbiters
SC2 lets you hide units and toggle the display of hidden ones, which if shown look hallucinated at 50% opacity. This would be better than simply cloaking them imo. The ability to toggle them in display is a must (and please have a keyboard shortcut, ctrl alt v or ctrl alt u).
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
Not sure if it's relevant
here but Neutral Players (and Unknowns) that afaik are non-functional player IDs could be renamed and sorted away from the others to avoid confusion.
Consideration: Are they used in EUDs/EPDs, which makes their IDs relevant? Or are the IDs considered common knowledge for EUD mappers? Maybe an option to show their IDs? Or a different format that covers both needs:
ID #0: Player 1
ID #1: Player 2
...
ID #13: Current Player
...
or something like that?
Btw. personally I like the change from "Neutral" to "Player 12 (Neutral)" but if my suspicion in above link is right, maybe it's not enough.
Edit: where is the repo for the source code? I guess with enough tinkering I could call the .dll or whatever library from Python and figure out the function signatures to do this. Thanks!
Hi,
Could you give a standalone snippet that shows how one could emulate the compile of TrigEdit triggers into a .scx map without opening SCMDraft?
E.g. if I have a plain text file with TrigEdit triggers, I want to add to a .scx map programmatically.
Here's an example in Python:
mapfile = 'my-map.scx'
trigfile = 'my-triggers.txt'
def set_map_triggers(infile, triggers):
"""Replaces the map's triggers with these triggers
"""
set_map_triggers(mapfile, trigfile)
# now the map has the TrigEdit triggers in trigfile
None.
The source isn't available.
Modifying the triggers is also non-trivial, because they touch multiple segments of the map. I've thought about adding an automation interface to the trigger interface, but it would probably not be used by anyone.
Resizing a map (e.g. from 192 to 194 and back manually) often results in redoing 1-2 tiles of terrain at the affected borders regardless of the user's smooth border selection. Would be nice to investigate and fix this issue if possible.
An unrelated but also frustrating visual error happens when zooming out near the southernmost border of the map, duplicating some tiles or the terrain cursor in the display as seen here:
https://i.imgur.com/ovcqugl.png
Resizing a map (e.g. from 192 to 194 and back manually) often results in redoing 1-2 tiles of terrain at the affected borders regardless of the user's smooth border selection. Would be nice to investigate and fix this issue if possible.
An unrelated but also frustrating visual error happens when zooming out near the southernmost border of the map, duplicating some tiles or the terrain cursor in the display as seen here:
https://i.imgur.com/ovcqugl.pngI just tried it, adding 2 tiles to all 4 sides and removing them again, and didn't see any terrain changed. Are you sure its not just left over graphics from before the resize?
It's very reproducible for me, though I'm obviously using new tilesets and profile settings. Last time we had issues with resizing (losing isom) you couldn't reproduce it even with my mpq + map + exact steps, so presumably it's something related to my profile settings?
I hit resize, offset -2,-2, size +4 +4. Then I reopened that dialog and reversed the changes. Did you mean you used undo vs. reopening the dialog?
I didn't use undo, and my steps didn't involve an offset, just a size of +2 +2.
I tried that first - also didn't see any corruption.
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Other questions: I am currently adding copy / paste of the fog of war layer.
- Right now right clicking when a normal brush (so rectangle area) is selected switches to the copy / paste / select mode. Any suggestions on a good method to switch back? Another right click?
- Should it always copy / paste for all players, or should there be a modifier key? My thought it is will do it for all players in the copy/paste layer, but only the current player in the FoW layer.
Second build with fog of war copy paste is up. This should mostly wrap up the handling in the copy + paste layer, open question is whether cut should reset the fog of war state.
Next step is to double check my code changes and then to integrate it into the fog of war layer.
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
cut: copy fog data into clipboard and restore all fog in the selection
delete: remove fog in selection
paste: overwrite selection with fog data in clipboard
That way you have an easy hotkey for all 3 states: fully remove fog, fully place fog, fill with custom fog pattern
Also: it currently displays it for the current player but copies / pastes it for all players. I think that is the more typical workflow in copy / paste layer, in the fog of war layer it will do it for only the current player.