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https://i.imgur.com/eQF6jI0.pngWhat am I missing here? Still says i'm at 92.6% used. Wow, I can't believe the order of magnitude size increase we're getting. from 0.06megabytes to FOUR GIGABYTES
Doesn't it only kick in when you overrun the (old) limit?
Trial and error... mostly error.
The display in the string editor only kicks in when its over the limit (Since it currently doesn't know what format the map is/will be saved in), the new format kicks in as soon as you save in SCR compatible map format.
Find Me On Discord (Brood War UMS Community & Staredit Network)
Did Blizz announce this change anywhere or was it like a hidden update?
Find Me On Discord (Brood War UMS Community & Staredit Network)
It's no longer giving me percentage but it is still saying my cap is 1877 strings. I'm gonna assume this is like a visual error.
HELL YES 4GB STRINGS GET HYYYYYYYYYYYPE!
It was in the 1.23.1 patchnotes
That cap is the maximum number of strings in the current string table - it is expanded on the fly though nowadays so its not that meaningful. Maybe that should be changed / removed to just saying how many strings are in use.
FYI: traveling the next two weeks with limited internet access.
I found that it only shows colour on inverted locations above locid65. So its Hard to see if location 2 is inverted or not maybe can fix. Thanks for good program i love it
A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl
Ill try do my best in making all youre watchers happy
The maps I made are tweaked into perfection and maximum strategy added
It looks like the location is just covered by so many other locations that the red shading no longer is visible.
Could you hide color codes in unit name? IIRC older version of SCMD had this feature, for better unit name completion.
Hiding seems like a recipe for confusion, but smarter suggestions (e.g. ignoring color codes for search) would be nice
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
Could you hide color codes in unit name? IIRC older version of SCMD had this feature, for better unit name completion.
Hiding seems like a recipe for confusion, but smarter suggestions (e.g. ignoring color codes for search) would be nice
I can certainly agree that a better implementation of finding unit names with colors in them would be helpful. Currently for early development, I've refrained from using any color codes in the beginning of unit names so that searching for them is easier when making triggers. Making unit name searches work similarly to the way they work in EUD Editor 2 would be awesome. For example, if searching for Zerg Mutalisk you can simply search for muta and it will come up because it searches the whole name rather than just the beginning of the name. It also allows you to search both by the custom unit name and the original unit name.
Is it possibel we can have locations abit Like inverted where its outside of the location. If i understand inverted locations right its if both sides of a unit is outside of the inverted location. Maybe im wrong and inverted locations is as I need. I need a location where its outside of an center box.
Can anyone explain how an inverted location works?
Why is the updated scmd2 without trigger editor?
A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl
Ill try do my best in making all youre watchers happy
The maps I made are tweaked into perfection and maximum strategy added
It should have both classic and text trigedit included.
It should have both classic and text trigedit included.
Weird its v. 09,09 i got i think is that the newest? It dosent include text editor maybe just me Who cant find its moved to another option? Ill take a screen shot for You. Weird i found it same spot as usual now i must have looked wrong.
Can Anyone explain to me how inverted locations work? To detect a unit in an inverted location the unit must be outside both borders of the inverted location?
Or is it enough if units is completely out of the borders on an inverted location?
If i get it right a unit needs to touch All borders in an inverted location.
If thats the case i could wish for out of the box locations in scmd2 i would Like that if possibel to detect if a unit is outside of a location.
Post has been edited 5 time(s), last time on Nov 20 2019, 9:15 pm by GGmano.
A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl
Ill try do my best in making all youre watchers happy
The maps I made are tweaked into perfection and maximum strategy added
Is it possibel we can have locations abit Like inverted where its outside of the location. If i understand inverted locations right its if both sides of a unit is outside of the inverted location. Maybe im wrong and inverted locations is as I need. I need a location where its outside of an center box.
Can anyone explain how an inverted location works?
Why is the updated scmd2 without trigger editor?
To evaluate Bring as True, All 4 must be met;
Unit's left margin < Location's right margin
Unit's top margin < Location's buttom margin
Unit's right margin > Location's left margin
Unit's buttom margin > Location's top margin
(Unlike math, y increases when go down.)
Inverted Location works as same as normal one.
When Location's all 4 margins are inverted, unit should
contains inverted location to make Bring True.
┌ Unit ┐
│ㅁ <---- inverted location
└───┘
Cool Thanks than i got it right. Than it could be cool if scmd2 could do some out of location types to detect if a unit is outside a location. I dont know if can add such types of locations but could b cool
A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl
Ill try do my best in making all youre watchers happy
The maps I made are tweaked into perfection and maximum strategy added
We're limited by the SC engine, and can abuse oversights in the optimizations in the engine to get inverted locations. Unfortunately without new features that is it.
Cool Thanks than i got it right. Than it could be cool if scmd2 could do some out of location types to detect if a unit is outside a location. I dont know if can add such types of locations but could b cool
That's a rather simple trick in my opinion. Basic applications of this only require 2 conditions (most effective when tracking unit(s) of a unique type):
-Player commands atleast 1 of unit
-Player brings exactly 0 of unit to location
In order to apply this onto a multitude of units of same/mixed type, the method requires knowing the total count of units on the map (or just the general area of where the units are expected to be).
For EXACTLY # of units outside location:
-Player commands exactly (total) of unit
-Player brings EXACTLY (total - #) of unit to location
For ATLEAST # of units outside location:
-Player commands exactly (total) of unit
-Player brings ATMOST (total - #) of unit to location
For ATMOST # of units outside location:
-Player commands exactly (total) of unit
-Player brings ATLEAST (total - #) of unit to location
Edit: The top conditions aren't actually required, but I implement it that way as extra precision.
That's a rather simple trick in my opinion. Basic applications of this only require 2 conditions (most effective when tracking unit(s) of a unique type):
-Player commands atleast 1 of unit
-Player brings exactly 0 of unit to location
In order to apply this onto a multitude of units of same/mixed type, the method requires knowing the total count of units on the map (or just the general area of where the units are expected to be).
For EXACTLY # of units outside location:
-Player commands exactly (total) of unit
-Player brings EXACTLY (total - #) of unit to location
For ATLEAST # of units outside location:
-Player commands exactly (total) of unit
-Player brings ATMOST (total - #) of unit to location
For ATMOST # of units outside location:
-Player commands exactly (total) of unit
-Player brings ATLEAST (total - #) of unit to location
Edit: The top conditions aren't actually required, but I implement it that way as extra precision.
Yea its easy to detect if 1 unit is out side a location if 2 units of a type and 1 unit is in a location. But to center 2 locations on 2 of same unit is Harder if You can't give the one of em units to another player and back. Been trying with given the unit back and forth to other player while center the second location when the one unit is other player but it ruined the order of the unit.
A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl
Ill try do my best in making all youre watchers happy
The maps I made are tweaked into perfection and maximum strategy added