Staredit Network > Forums > Portal News > Topic: Even Newer Editor Q&A
Even Newer Editor Q&A
Feb 17 2011, 2:05 am
By: DevliN  

Feb 17 2011, 2:05 am DevliN Post #1

OVERWATCH STATUS GO

--- STARCRAFT II EDITOR ANSWERS- 2/16/2011 ---


Q. (ProzaicMuze) Are there any plans to make Footprints more user-friendly?
A. We will be addressing a few issues with the Footprint editor in the next major patch. If you could provide detailed reproducible steps for the bugs you've encountered, we can make sure that they are addressed in the future.

Q. (ProzaicMuze) The Validator Unit Compare Field is very hit or miss. ... Would you consider making a UI for this validator similar to the upgrades UI that compiles a list of all the fields for the specified unit?
A. Absolutely, we would like to add support for picking fields to compare through the editor instead of having to type in a field path.

Q. (ProzaicMuze) Are there any plans to improve the current tooltips and add more to those fields that lack a description?
A. We are working hard to provide more and better documentation for the Data Editor specifically, but also throughout the rest of the editor.

Q. (ProzaicMuze) Are there are plans for allowing drag and drop organization of events or mass selection (and the use of the delete key)?
A. We frequently discuss improvements that would make the Actor Editor easier to use. Simple tweaks like multiple selection and hotkeys are a strong possibility. More involved improvements like documentation for each term and message are also being considered long term.

Q. (Stark) Would it be possible for us to get a new actor effect that lets you shake the camera?
A. We have long term plans to integrate Actor with Cameras so that this type of effect would be possible.

Q. (BEARAND) Why do "Supplies Made" and "Supplies Used" functions exist under the "Player Properties (Get)" preset, but not under "Player Properties (Set)"?
A. Game systems that support changing data values tend to be more complex. This is a case where we sacrifice flexibility to achieve other goals and is unlikely to change unless needed by our designers.

Q. (thenk) In order to create customized abilities, will you consider adding the ability to modify the CBehavior.Chance field with Catalog Field Value Set?
A. We have made the Effect Chance fields upgradeable in the next patch which should make it possible to avoid duplicating objects just to change this field's value.

Q. (payne) Are there any ways to set the collision region of units a rectangular instead of a circle?
A. Our pathing system treats colliding movable units as circles in order to achieve improved performance and smoothness. For units that are immobile like the Barracks, they can apply a footprint of almost any shape.

Q. (DarkRevenant) The entire map breaks and crashes in the middle of play when some internal memory limit is exceeded by the script. ... I ask for insight from Blizzard as to the nature of the scripting memory limit so that I might be able to make changes.
A. Changes in the next major patch should roughly double the amount of memory available to galaxy scripts. We've read a lot of the feedback and issues that map makers have run into and have more changes planned for the future.


From http://us.battle.net/sc2/en/forum/topic/2046737505#2



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 17 2011, 2:15 am Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Moar memory, yaaay!
Less buggy footprint editor, yaaay!
Better actor event editor, yaaay!




Feb 17 2011, 2:23 am Riney Post #3

Thigh high affectionado

Yay



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-- Updated as of December 2021 --

Feb 17 2011, 4:50 am payne Post #4

:payne:

Way to not tell me how to get my thing to work on non-static items. >_>



None.

Feb 17 2011, 5:06 am DevliN Post #5

OVERWATCH STATUS GO

Was that a separate question you asked? Otherwise I'm not sure what you're talking about.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 17 2011, 11:12 am LoveLess Post #6

Let me show you how to hump without making love.

Quote from payne
Way to not tell me how to get my thing to work on non-static items. >_>
They basically said no bro. Static only.



None.

Feb 17 2011, 11:33 am NicholasBeige Post #7



You could go old-school and make a workaround. Creating a 'structure' which doesn't collide with your unit, which is invisible, but collides with all other units and with a rectangular footprint - updated to move to location of your unit every 0.0 game seconds, and face the point-facing of your unit. Only limitation would be the number of 'collisions' available, and whether or not there are hundreds of your unit on the map.

Edit: Just realised, this would only stop other units from getting 'close' to the unit with the structure applied. It wouldn't stop the unit from getting closer to other units. Maybe look into the wander behaviour, and the 'leash' effect it has and more old-school dummy units.



None.

Feb 17 2011, 1:13 pm Ahli Post #8

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
Way to not tell me how to get my thing to work on non-static items. >_>
What are you trying to do that can't be done with circular collision?




Feb 17 2011, 4:53 pm payne Post #9

:payne:

Quote from LoveLess
Quote from payne
Way to not tell me how to get my thing to work on non-static items. >_>
They basically said no bro. Static only.
I realized that after posting. XD
Quote from Ahli
Quote from payne
Way to not tell me how to get my thing to work on non-static items. >_>
What are you trying to do that can't be done with circular collision?
Basically I'm trying to get a Pong Pad working.
Dontcha tell me I need to stack hundreds of slightly offsetted circles. ;o



None.

Feb 18 2011, 12:16 am UnholyUrine Post #10



Oh good... Now maps won't crash that often



None.

Feb 18 2011, 12:37 am Vrael Post #11



Someone should ask when they're going to add non string-consuming comments to SCMDraft2.



None.

Feb 18 2011, 12:43 am NicholasBeige Post #12



Quote from payne
Quote from Ahli
Quote from payne
Way to not tell me how to get my thing to work on non-static items. >_>
What are you trying to do that can't be done with circular collision?
Basically I'm trying to get a Pong Pad working.
Dontcha tell me I need to stack hundreds of slightly offsetted circles. ;o
Maybe 6 circles will suffice - if I remember your map correctly. Try using attachments, ie, 1 'pad unit' with 3 'pad blocks' attached with offsets in the 'up' direction, and another 3 'pad blocks' attached in the opposite direction.



None.

Feb 18 2011, 4:24 am Roy Post #13

An artist's depiction of an Extended Unit Death

Quote from name:Cardinal
Quote from payne
Quote from Ahli
Quote from payne
Way to not tell me how to get my thing to work on non-static items. >_>
What are you trying to do that can't be done with circular collision?
Basically I'm trying to get a Pong Pad working.
Dontcha tell me I need to stack hundreds of slightly offsetted circles. ;o
Maybe 6 circles will suffice - if I remember your map correctly. Try using attachments, ie, 1 'pad unit' with 3 'pad blocks' attached with offsets in the 'up' direction, and another 3 'pad blocks' attached in the opposite direction.
1. Make a region the size of the pong pad.
2. Center region onto pong pad.
3. ?????
4. Profit.

Maybe I'm missing something. You can make varying regions to cover multiple sizes, but I'm guessing you have a reason why this wouldn't work, else it would have been suggested/thought of already. Anyway, this discussion sounds like it belongs in UMS Assistance, not here.

I'm glad Data Editor documentation has plans to be more complete.




Feb 18 2011, 4:32 am payne Post #14

:payne:

Quote from Roy
Quote from name:Cardinal
Quote from payne
Quote from Ahli
Quote from payne
Way to not tell me how to get my thing to work on non-static items. >_>
What are you trying to do that can't be done with circular collision?
Basically I'm trying to get a Pong Pad working.
Dontcha tell me I need to stack hundreds of slightly offsetted circles. ;o
Maybe 6 circles will suffice - if I remember your map correctly. Try using attachments, ie, 1 'pad unit' with 3 'pad blocks' attached with offsets in the 'up' direction, and another 3 'pad blocks' attached in the opposite direction.
1. Make a region the size of the pong pad.
2. Center region onto pong pad.
3. ?????
4. Profit.

Maybe I'm missing something. You can make varying regions to cover multiple sizes, but I'm guessing you have a reason why this wouldn't work, else it would have been suggested/thought of already. Anyway, this discussion sounds like it belongs in UMS Assistance, not here.

I'm glad Data Editor documentation has plans to be more complete.
The event "Unit Enters Region" wasn't executed fast enough to detect the fast balls.



None.

Feb 19 2011, 10:53 am NicholasBeige Post #15



Quote from payne
Quote from Roy
Quote from name:Cardinal
Quote from payne
Quote from Ahli
Quote from payne
Way to not tell me how to get my thing to work on non-static items. >_>
What are you trying to do that can't be done with circular collision?
Basically I'm trying to get a Pong Pad working.
Dontcha tell me I need to stack hundreds of slightly offsetted circles. ;o
Maybe 6 circles will suffice - if I remember your map correctly. Try using attachments, ie, 1 'pad unit' with 3 'pad blocks' attached with offsets in the 'up' direction, and another 3 'pad blocks' attached in the opposite direction.
1. Make a region the size of the pong pad.
2. Center region onto pong pad.
3. ?????
4. Profit.

Maybe I'm missing something. You can make varying regions to cover multiple sizes, but I'm guessing you have a reason why this wouldn't work, else it would have been suggested/thought of already. Anyway, this discussion sounds like it belongs in UMS Assistance, not here.
The event "Unit Enters Region" wasn't executed fast enough to detect the fast balls.
I still think that was down to a problem with your triggers.

Did you try periodically checking if Ball InRegion = true? Because that should be identical to a Unit Enters region event.

Quote from Roy
I'm glad Data Editor documentation has plans to be more complete.
^ Agreed. Although the only thing I don't fully understand is Actor Events and some requirement/validator terminology and how to use them properly. Most of the tooltips are pretty vague and cryptic already :D - so I hope they fix that and give us some proper documentation instead of just more vague and cryptic tooltips.



None.

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