Let me show you how to hump without making love.
No, we have that version.
None.
Oh, unit settings, not unit properties. gotcha.
tell blizzard to support whatever editor they end up implementing for Mac as well please!
Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands
Speaking of, what's the
actual latest version of scmdraft? There are a couple 0.8.0 versions floating around that are different.
Would someone mind linking to the absolute latest build?
Thx
this too shall pass
You don't really want the 'latest' build, because it has lost some functionality compared to earlier ones, eg ability to make locations outside of the map co-ordinates.
None.
Speaking of, what's the actual latest version of scmdraft? There are a couple 0.8.0 versions floating around that are different.
Would someone mind linking to the absolute latest build?
Thx
C:\Data\Code\Scmdraft Subprojects\Scmdraft 2 - Location Refactoring\bin\Win32\Release
But you probably want the latest official release, some of the test versions that are floating around from the last 2-3 years cut off 1 byte in the MPQ format and the newest SC 1.18 doesn't like that. Its fixed now, but since its not in the official release SC won't get a workaround.
Maybe I should just release a "nightly" current build instead of trying to get everything perfect first.
Post has been edited 1 time(s), last time on Apr 11 2017, 8:35 am by Suicidal Insanity.
I prefer the ~weekly releases
Here's what we've considered latest for 8-odd years now:
http://www.staredit.net/topic/8307/
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
Nightly in terms of how broken it may be, not how often. Wish I could work on it every day....
I'm pretty sure that one still uses the VS2003 MPQ libs and didn't have the bug, so it should be fine.
I'm not even sure if this is better fit as a plugin enhancement (do we even have any plugin devs left?) or as a main editor enhancement but here goes:
Something small that could save time if you use the classic trigger editor is to have better defaults when you're adding an action, most of the time all the parameters are set to invalid "choose something" values even if there are obvious initial choices.
For example you could save a lot of time if Create/Remove/Kill/Etc Unit triggers had their parameters default to All, Any Unit, All Players and Anywhere instead of having invalid placeholder values for everything.
There's one more thing which I wouldn't mention unless I thought it was really simple to add and really worth it timewise which is a copy/paste function for trigger actions that can go between triggers.
🤙🏾
Math + Physics + StarCraft = Zoan
I'm not even sure if this is better fit as a plugin enhancement (do we even have any plugin devs left?) or as a main editor enhancement but here goes:
Something small that could save time if you use the classic trigger editor is to have better defaults when you're adding an action, most of the time all the parameters are set to invalid "choose something" values even if there are obvious initial choices.
For example you could save a lot of time if Create/Remove/Kill/Etc Unit triggers had their parameters default to All, Any Unit, All Players and Anywhere instead of having invalid placeholder values for everything.
There's one more thing which I wouldn't mention unless I thought it was really simple to add and really worth it timewise which is a copy/paste function for trigger actions that can go between triggers.
Hey, my trigger generator does both of these things :3
It would be awesome if this was in SCMDraft actually.
There's one more thing which I wouldn't mention unless I thought it was really simple to add and really worth it timewise which is a copy/paste function for trigger actions that can go between triggers.
I also got you covered, can copy-paste any portion of triggers like a spreadsheet in CHKD
Would be a nice feature to see in SCMD if triggers ever got overhauled there.
-----
By the by SI... I don't suppose you have any documentation for your clipboard formats? I was thinking it would be nice to develop a common mapping-program clipboard.
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
Sure, remind me to write up a spec if I forget, pretty busy the next two weeks.
Thanks for the help guys, I know that something can be arranged once you delve into other triggering solutions, but I was hoping since SI is here some (very) simple changes could be done to the trigger editor that's most accessible.
🤙🏾
I haven't given it much thought, whether I should set a default per 'parameter type', or remember the last selected item per 'parameter type' globally, or remember the last selection on a per condition / action basis.
Right now I'm leaning towards storing the last selection globally.
Math + Physics + StarCraft = Zoan
Hey SI, how big of a feature are you willing to implement?
Would you be willing to implement a method of inputting 'custom conditions/actions,' or is that too much of an ask?
( e.g. let the user define a set of triggers which detect if a a unit is burrowed, then later on they can as a condition put "burrowed(player, unit, location, blah, blah)" and the map will automatically copy-paste the set of triggers they defined earlier. )
wouldn't it have to copy + paste a set of conditions?
Right now I'm cleaning up and extending terrain + locations. After that I'll do doodads / sprites / fog of war... and one day triggers + map settings.
(When I'm not adding easter eggs such as having the units face the mouse cursor)
Math + Physics + StarCraft = Zoan
Ah, okay, that's what I was wondering.
I sent you a PM to clarify the condition/action thing I was asking about.
BTW, that facing cursor thing sounds dope
Math + Physics + StarCraft = Zoan
It would be nice to have a separate "Allow Stack for units" and "Allow Stack for buildings."
Right now it's just "Allow Stack."
Should be simple enough to have no stack / stack everything / units / buildings, but when do you need that?