Staredit Network > Forums > SC1 Mapping Tools > Topic: Building a Better Editor
Building a Better Editor
Mar 27 2017, 3:06 am
By: Pr0nogo
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Apr 29 2017, 11:58 pm Zoan Post #61

Math + Physics + StarCraft = Zoan

All the time.

StarCraft can handle stacked buildings no problem, but the only time you want stacked units is when they are all burrowed (since if you stack un-burrowed units you get a bunch of "unit unplaceable" errors when the map starts).



\:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

Apr 30 2017, 12:06 pm Wormer Post #62



Quote from Zoan
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.)

I personally think that it isn't a thing that's needed for trigger editor. Internally everything must be translated into normal conditions and we have only maximum 16 of them. The use of this option would be vastly limited. I would better like to see convenient copy/pasting capabilities (like paste 5 times etc.). The same goes for actions. Maybe one would think of parameterizing the whole triggers, and at first glance it looks like a useful option, but from my experience I've never needed such a thing in real projects. What triggers could really benefit from is some kind of grouping mechanism with an ability to comment/name/annotate groups. Then maybe an option to specify and analyze groups logic dependency is a road to go.

P.S. My vote to separate units and buildings stack goes here!



Some.

Apr 30 2017, 1:04 pm Suicidal Insanity Post #63

I see you !

For stacking: Sounds like "No stacking" / "Stack buildings" / "Stack units" is the way to go then.




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[07:31 pm]
Dem0n -- Oh_Man
Oh_Man shouted: i wonder how they did grand moff tarkins voice in star wars
Got someone to do a decent impersonation and then used professional audio engineers to make it sound like the original actor
[2024-3-01. : 8:11 pm]
IlyaSnopchenko -- Sure doesn't sound perfect... nothing is. I know it's better than my own attempts at voiceacting (but I'll have to resort to that, too; I've just been putting that off for ages).
[2024-3-01. : 2:58 pm]
Oh_Man -- i wonder how they did grand moff tarkins voice in star wars
[2024-3-01. : 2:58 pm]
Oh_Man -- oh right, yeh if ur trying to do additional dialogue for dead or unavailable actors then its ur only option. it still doesnt sound perfect though
[2024-2-29. : 8:30 pm]
IlyaSnopchenko -- I'm 99% satisfied with the results Jun3hong was able to extract from Elevenlabs for our project... but of course YMMV
[2024-2-29. : 8:29 pm]
IlyaSnopchenko -- It is a good solution for original characters, I guess, but if you want to visit a canon character, there's bound to be issues.
[2024-2-29. : 11:05 am]
Oh_Man -- the alternative is go on voices dot com or some pay to play sites and hire some cheap talent
[2024-2-29. : 9:18 am]
Sila12 -- Nothing
[2024-2-29. : 5:20 am]
IlyaSnopchenko -- Mind you, it was almost impossible to get decent expressions for Zeratul, mostly because he is very much emotionless most of the time in his real voice lines. Which is understandable for story reasons, of course, but not beneficial for our purposes. :-)
[2024-2-29. : 5:18 am]
IlyaSnopchenko -- I feel it's good enough, and the alternative is having nothing at all. And sometimes, in our case, Jun3hong got surprisingly good performance out of the AI. You can ask him how many attempts it took him.
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