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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