Options to change the context of text trigedit, so that we can type different things. I'm fine with starforge's way of doing it.
if possible, I'd like to make a trigger like this:
Trigger("P1","F1"){
Conditions:
Kill(cp, marine, at least, 1);
Actions:
Set Deaths(cp, Tassadar, Add, 1);
}
//-----------------------------------------------------------------//
Perhaps it could reference config file with a list of units, with the argument ID, the real name (Terran Marine), and a shorthand name which would be customizable. Then you could choose whether or not you want the argument ID (number), the real name, or the shorthand name. Also, be able to read the actual string of the unit name.
Save/load triggers might be nice too, but personally I've never bothered with it.
Post has been edited 1 time(s), last time on Feb 28 2009, 11:53 pm by Zachary Taylor.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
could you make it so that the location on the list on the side when you click on the locations layer, could you make that alphabetical instead of in order from first created to last created? If you smell what im steppin in?
None.
An artist's depiction of an Extended Unit Death
It would be nice if you could copy/paste mission briefing triggers without getting a bunch of strings glitched.
Oh, and maybe have the classic trigger editor refresh right after modifying a value, so that you don't have to click elsewhere to see the change in, for example, wait time.
And if you wanted to be ridiculously generous to this post, you could enable the option of listing the locations on the tree (on the side of the editor) to list in alphanumerical order, rather than the order in which they were placed. And as I was typing this, I was reading samsizzle's post just above this... On a continuation, it would be nice if after modifying the location's name, it would automatically select the location in the tree list, so that I could just use the keyboard to name my locations (having it automatically select the location on the list would let me just hit the down arrow key to select the next one).
And finally, make an option so that the copy/paste tiles center the top left corner onto the mouse (like in StarForge) so that I don't have to guess where I must click to center large pastes. On another continuation, when copying/pasting units that are not in a symmetrical pattern, they will not properly snap to the grid. This would probably take a lot of painful work, so you can ignore it if you choose.
Also, Unit And Hero Settings, the box for inserting a name is limited when physically typing into it. This is annoying when I'm trying to lap names. Make it so that the box scrolls to fit more text, please.
By the way, the EUD integration on classic trigedit (unit ID) is awesome.
Edit: The majority of what I said was already stated. Forgive me for being too lazy to review the other posts.
Post has been edited 4 time(s), last time on Feb 28 2009, 5:40 am by Roy.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
And finally, make an option so that the copy/paste tiles center the top left corner onto the mouse (like in StarForge) so that I don't have to guess where I must click to center large pastes. On another continuation, when copying/pasting units that are not in a symmetrical pattern, they will not properly snap to the grid. This would probably take a lot of painful work, so you can ignore it if you choose.
Reminds me of a similar problem: When placing square terrain you can't aim for the middle of a square, but must rather point to the lower right (if I remember correctly), which makes drawing long lines annoying.
PyMS and ProTRG developer
This isn't so much a SCM Draft idea, but I was wondering if you could document the ISOM section. As far as I know you are the only one that knows how it works.
also when you use a doodad on one map and open another map and switch windows back and forth the recently used doodad will pop up every time you switch, this is really annoying and makes you have to switch layers constantly.
Also when a trigger action or condition got copied it would be more useful for it to appear underneath the original action instead of moving to the bottom.
None.
When you're in the Units Tab where you can edit Stats, Attack, Armor, HP, and Names, you can't see the coding for the Colors and stuff, and you can't see what it looks like, It'd be nice if you throw that in there.
Post has been edited 2 time(s), last time on Mar 1 2009, 12:24 am by Pyro682.
None.
Besides an X-Mirror, Y-Mirror and X-Y Mirror in every layer(As said before), the ability to import Unit Stats, Tech Setting, Upgrade Settings from another map would be good.
It would also be good if you could have some settings built into the Save Image option, for instance the Zoom you want the image saved at, the file type, bmp/gif/jpg, and maybe the dimensions(They should be constrained based on the map size).
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
useful features:
-EUD support in text based triggers
-extended player support in trigger conditions/actions (it's another EUD method which can detect every place in sc's ram)
Maybe make it so that the original name of the unit in parenthesis after the new name when choosing units. Like say I want to create 1 "Worker", but the SCV, Probe, and Drone are all called "Worker"... I'd have to go change the name of the one I want while I do triggering.
Post has been edited 2 time(s), last time on Mar 1 2009, 4:44 am by LokiArexon.
None.
Oh yeah, make the sprites work like the units when you select them, because currently you have to highlight each sprite individually, and change it's stats(like if you're disabling), you can't do it to multiple sprites at once.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
But an option to deselect all units from the list in the edit unit properties window would be good if you have many stacked units and you want to delete only a few of them. An optional usage of the location ID would be a good addition because that would allow mappers to use only 1 string for all locations, if they create their triggers with a text editor.another feature could be:
-change unit's ID in properties (for replacing multiple units with another type).EDIT:
-zoom function usable for vista (current freezes the program)
Post has been edited 3 time(s), last time on Mar 3 2009, 5:20 pm by Ahli.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
I just deleted a bunch of questions and answers on how to use scmdraft. When you need help with that program make a new topic and ask there. This is not the place. It's already hard enough for SI to keep track of all the request without cluttered discussions.
Please keep this topic clean of spam and stick to its purpose. I will be very strict about that for that topic as we all will benefit from SI's work.
Maybe a mirror x,y,xy for rectangular terrain? If you could mak that happed i'd be happyness
None.
Could you please make it that when you select a unit, either at the bottom or in properties it displays it's unit ID, like which slot it was placed on the map? I.e, first unit is ID 1, 2nd is 2. ect.
None.
Hi SI, cool
3 Things:
[1] A "EUD" Editor... could take long time but would be useful, simple EUDs to detect where the mouse is and/or what key is pressed... couldn't you add those things as simple condition? You just should mark them as "red" if that is an EUD condition so it may be bugged after the next patch...
[2] Console Preview! Please! It would be nice to see how the player screen would be look like... so you could check the map in a sub-window where you see what a player ingame would see... [The console don't require buttons]
[3] "Place map revealers for Player X" Please set that really the WHOLE MAP is viewable then, sometimes there are some black spots on the left... and maybe that we could set if the revealers should be placed stacked or not, so each player got exactly the same vision.
Post has been edited 1 time(s), last time on Mar 3 2009, 6:13 pm by NudeRaider. Reason: by request
Please report errors in the Staredit.Network forum.
There's a Save Image function to save an image of the entire map as it appears at full-size, but a Save Minimap Image would be good too.
Digressing from abstract nonsence:
The thing which in my opinion is
the must:
- Support of EUD conditions/actions in the text trigger editor.
Other suggestions I support the most:
- Most of what Heinermann stated in
the second post.
- An option to display (at least an option to look at) locations real IDs instead of the string.
- Location names are sorted in alphabetical order in the list to the left.
- Default color for strings to display is cyan.
- Default unit names in the classic trigedit.
- No select profile screen at start OR only displayed when starting the first time.
- An option to deselect all units from the list in the edit unit properties window.
There is a wired bug when the unit HP property is not applied in the CUWP action unless you delete the action, save the map, and create the action again: the link to
the thread.
Some.