Staredit Network > Forums > SC1 Mapping Tools > Topic: Final call for scmdraft
Final call for scmdraft
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Feb 27 2009, 10:47 pm
By: Suicidal Insanity
Pages: < 1 9 10 11 12 1317 >
 

Apr 20 2009, 2:14 pm Lingie Post #201



I've got a more personal question.

Can there be TWO options for copying triggers? One for the way triggers copy now, which is right below the trigger that was copied, and one that copies the trigger and sends it to the bottom of the list.

I really hate having to click Move Down a couple times each time I copy a trigger sometimes when I'm trying to keep my stuff sorted. xD



None.

Apr 20 2009, 3:43 pm poison_us Post #202

Back* from the grave

Sprites are basically hit n miss for now, and they need to be more user-friendly. And as for the mirroring, is it supposed to work for terrain, units, or what? My version either won't or can't do it. Either because of crappy source [SCFT site, so that's ruled out], or my computer's gay. Which it is. WinME should have never been released.

Sadly, I digress. Sprites that crash SC need to be listed as such, and have better placement and selection options. Currently, copy n paste is funky, and multiple selection of sprites still need you to select which one you want to edit individually.

EDIT: while I'm at it, a way to select and edit similar conditions of different triggers. For example:
player 1 has 1 marine and 20 minerals, create x units
player 2 has 2 marines and 20 minerals, create x units
I want a way to be able to select player 1's trigger, player 2's trigger, and change the conditions and actions for both triggers at once. This could include editing, inserting, or deleting common criteria, such as the minerals and units to be created, while leaving the different conditions alone.

Wow, now that I think about this, it's probably gonna be impossible without massive gargantuan coding. eww.





Apr 20 2009, 5:47 pm Falkoner Post #203



SI, couldn't you make something that takes a unit and tests it against SC's graphic drawing abilities to see whether or not it crashes? I know this wouldn't always work properly, with things like portrait crashes and such, but it would definitely help a lot. Not really a huge need, but if you have extra time, it'd be an awesome feature.



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Apr 20 2009, 11:04 pm Suicidal Insanity Post #204

I see you !

I dont think I know enough about the interdependencies of the different internal iscript stuff to pull that off easily and reliable. Possible some of the obvious crashes but thats not worth the effort of having to deal with people then wondering why it isn't perfect :(




Apr 20 2009, 11:06 pm samsizzle Post #205



Quote from poison_us
And as for the mirroring, is it supposed to work for terrain, units, or what? My version either won't or can't do it. Either because of crappy source [SCFT site, so that's ruled out], or my computer's gay. Which it is. WinME should have never been released.

Mirroring works.





None.

Apr 21 2009, 3:03 pm poison_us Post #206

Back* from the grave

Quote from samsizzle
Quote from poison_us
And as for the mirroring, is it supposed to work for terrain, units, or what? My version either won't or can't do it. Either because of crappy source [SCFT site, so that's ruled out], or my computer's gay. Which it is. WinME should have never been released.

Mirroring works.

Yet not for me. But that doesn't really matter now, because I still have yet to get a new computer. I'm stuck on the school's computers [which are, sadly, better than mine].
While I'm here, I'd admit that my last proposal would be close to impossible to do.
And I'll throw in the fact that SEN looks crappy in IE...





Apr 21 2009, 11:19 pm Kaias Post #207



It would be nice if when I closed and opened classic trigger editor it opened to the place I closed on- useful for resuming work where I left off, or for closing, saving and reopening.

Similarly, it'd be extremely nice if you could place 'bookmarks' in the trigger listing and easily access the different areas. Better than this though, would be the ability to create expandable sections in your triggers, so we can section off places and work where we need to easily.



None.

Apr 21 2009, 11:56 pm iXenox Post #208



Not sure if it's been mentioned. For some reason I can't place minerals close to a Nexus (with the "disregard mineral distance) checked. However I can place a Nexus next to minerals.



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Apr 22 2009, 4:48 am samsizzle Post #209



Quote from poison_us
Yet not for me. But that doesn't really matter now, because I still have yet to get a new computer. I'm stuck on the school's computers [which are, sadly, better than mine].
While I'm here, I'd admit that my last proposal would be close to impossible to do.
And I'll throw in the fact that SEN looks crappy in IE...

Maybe you have an old version of scmdraft?



None.

Apr 22 2009, 5:28 pm NudeRaider Post #210

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

It's only a minor request, but it happens to me all the time. I think about how I set up a trigger, then I click the player I want to create it for and click on "new" only to realize that now I have to select the player again.
So it would be nice if when you create a new trigger automatically the player(s) is/are ticked which you selected from the list.




Apr 24 2009, 9:49 pm NudeRaider Post #211

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

Bump.
I can finally say something definite about the crash bug.
It only crashes the map after I changed some triggers. If I just load the map without doing anything it's stable.
Testing with a clean map right now...

EDIT:
As I suspected it doesn't happen with a clean map in which I renamed a Marine to "<07>Terran <04>Marine" and changed a trigger to include this marine.
So there must be something special about my map, but I can't figure what it is.

EDIT:
Important feature request:
Make it so that ScmD accepts extended Players in actions.
Sometimes we do want to remove/move/whatever units of P13-255 and it's a pain in the ass to have to use Starforge just for that. Thank you. ;)

Post has been edited 2 time(s), last time on Apr 26 2009, 3:44 am by NudeRaider.




Apr 26 2009, 3:15 pm Falkoner Post #212



Make Map Revealers invisible in the Fog of War layer :-_-:



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Apr 26 2009, 3:48 pm Wormer Post #213



1. I'd like to be able to place Fog of War simultaneously for several players.
2. In text trigger editor hotkey to compile action.
3. Fast exit from text trigger editor via Esc. (Probably some other windows too?)



Some.

Apr 26 2009, 3:49 pm Falkoner Post #214



Quote
I'd like to be able to place Fog of War simultaneously for several players.

Ctrl-Click with fog of war will do it for all players, but I don't think there's a way to only do it for a certain group..



None.

May 2 2009, 1:12 am Kaias Post #215



It would be useful if when selected on a trigger holding a button like ctrl would ignore the comment action for that trigger so you can quickly peak at it expanded without entering it.



None.

May 3 2009, 8:12 am Wormer Post #216



The description to the condition Memory(P, QMod, N)
Memory at Death Table + P is QMod N

is confusing (http://www.staredit.net/147985/).

I'm not perfectly sure, but IMO the formula should be:
DeathTable + (P+1)*4

(DeathTable + (P+1)*4) mod 0xFFFFFFFF


EDIT:
Also, please, consider this problem from the thread linked above:
Quote from Wormer
While this works for Morph's map, it crashes my map. I have no idea why this happens...
The map: http://www.mediafire.com/?r42eotztyjq
The first trigger for Player 8 in the map is the only place where it contains the Memory condition which should detect Ins key press. The map crashes on it's check instead. If you disable the condition everything would be fine. What strange is that instead of Memory the Deaths("Player 9", Exactly, 256, UnitID:1060) works fine!
Any ideas? :wtfage:
This is most likely SCMD problem (probably you mark Memory conditions in some way, which interfers), because the SF condition Deaths(12728, Exactly, 256, Terran Marine); works fine in that particular map.

EDIT2:
I think I found the source of the problem. It crashes when the Memory condition is compiled from SCMD text triggers. And then even if you delete/create new Memory condition in ClassicTrigedit from the trigger which included Memory condition and was compiled from SCMD text triggers, SC still crashes.

EDIT3:
How to reproduce bug:
For example, take this map: http://www.mediafire.com/?2muofowgmt5
Run it and press insert, you'll see a text message.
After that open SCMD text triggers, press compile and exit.
Run the map in SC to see it crashes.


Post has been edited 13 time(s), last time on May 3 2009, 9:28 am by Wormer.



Some.

May 12 2009, 3:33 am rockz Post #217

ᴄʜᴇᴇsᴇ ɪᴛ!

Option to turn turrets on or off:

see http://www.staredit.net/topic/7286/



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

May 12 2009, 4:16 am samsizzle Post #218



Quote from name:Zachary Taylor
Option to turn turrets on or off:

see http://www.staredit.net/topic/7286/

hah thanks man.



None.

May 12 2009, 5:53 am KrayZee Post #219



  • Terrain Generator
  • Save & Load triggers (Like the original Campaign Editor, for classic trig edit)
  • Cut, Copy and pasting triggers in classic trig edit/mission brief
  • Fixed all crashes and errors
  • Colored Locations
  • Custom Terrain/Doodad Palette (To save terrain blending than saving maps)
  • Toggle on/off mode to color each force to a solid color (Red, blue, teal, purple) to know whether what players are in what force.
  • "Find Unit"
  • "Find Doodad"
  • "Find Sprite"
  • "Find Location"
  • "Find Triggers" (Most specifically, 'Comments')
  • Default Triggers: Hyper Triggers.
  • Custom Default Triggers
  • Cut, copy and paste locations
  • Self calculated trigger replicator with option to set # of copies (Whether added, subtracted, divided or multiplied on actions/conditions with 'quantitynum')
    • (Original)Player 1 accumulates exactly 1 ore.
    • (Copy #1)Player 1 accumulates exactly 2 ore.
    • (Copy #2)Player 1 accumulates exactly 3 ore.
  • Trigger Replicated for different players.
    • Player 1 brings at least 1 Terran Marine to Anywhere.
    • Player 2 brings at least 1 Terran Marine to Anywhere.
  • Eyedropper tool for Player #, Unit, Doodad, Terrain.
  • Paint Bucket tool for Terrain.
  • Alt+Tab-like feature for separate maps/viewports.
  • Tabs for different maps/viewports (Like Firefox)
  • Bookmarks for both Triggers system (Like Firefox)
  • History (Recent Actions, able to go back)
  • Resizing font (Easier to read, shorter scrollbar, etc.)
  • Colored Text in Trigger Comments and Locations.
  • Detect and warn users whether certain letters are not viewable in actual game (If it's too long, you can't see the last few letters)
  • And more...


Post has been edited 6 time(s), last time on May 12 2009, 7:04 am by John F Kennedy.



None.

May 12 2009, 5:58 am Echo Post #220



You should infuse trigger duplicator into scmdraft2. Making multiple triggers with variables.



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[12:43 am]
MTiger156 -- Not sure why it takes an ultra-high resolution image of a bird to get that point across, but ok
[06:36 pm]
Suicidal Insanity -- fortheovermind
fortheovermind shouted: my turn rate bar from the Create panel is no longer there. my games are created with the default 12 and i can no longer modify it, what could be causing this?
Known patch bug
[06:07 pm]
Ultraviolet -- lifebot This version appears to be older than the version I already have downloaded (1.5). Why is this one being posted?
[06:03 pm]
Ultraviolet -- Zoan
Zoan shouted: MTiger156 lifebot woah, that's awesome! I'm too lazy right now to check, but does it work with Remastered or 1.1.16 only?
I haven't used it in the latest version of remastered, but I assume it still works. It definitely did before. It's pretty neat. Super fast & easy way to create a save/load system
[05:02 pm]
fortheovermind -- my turn rate bar from the Create panel is no longer there. my games are created with the default 12 and i can no longer modify it, what could be causing this?
[04:50 pm]
Zoan -- MTiger156
MTiger156 shouted: Also, here's a link to its actual description http://www.staredit.net/topic/17696/
lifebot woah, that's awesome! I'm too lazy right now to check, but does it work with Remastered or 1.1.16 only?
[04:18 pm]
Dem0n -- o nvm you're talking about SCDB, not the map
[04:17 pm]
Dem0n -- wtf is a "software innovation" in BW LMAO
[04:16 pm]
Dem0n -- no
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