Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Classic V. Trig Edit
Classic V. Trig Edit
Jun 9 2009, 3:02 am
By: New-Guy  

Jun 9 2009, 3:02 am New-Guy Post #1



I want to know (since I've always used classic) what the advantages and disadvantages are for using the Classic TrigEdit compared to the Trig Edit that, say, comes with SCMD?
I've heard a lot about Trig Edit, but I don't know how to use it, and I'm not sure I want to spend the time learning how.



None.

Jun 9 2009, 7:15 am Falkoner Post #2



TrigEdit can copy large amounts of triggers faster, also you can pull out the text and use Find and Replace, or other such functions to quickly change large amounts of triggers.

Classic simply provides a GUI for making triggers, easier, but slower.



None.

Jun 9 2009, 6:46 pm Dem0n Post #3

ᕕ( ᐛ )ᕗ

Yeah, I only use TrigEdit to edit certain things in a whole bunch of triggers. Other than that, I use classic trigger.




Jun 9 2009, 8:58 pm Pyro682 Post #4



I rarely use TrigEdit. I'm a Classic guy.



None.

Jun 11 2009, 5:18 am scwizard Post #5



I use classic to make a trigger, then trigedit to make similar triggers from that trigger. One trigger in classic will usually become 20 or so triggers in trigedit.

For example binary countoffs, I'll code the first trigger in classic. Hit copy a bunch of times in classic. Then go into trigedit and go down changing the numbers to 2, 4, 8, 16 etc.



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O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[04:04 am]
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O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
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Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
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