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Final Call For SCMDraft, Revised, Lets keep this one clean for SI, please.

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Creator: Vrael
Time: Aug 18 2009, 6:37 am

Post #461     zzt Jan 21 2012, 2:04 pm

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Quote from O)FaRTy1billion
It doesn't change anything. And most units, by default, do have 100 shields ... it's just the normal editor doesn't display this and SC ignores it.
In fact, it does something. If marine's(or any other unit without shields) max shield is 10000 or higher, every marine's HP amount will be invisible as if their HP total is 10000 or more. Wireframes work normally.

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Post #462     Lanthanide Jan 21 2012, 8:06 pm

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- Making "Researches" (defined as any upgrade/research that has exactly one upgrade level) not have the ability to change the "max" ups, replacing it with either bubble buttons or something else. (Ie, current -0 -1, Max -0 -1)
- Having the ability to "Hide" things that aren't useful to most, but are still useful to some. (like upgrading the psi storm/cannon damage etc, or assuming burst lasers is useful for anything... or making UNKNOWN players own a trigger.
- Making units without the ability to ever have shields to have shields either blacked out, or preset to 0 (I dont know if theres actually anything useful in changing this, but I was always careful to make my marines have 0 shields, just incase...)

Quote from zzt
Quote from O)FaRTy1billion
It doesn't change anything. And most units, by default, do have 100 shields ... it's just the normal editor doesn't display this and SC ignores it.
In fact, it does something. If marine's(or any other unit without shields) max shield is 10000 or higher, every marine's HP amount will be invisible as if their HP total is 10000 or more. Wireframes work normally.
zzt is correct, giving any unit (terran or zerg) that can't have shields a large value will cause that units HP to become invisible when selected. For this reason it isn't a good idea just to hide arbitrary things that don't look useful. For example the last unused upgrade is actually quite useful. If it had been hidden in the map editor, then it would have been much harder to find this. So there's no real reason to hide unused upgrades or prevent you from setting a max upgrade value of 255 or whatever, because it's possible these settings could do something interesting if used in the right way.

Having said that though, having all the 'extended' player owners for triggers is indeed a complete waste of time, and that should be removed because it really does clutter the place up and confuse noobs.

O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt.
Azrael.Wrath -- ...
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Post #463     jjf28 Jan 21 2012, 8:31 pm

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Rank: Member Suggestions: (Just incase someone might ever actually use this...)

Heh, I was dreaming up some awsome new UI for a map editor, I'd be very willing to program it out; but I don't know the code structure of a map (is there a resource or source code for old map editors somewhere?) so i'd be stuck at that point :(

Basically for triggers I thought they should be in a kind of excel speradsheet so you can copy fields (the first field being which trigger it was), parts of triggers, whole triggers, whole groups of triggers, easily rearrange order, and so on. And of course some customizable auto-fill options :P (which would include quick select for filled out or patially filled triggers that you frequently use)

Some cooler jazz for unit selection (option to resort into your own custom selection groupings), right click on map when in "unit mode" and hit "generate unit", enter a ID or unit name, select what index you want it at... options for creating purposefully dynamic inverted locations for units, a highlighter that tells you whether a unit is in a location you're currently stretching/shrinking

Some accurate mission briefing colors ofc, a briefing simulator (if legal), a rough, trigger outcome caclulator (doubt it could be made accurate for a number of systems, but you could be forced to enter such dynamic data or grab what the data is with the current map layout (not what it would neccesarily be like in game)

Option to view the properties of all your units and locations if not also edit them while a trigger editor is open

And, of course, a code view so you can see everything you're adding and make all possible changes

Rs_yes-im4real@USEast - Clan KHD - Helms Deep Home
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Post #464     Gigins Feb 26 2012, 7:22 pm

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There is an annoying bug in classic trigger editor. Upon editing a new death condition and choosing current player this happens.
(user posted image)
I can only do the condition if I start with other variables, then player. I already miss the old version of draft I had. :><:

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Post #465     Lanthanide Feb 26 2012, 7:29 pm

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That's a feature, not a bug. It's a very poorly implemented feature, but a feature none-the-less.

O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt.
Azrael.Wrath -- ...
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Post #466     Gigins Feb 26 2012, 7:35 pm

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Ok, how to turn it off then? :P

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Post #467     Lanthanide Feb 26 2012, 7:46 pm

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You can't. Your options are:

1. Use an older version of scmdraft that doesn't have this Memory condition.
2. Work around the issue as you have been: when creating a new Deaths condition, change the unit to anything other than Terran Marine before you change the player.

O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt.
Azrael.Wrath -- ...
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Post #468     Gigins Feb 26 2012, 8:07 pm

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This is kinda stupid. Oh well. :ermm:

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Post #469     O)FaRTy1billion Feb 26 2012, 9:26 pm

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Quote from Lanthanide
That's a feature, not a bug. It's a very poorly implemented feature, but a feature none-the-less.
It should not exist because the Memory condition is already selectable, iirc.

SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
TinyMap2 - Latest in map compression!
MapSketch - New image->map generator!
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - Now has .dat references! Help out by adding your EUDs!
EUDTrig - Quickly and easily convert offsets to EUDs! (extended players supported)
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Post #470     Lanthanide Feb 27 2012, 5:10 am

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Quote from O)FaRTy1billion
Quote from Lanthanide
That's a feature, not a bug. It's a very poorly implemented feature, but a feature none-the-less.
It should not exist because the Memory condition is already selectable, iirc.
Yep, I see that it does. I think the old version of Scmdraft I was using didn't have a separate Memory condition, but the new version I got definitely does.

O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt.
Azrael.Wrath -- ...
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Post #471     Sacrieur Feb 27 2012, 5:33 am

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In the older version you had to go through Deaths to get to the memory function.

"Do whatever you will, but first be such as are able to will."
- Friedrich Nietzsche
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Post #472     Oh_Man Feb 27 2012, 6:22 am

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In the older version you had to go through Deaths to get to the memory function.
Oh THATS what that shit is. It would randomly transform to that when I modified the integer first.

I am working on Hell's Awakening RPG, stay tuned for further details.
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