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Staredit Network -> UMS Showcase -> new editors
Report, edit, etc...Posted by Swift_ninja( on 2004-09-14 at 20:24:24
a smart editor would be cool if the locations can be curved and not be boxed. And have like useful commands that everyone likes like you press hyper triggers and it makes 3 hyper triggers for you. You can put loop music and it loops it for you, ect.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-14 at 21:03:35
another thing u cud put is that u can make ground units fly... vice versa, it seems pointless, but a zlot owing a guard is classic funny as hell, cuz its still treated as a ground unit
Report, edit, etc...Posted by 007Torrasque on 2004-09-14 at 21:10:22
Well, you thought that a bound maker editor would be good... you wish

Maybe i should start and RpG Template editor....so we can have better Rpg's tongue.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-14 at 21:46:52
cool, but we have SO enough rpgs, make another type of map trust me if i was u i wouldnt
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-14 at 21:49:37
QUOTE(Clokr_ @ Sep 14 2004, 05:07 PM)
If I ever finish ScmStudio, I'll make a trigger editor that allows loops and functions. Like this:

CODE
#funct Explosion(unit unt, number quantity, location loc) {
# CreateUnitsAtLocation(unt, quantity, loc);
# KillUnitsAtLocation(unt, loc, all);
#}


So you could just use that when you want to create an explosion:
CODE
DisplayText(...);
Explosion(Terran Science Vessel, 9, Exp1);
PreserveTrigger();


Also I'll make two type of loops: inloops and outloops. Inloops will work inside a trigger:
CODE
Inloop(i = 0; i <= 31; i++) {
Wait(i);
}


that would generate:
CODE
Wait(0);
Wait(1);
Wait(2);
...
Wait(30);


and outloops will work with full triggers using the same method but creates a X amount of triggers.
Example of HyperTriggers script using loops:
CODE
OutLoop(i = 0; i < 5; i++) {
Trigger {
 Players { Player 8 }
 Conditions { Always(); }
 Actions {
  InLoop(j = 0; j <= 62; j++) {
   Wait(0);
  }
  Comment("HyperTriggers");
  PreserveTrigger();
 }
}
}


that are my biggest ideas for a trigger editor.
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PLEASE PLEAS PLEASE! make that. It would so fun, easy, and powerful. w00t.gif
Report, edit, etc...Posted by Clokr_ on 2004-09-15 at 05:51:00
Also, I have more ideas (I really like the C++ things now that I know them ;P). Other idea would be the use of defines for store values like:

CODE
#def BOUND_LEVEL_1   0
#def BOUND_LEVEL_2   1
#def BOUND_LEVEL_3   2
#def BOUND_LVL_UNIT Map Releaver

In that code if you write BOUND_LEVEL_2 it will replace it by 1 before compiling. What allows you to do things like this condition:

CODE
Deaths(BOUND_LVL_UNIT, exactly, BOUND_LEVEL_2);

that will be converted to:
CODE
Deaths(Map Releaver, exactly, 1);


And also store the source in a new file in the .scm/.scx out of the chk. That mean that the comments won't take strings, and also I'll allow in-trigger comments, like using /* */ for create comments:

CODE
CreateUnits(Terran Marine, 20, loc20); /*Creates the player army*/
Move(Zerg larva, 1, loc5, loc20);      /*Move larva to player's town hall*/
DisplayText("The army is ready");      /*And say it to the players*/

The text between /* */ will be removed while compiling so its just so you understand your triggers.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-15 at 10:09:39
Heh your language looks just like Java. Go Clokr_ Go!
Report, edit, etc...Posted by .Coko[CK] on 2004-09-15 at 14:00:21
Its just a form of C++, using words made for Starcraft users to understand, other than that, its hardly like Java!

That does look interesting, however i'd create a C++ or VB top layer, since most people will get lost within that, because they are so limited in knowledge! Plus this would take a while to compile onto Starcraft Maps if large!
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-15 at 18:04:52
It has Java comments, Java ";" to end line, java
{
Code
}

etc. I guess C++ is like that too.
Report, edit, etc...Posted by Clokr_ on 2004-09-15 at 18:37:24
battlekruser, Java is derived from C++. All that I said was thinking of C++. I don't know Java, but I'm sure that all that Java features are derived from C++ since C++ has them and is older than Java.
Report, edit, etc...Posted by KiLLeR2001 on 2004-09-15 at 18:41:54
C++ Owns, I don't know it that well, but I like the way it looks and operates. I used to script for Tribes and it uses a variation of C++. I just loved the way it's syntaxs are and everything. I had VB 6.0 in school and I was like "wtf" because they used syntax like If this Then that And this Or This instead of characters.
Report, edit, etc...Posted by Clokr_ on 2004-09-16 at 05:08:39
VB's syntax is not that bad, just too long. But yeah, I love how C++ works too. The pointers are really cool =)
Report, edit, etc...Posted by SI on 2004-09-16 at 07:43:23
QUOTE(Clokr_ @ Sep 16 2004, 04:08 AM)
VB's syntax is not that bad, just too long. But yeah, I love how C++ works too. The pointers are really cool =)
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you didn't always say that wink.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-09-16 at 15:25:04
SI, you get a Coko Star for best replying comment to previous comment in a thread! That was classic, and most true.

V.B 6.0 is ok, its a little bit more limited than C++, but can work just as well for most things, great as a starting tool for future learning! Try doing some AoM Random Maps or Ai Scripts, that is very much like C++!
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