Staredit Network

Staredit Network -> StarForge -> Suggestions
Report, edit, etc...Posted by Navilin on 2005-04-10 at 17:11:22
You can already "copy and paste" things. Its called custom brushs.
Anyways, the ability to select multipul tiles on the master palatte would be nice.
Fix the bug of, when you select more then on sprite owned by two different players and change the properties then close the properties box it crashes. (Dont know if thats been adressed but its annoying. The array feature is kinda hard to use for lazy people like me. Could you modifi it so you open a window and place the units on the window, and that pattern is copied and you can place it yourself. Also I have a question. Could you identify which tiles appear as which colors on the minimap, and then have a refernce list for people? Ive got a few but my way of compiling the list is slow.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-04-10 at 17:18:20
Make so you can change all [similar] tiles to another.

E.g. make so all tiles [5-3] (83) become tile [8-4] (132).

make so you select a tile, then on the master list you select another and press "Change all of these tiles to this tile" or something like that, then you can easly change all null tiles to water, or something like that. (I always wish I had a program to do this for me...)
Report, edit, etc...Posted by Carlsagan43 on 2005-04-11 at 16:32:28
More trigger shortcuts

1. While im working on my map of hearts I found that often i needed to add one condition to each of a set of triggers, but takesa a rather long time even with text basied triggers. If there a way you can make it so that you can select a bunch of tiggers and right click to add a condition or an action to them all.

2. (I already asked for this but im going to make it public)
QUOTE
It is basically a batch trigger maker.

Here is the syntax of normal triggers:


Trigger 1

Conditions:
Switch(PCast, Set);
Deaths(CurrentPlayer, Exactly, 0, Rhynadon);

Actions:
SetDeaths(CurrentPlayer, Add, 1, Game Mode A);
PreserveTrigger();
Comment("PTrade");

Trigger 2

Conditions:
Switch(PCast, Set);
Deaths(CurrentPlayer, Exactly, 1, Rhynadon);

Actions:
SetDeaths(CurrentPlayer, Add, 2, Game Mode A);
PreserveTrigger();
Comment("PTrade");


Trigger 3


Conditions:
Switch(PCast, Set);
Deaths(CurrentPlayer, Exactly, 2, Rhynadon);

Actions:
SetDeaths(CurrentPlayer, Add, 3, Game Mode A);
PreserveTrigger();
Comment("PTrade");



Each time, It only only chnages one or two things. Well it would be easy to do that for a few triggers but hard if you had to do that for 100. I was wondering if you could make like a batch trigger maker with a syntax similar to this:


Conditions:
Switch(PCast, Set);
Deaths(CurrentPlayer, Exactly, ?0-2?, Rhynadon);

Actions:
SetDeaths(CurrentPlayer, Add, ?1-3?, Game Mode A);
PreserveTrigger();
Comment("PTrade");


And it would create 3 triggers based on looking what was in between the ?'s

Report, edit, etc...Posted by O)FaRTy1billion on 2005-04-14 at 18:26:07
Make it so in Unit/Hero Settings, Upgrade Settings, and Abilities Settings you can press a button that sets all of that setting to an inputed amount. In other words: you have a button and you press it, then it asks "How much" or something, and sets all of that specific type to that value. (No ideas on how to identify what to set, maybe a button next to each thing (like cost, time, etc.))
Then you wouldn't have to go through them all and set them all the same, and it would especially be nice with the Unit/Hero settings because then it doesn't set the damage/health/armor from the Copy/Paste buttons.

If you want me to explain better just ask me





In the Player Settings make so you can click the folders and then click the Enabled box (on the folders) and it will Enable/Disable all in that folder (an in the folders in that folder) so you don't have to to each one individually. Add with the Upgrades/Research things too. biggrin.gif

If you want me to explain better on either of these, just ask me

(Can you tell by this post and past posts that I am a lazy bum tongue.gif)
Report, edit, etc...Posted by scwizard on 2005-04-16 at 21:58:33
It is crucial that in the next verson of starforge lets you make triggers for hyper units. Units with unit type numbers 228 and above.

I think it's possible if you hex edit the TRG section. If it's not possible to move a unit 3281. Then forget it.
Report, edit, etc...Posted by Carlsagan43 on 2005-04-16 at 22:59:19
Not possible. The trigger only allows one byte for unit specifications so the max unit number you could get to is 256. You also have to take into account other unit types that are selcetable like buildigs, factory, mean, and any units.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-16 at 23:15:46
It's an int not a byte...

QUOTE(m.r.bob @ Apr 16 2005, 09:58 PM)
It is crucial that in the next verson of starforge lets you make triggers for hyper units. Units with unit type numbers 228 and above.

I think it's possible if you hex edit the TRG section. If it's not possible to move a unit 3281. Then forget it.
[right][snapback]189738[/snapback][/right]
I think there is a problem with that?
QUOTE
Trigger Unit Types:

    all normal units(0-228) plus:
    229 - any unit
    230 - men
    231 - buildings
    232 - factories
Report, edit, etc...Posted by Dr.Shotgun on 2005-04-20 at 15:47:22
not sure if this is possible, or doable
Let us say you have a trigger:
Bring(1,Marine,P1,"bring");
and an action


Now lets say you want this trigger to replicate so that it will execute for a group of units,such as a marine, frebat, and vulture, expiring if one of the units specified come to the location, so that it wont execute for the other units if they are brought. Normally you would put in a switch and copy the trigger;

Switch(Clear,trigexecuted);
Bring(1,Firebat, P1, "bring");
any actions
Switch(Set,trigexecuted);

and replicate for the vult and marine.

Now what if you could do the process automatically through use of a group editor- you would go to the group editor, which would let you define a group alias, the units in it, an whether the triggers would expire after one of the group members executed the trig, and what switch to use for expiring effect, as in:

Bring(1,<groupname>,P1,"bring");
and actions

Then SF would automatically copy for all units in group and insert the switch specified for expiring.
Report, edit, etc...Posted by Turin on 2005-04-22 at 18:46:19
I just had some great ideas for the terrain part of SF. It is great how it is, but how about a clone brush like in Photoshop? So you select clone brush mode (have a button or something), and then you click a tile in the palette. When you click the map and drag, it makes the area around the selected tile in the palette. Like you click the top unit of the ramp, then click and drag on your map, going down 2 units. Instead of making the same tile in three places, it makes the tile plus the 2 tiles below it. This would save a lot of clicking. And the brush should have normal mode and doodad mode, because the normal terrain is in left-rights by row and doodads in the palette are fully assembled there.
Another thing could be if you could save the little currently used tiles thing on the left, like the custom brushes palette. So you could save some tiles that you use often. Or you couuld just allow people to use certain parts of a brush, so that you could make a brush of tiles and then just select one from the brush and only use that one.
For brushes, you should be able to directly edit a brush from the palette. Like click a tile on the palette, click a tile on the brush palette, and the tile is there. And there could be another option to randomly select one of the non-null tiles in a row so that there could be randomness in brushes.
And (last idea) there should be some way to select multiple tiles in the palette, like a pseudo-brush. That would also help with doodads.

Just some of the ideas that come from using your editor constantly, it is awesome as it is but there are things that would save time.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-04-22 at 22:03:58
Most of that you can already do.... Open brush, click something in Master Pallet (or the terrain that is the randomness one abouve the buttons) and click on the brush picture. The random ones will have an "R" on them.

Edit: Another thing I forgot, try right clicking the brush, becomes a white "T" tile. What T does if you don't know, make a brush that is all "T" tiles then click somewhere, everywhere it was a "T", it is what it was before you placed the brush.




Addition: Make so you can disable the Auto-Save. I constantly see people complaining about it.
Report, edit, etc...Posted by EzDay281 on 2005-04-26 at 13:19:25
I read upto page four, and I haven't seen these suggestions yet:

Hide units/locations.
Basicaly, it would make selected unit/location invisible and unselectable. You could add an option to return all invisible units to, umm, uninvisible.
I find it annoying when I'm trying to do things, and a location or unit that I don't need to move or set any properties for is getting in my way.
If you did this, a unit list[similar to location list when you're in the location layer] would be nice. Not sure where you could put it, most likely a new window like the tile pallete, or have a button on the unittree like in Sprites layer; click it to go to unit list, again to go back to unittree.

Another thing you could do is set locations to not be re-aligned whenever you click one that isn't aligned with current grid settings.

Also, a replace-tiles-of-type would be nice.
Opens up a new window, with two input boxes, a Cancel, and a Replace button.
You find the tile number for whatever tile you want to replace, put it into the first box, then find the number for the tile you want to replace it with, and click 'Replace'. Any tiles that are the one that you input into the first box will be replaced with whatever is in the second box.
Sometimes I'll use one tile for section-borders in my map, and I either find out that they don't work(units can stand partially on them, or they don't block view) or I find a better looking tile, and it would just be a pain to replace it by hand...

Find tile number.
You could right-click on a tile, and when you click this, it tells you the number for selected tile.
I was working on a map a long time ago, and I look back at it and see a tile that would make a good wall. Only problem is, I can't find it in the tile pallete, so I have to use the Custom Brushes...
Report, edit, etc...Posted by Heimdal on 2005-04-26 at 21:45:35
QUOTE(EzDay2 @ Apr 26 2005, 12:19 PM)
Find tile number.
You could right-click on a tile, and when you click this, it tells you the number for selected tile.
I was working on a map a long time ago, and I look back at it and see a tile that would make a good wall. Only problem is, I can't find it in the tile pallete, so I have to use the Custom Brushes...
[right][snapback]195798[/snapback][/right]
Did you try selecting a tile, then right-clicking on it and choose "Select from master?" Otherwise, good ideas.
Report, edit, etc...Posted by EzDay281 on 2005-04-27 at 12:10:37
Oh, hey, never noticed that. pinch.gif

I thought of something else... but I always forget it before I'm about to post...
I'll edit later with it when I remember it...

EDIT:
Finally remembered.
Replacing sprites.
Not sure if it's already a feature, but I haven't seen it.
Basicaly, it would allow you to replace the sprites that StarForge uses to display various units.
For example, for the Pylon Aura sprite, I would go into MSPaint, and make a crosshair with a Pylon-aura sized oval and replace the Pylon Aura sprite with that, so I can see how large it is and not have to repeatedly play my map to make sure it's centered properly.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-04-28 at 17:56:41
Page 4 (I think)

QUOTE(O)FaRTy1billion @ Apr 10 2005, 02:18 PM)
Make so you can change all [similar] tiles to another.

E.g. make so all tiles [5-3] (83) become tile [8-4] (132).

make so you select a tile, then on the master list you select another and press "Change all of these tiles to this tile" or something like that, then you can easly change all null tiles to water, or something like that. (I always wish I had a program to do this for me...)


I may have worded differently, but it is there.




How come Heimdal never replied to anything of mine
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-01 at 15:59:24
I do not know if this has been suggested before, but in one of the StarForge versions you could go into the Master Pallete and switch over to Units and it would place units. Instead of removing this, you should have made it so it will refresh each tile image as a unit so then it will be used as a Unit Pallet; or a Sprite Pallet. This would be good with constantly changing what unit your placing and with Extended Units.
If you add it, be sure it disables the last ones; they crash when you click them as unit (or placing, I can't remember)
Report, edit, etc...Posted by Doodle77(MM) on 2005-05-02 at 19:36:44
QUOTE(Doodle77)
do you really need the ; at the end of every line because couldnt you just make it so when you click the save button it replaces /n's with ;/n. im probably just an idiot.
sad.gif everyone ignored me.
is this possible, or am i an idiot or is /n's only in text files.
Report, edit, etc...Posted by Heimdal on 2005-05-05 at 14:19:55
Please try to stay on topic in the future.

(I couldn't split posts when they covered 2 pages, and I don't think we needed that discussion anyway)
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-06 at 18:28:43
QUOTE(Heimdal @ May 5 2005, 11:19 AM)
Please try to stay on topic in the future.


we'll "try" (its what you wished for smile.gif)

Anyways... Can you try and find a way so if you add a sound using StarForge it wont make the download take forever? Also sometimes when you load a map with sounds in it, StarForge deletes them.

ADDITION:
QUOTE(Doodle77 @ May 2 2005, 04:36 PM)
QUOTE(Doodle77)
do you really need the ; at the end of every line because couldnt you just make it so when you click the save button it replaces /n's with ;/n. im probably just an idiot.
sad.gif everyone ignored me.
is this possible, or am i an idiot or is /n's only in text files.


I am not sure where "/n" is, but I know in JavaScript "\n" is newline.
Report, edit, etc...Posted by chuiu on 2005-05-06 at 21:24:36
\n is newline in C++, Java, Javascript, PHP, RE, .... the list goes on.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-06 at 21:32:55
And do I use all of thoes to know crazy.gif
I wish I did tongue.gif
Anyways... Why would you wan't to type "\n" for newline? i say ; is much easier.
Report, edit, etc...Posted by Clokr_ on 2005-05-07 at 09:10:25
I think he meant replacing the 'new line' characters with ';' and 'new line' while saving.

Well, I like the ';' thing, it looks much more proffesional tongue.gif
And also its an standard.
Report, edit, etc...Posted by LegacyWeapon on 2005-05-08 at 21:33:58
Can you make it so that SF tells the difference between an action/condition that is disabled opposed to enabled?
Report, edit, etc...Posted by glytchur on 2005-05-12 at 15:09:09
what about letting us choose our number tiles, like in a units properties u can change the unit number, what about doing that with terrain tiles?
and with that would extended tiles work? the last tile in badlands is 1664 - 15, what would happen if you could place beyong that? 2000 - 1...
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-12 at 18:50:07
Extended tiles crash starcraft,

The tile numbers repeat for differant tilesets. its not like Badlands is 1-100 and Jungle is 101-200. There both 1-100 but the tileset as a whole is referanced, This is why you can't mix tilesets.

I only bring this up because it sounded like you were interested in mixing tilesets.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-12 at 18:53:36
He meant the tiles beyond... ohmy.gif

... the bottom that is.
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