sorry Heimdal
my bad i was just saying all the things that i saw that were wrong.
It's ok - sometimes it's helpful for me to have people telling me what I need to fix or implement next. I just wanted to get some new breakthrough ideas in this thread. You know, that whole thinking outside the box thing.
Ok let me try.
CODE
Let me think
here...
in case no one else has mentioned this, even though im sure people have, Heimdal please be sure to fix the "CreateUnitsWithProperties" trigger. thank you.
QUOTE(pimpinelephant @ Mar 24 2005, 02:42 AM)
sorry Heimdal
my bad i was just saying all the things that i saw that were wrong.
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Don't be scared when heimdal shouts at you, he's usually a nice guy
I didn't shout...technically I didn't even say anything
lol! The joy of quoting...
Ok, back to topic.
Add a feature which when a location is selected and you view its properties you can see 1. How many triggers use it. And 2. What triggers use it.
Sometimes I will create a location and it says I cant delete it even though I just made it and it has no triggers using it. And its a pain to go throw all the triggers.
When you highlight units, it should say how many units you have highlighted. It is a real pain when it is stacked but you have no idea how many are stacked.
I do not know if this is possible cuz i don't know anything about programing, but if it is possible, it would be very awesome if you could mix together terrains, for example jungle and ice or something like that.
QUOTE(pimpinelephant @ Mar 25 2005, 09:47 PM)
I do not know if this is possible cuz i don't know anything about programing, but if it is possible, it would be very awesome if you could mix together terrains, for example jungle and ice or something like that.
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That's not possible without modding. Check the FAQ.
I just thought of another one, now that I'm tweaking terrain for my current map: Terrain drag and drop. Select the terrain, then with right click or something have it so you can drag the whole section to anywhere on the map. You could have it either place black tiles under where the terrain used to be (cut), leave the old tiles as they are and move a the copy of them wherever (copy), or else trade with the tiles in the new area.
That sounds a lot like cut/copy/paste for terrain without the keys or buttons. Would this feature add much more value beyond what cut/copy/paste could do? It would make sense, though, given that you should be able to drag locations, units, and sprites around. Tell me some more of the details of the mechanics. Here's what I envision:
1. Select a block of terrain
2. When the mouse hovers over the selection, the cursor changes, maybe to a hand grabber or something
a. If you click outside the selection, a new selection will be made
b. If you click the selection, it will "pick it up"
3. You can then drop the selection wherever you want (it'll be drawn under the cursor as if it were a custom brush). Holding the ctrl key would copy the terrain to the destination; holding alt would swap the destination and the source; and holding nothing would blank out the source with null. Changing the modifier keys will change the cursor with the little '+' marker, etc.
Yeah that's kinda what I was trying to say. I didn't get to elaborate my post properly when I made it though (was in a hurry).
I know you can do cut and paste already with brushes (the cut and paste options are shown in the r-click menu, but I can't seem to get them to work with selected terrain for some reason). Moving terrain around with brushes is kinda a pain though, plus there's no way to readjust the ISO or handle the tiles under where it used to be (which have to be manually painted or pasted over with other brushes).
So what I was meaning to say was to make it have a few more features (including easy mouse access) to make it more convenient for shifting blocks around quickly. I think what you could do is make it so when holding down modifier keys (ctrl, alt, shift, etc.), you can choose to either drag the tiles only (no change at the old location), drag the ISO structure only (smooths out with surrounding terrain at the destination... if that makes sense), drag the tiles to swap with tiles from another destination (very useful for certain editing), or simply fill with null or the currently selected tile type... or something like that.
What would be helpful for me is a terrain right click feature that takes you to the location in the palette of the selected terrain. Or just being able to view what number the selected terrain block is. You could implement the properties menu for the terrain layer! From there you can click a button to go to the place in the tile palette, view/change the terrrain number (like the ##-# thing), and possibly view what height the terrain is.
And I looked at something in SCM Draft, could you make the flip sprite option available in SF?
That feature does exist. R-click + Select from Master (I think it was) will take you to the tile in the tileset. Though I like your terrain elevation idea.
In fact, there could be a thing in the master palette list to show the blocking and elevation properties of each tile, or simply show in the map an indication of elevation and blocking of all the tiles at once. I think SCMD already has the blocking feature, though, but I don't know about elevation.
And one annoying thing that keeps happening is the .bak.scx extension is bad, it makes more maps show in SC. If you could change that to .scx.bak that would be awesome, or maybe move them to the SF folder.
The logic behind the .bak.scx/m extension was that you wouldn't have to change the file extension. Debatable point, I'll consider changing it.
Good ideas about showing the tile information.
The flip sprite option is one of the unknowns in the sprite property window. And as SCMD will tell you, it doesn't do anything in SC.
heh cant you like combine starfrge with scmdraft or something? or at least make a trigger editor for scmdraft since it doesn't have one and your is so much better than scxe? starforge itself always crashes by me or i would only use it
No, because thats a load of rubbish and your stupid.
Coko: Don't blame them, you might get warned.
Hyper: there will be no combination with scmd2, both are quite different projects. Just wait until the bugs in SF are fixed, or do the triggers in X-tra.
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.
also! how about making it so you can hold down ctrl or alt or something, and an arrow key to make you move the units faster
EDIT:arg... bad grammar. what i was saying was that you know how when you press an arrow key, the unit moves in that direction, you could make it similar to flash where you hold down shift and that arrow key to make it move the unit in larger jumps.
QUOTE(Doodle77 @ Mar 29 2005, 04:10 PM)
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.
also! how about making it so you can hold down ctrl or alt or something, and an arrow key to make you move the units faster
EDIT:arg... bad grammar. what i was saying was that you know how when you press an arrow key, the unit moves in that direction, you could make it similar to flash where you hold down shift and that arrow key to make it move the unit in larger jumps.
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Yeah I was thinking the same thing.
You could have Control move the units in increments of 16pixels and Alt Move the units in Increments of 32 (1 tile)
You know how StarForge when you select a tile on the Master Pallet and then in the top it says something like "[ 128 - 1 ]"... Why not make so it says "[ 128 - 1 ] [ 2049 ]" (the coordanate things and the tilecode). That way for some other editors you wont have to use a calc or hurt your brain.
And another idea: When you click or have a cursor over a tile, have it display the "[ 128 - 1 ] [ 2049 ]" thing on the bottom. Then you wont have to do the "Select tile from Master" thing. (I would say cursor over then it doesn't mess up or something when you select groups)
I got two suggestions:
1. Make in the palette that you can write the coordinates of the tile and then it does select that tile.
2. Copy and paste terrain on the map, like you select a little area of 3x3 squares, and then you copy it and paste it on another spot.