The program has been submitted. Feel free to give it a try, just don't expect it to be bug free... with it being it's first release, I'm not sure how it will work on other machines. I'm already working on newer version with it's own user interface. It won't be a Windows (like a dialog box) program, but will run under the windows console. Combined with a new compiler that I just got to work, development should go somewhat smoothly.
QUOTE(axblader)
im wondering, lets say if you had a location, here1 and here2, would it work? if you duplicated or you musrt have P1 and P2 in front?
Locations and switches can be named anything. They don't require "P1" or any such symbols in their name. You could name your locations "Adaflooey" and it should still work. I'm planning on adding some automated tasks that will scan for "1" or "P1", instead of having to specify everything manually.
QUOTE((U)Bolt_Head)
I'm kinda sceptiacal about something that uses your string names to select the new locations. But I figured if locations was a big enouth problem in the first place you could use the same location for each player just by centering it for each player. This would prevent the need for a extra trigger in the first place.
All locations are given a string, obviously, which is how you name them in the first place. By comparing the strings, it can find what location is using that string, and it can change the trigger data to reference a new location. (or switch)
QUOTE
I think the program seems like it is designed to aid people who have limited triggering experiance so they use it instead of learning a good way to work around it. The more advanced you get at triggers the more you learn to addapt your triggers to work on a more global scale instead of for individual players.
I understand what your saying about locations and having them center themselves over something, and I understand how an expert triggerster will automatically know how to avoid most of this stuff. But what if you're designing something that just won't work that way? This program doesn't just affect locations, it will work on switches as well, so perhaps there's some use there. There do appear to be limits to the amount of triggers that the program can copy without having StarEdit crash, but that's somewhere around 250-300+, I think.
The idea just came to me. I wasn't really working on a map at the time, either, it just suddenly popped into my head, so I thought about it. After looking around for programs that might already do this, and finding nothing, I started working on it. And judging from some of the responses here, most people might have some use for it.
My goal was just to make something that could benefit map makers by helping to eliminate some of the tedious work with triggering.
Instead of just duplicating triggers between players 1-8, I plan on adding support for forces, and some other general features. One of my ideas is to allow you to export triggers, locations, and switches from a map, and reimport them into an entirely new one, with the triggers remaining intact. I don't know how well it will work, it's just an idea right now.