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[Feedback] Request Features for JASS and the World Editor

Discussion in 'Patch & Reforged Discussion' started by TriggerHappy, Aug 23, 2018.

  1. MyPad

    MyPad

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    Interesting native, but shouldn't abilId be of type integer?
     
  2. azgarol

    azgarol

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    Now that we can easily open old maps using VJass, i wish there would also be support for Umswe GUI trigger options.
    There is a lot of irrelevant stuff, so if that is too hard i wish there was support for the most used features by mapmakers. And the single most useful feature is the ability to insert custom scripts into every option of GUI triggers (standart Trigger editor only allows a standalone "custom script" action). This is really convinient for using local variables and arithmerics with GUI triggers.
    So if no Umswe support is possible I would like to at least have this option of inserting custom scripts inside actions, conditions and events.
     
  3. deepstrasz

    deepstrasz

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    I would love it if we had more than 2 (except Main and Optional Quest) rubrics/categories for the Quest Log for organisational purposes. Say you want to add some text about new items, units you get. The Log has every message you get cluttered and after too many they might even overwrite each other(?).
     
  4. Mythic

    Mythic

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    Pardon. Edited.

    +1. Perhaps even turn the Quests menu into an Info menu, with Quests only being a submenu. It'd be a good place to put notes about the map.

    To add to my list:
    - Support for locally adding items to shops
    - Map sizes not in multiples of 32
    - Terrain Editor rotation wheel for doodads and units (xyz axes, with option to align axes to view)
    - Option to adopt new doodad size when using Replace Doodad (currently, they retain the old scale)
    - Option to automatically add missing terrain tiles when copying terrain
     
    Last edited: Nov 17, 2018
  5. Rui

    Rui

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    You can always change this in the Editor, under Map Size and Boundaries if you want to :)
     
  6. Sieben

    Sieben

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    This would be very nice. Hopefuly Reforged will bring something in that area, with the future customizable UI?

    Oh my god, yes!

    I support this! It's already possible with z axis, using Ctrl + click (placing doodads used to drive me crazy before I knew this), but it would be nice to do it with x and y axes.

    And an option to keep doodad altitude when copying-pasting :)
     
    Last edited: Nov 17, 2018
  7. Mythic

    Mythic

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    I just tried a 36x32 full-size and it rejected me harder than a love interest. It's unfortunate, because my current project would be perfect with around 48x28.
     
  8. Rui

    Rui

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    Ouch. I was not aware of that. Guess the only alternative is to fill it with boundary black tile, then.
     
  9. Mythic

    Mythic

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    Option to Fill Empty Slots with Bots in lobbies, like in Dota 2. It's exhausting to have to set each player individually when testing an 11v11 map.
     
    Last edited: Nov 19, 2018
  10. WeirdEditor

    WeirdEditor

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    When my map crashed, I want to know which JASS sentence the game last executed. Is there a way reforged can support this feature?
     
  11. El Saif

    El Saif

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    You mean, an error message log maybe?
     
  12. WeirdEditor

    WeirdEditor

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    Well, there used to be a log in pre-1.29. But, it provided no useful information. I want more map-related information in the log.
     
  13. Mythic

    Mythic

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    • Native to retrieve the unit/object the player is mousing over.
    I recently tried to recreate League's summon commands, where reactivating the ability orders the summoned unit to do stuff where your mouse is. And boy was it inaccurate for tall structures.

    Additions:
    • Enhanced speed and efficiency for selection events in general. The delay is quite noticeable.
    • Built-in option for QWER-cast
    • Comprehensive key-binding options
    • Object groups in the Terrain Editor. When using enormous glows, every other doodad becomes impossible to select.
    • Default cameras below 0 height
    • IsAtkIndexEnabled(takes unit u, integer index, returns boolean)
    • EnableUnitAtkIndex(unit u, integer index, boolean true)
    • Modify unit weapon data from triggers
    For Reforged model editing:
    A model finalizer with an option to update used textures when they are modified, for a smoother workflow between skinning and modeling

    • Allow .MDX files to make use of seams
    Currently, importing meshes with seams to .mdx duplicates the vertices.
     
    Last edited: Nov 22, 2018
  14. IsBrainExist

    IsBrainExist

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    TriggerSleepAction(0.01)
    plz make this works.
     
  15. Mythic

    Mythic

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    • Wrap vertices differently to multiple textures from their geoset's material
     
  16. IsBrainExist

    IsBrainExist

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    Here my wishlists. I love to and want to make more entertaining usemaps.

    =============Plz fix it, I begging you. plz. I think these are the Super Villans of usemap making
    -Fix memory leaks
    Most important things are group leaks and location leaks. of course, other leaks suck too.

    -Fix wait action.
    Action - wait(0.01) doesn't work well, it actually wait 0.11 sec.
    it's very very uncomfortable for making speedy custom spells.

    -Make GUI trigger script efficient.
    GUI uses too many BJs, which makes trigger almost twice slower than jass.
    So, replace BJs with natives as many as possible.

    =============Personal preferences, may be not important.
    -(Object Editor,OE)Enable multiple effects of spell, we can add many effects in spell's one category ex)target, but only first one has effect.

    -(OE)Make possible to edit spell's baseId to use similar skills individually.

    -(GUI)Add option of auto destroying in 'creating a special effect', default as 'destroy'

    -(OE)Make option for ability icon display or not.

    -(OE)Make ability adding stats by percent. for example) int + 30%, hp +25%,

    -(OE)Make possible choose multiple things in object editor.
    For example, choose 16 units at once and copy paste to other map.

    Here are additional suggestions.

    -Remove limit of movement speed, max 522 is not good at all.

    -Expand tilesets more than 16.

    -Break the limit of values in Object Editor.
    for example, hp, dmg are limited under 500000.
    of course. we can break this limit using shift key.
    Anyway, I haven't gotten any reasonable purpose of this limits since I start making maps.
    It's just uncomfortable and useless.
    There must be no limit in WE.

    -Improve import manager.
    For example, when we import a icon, we have to resize it, convert it with other programs.
    Very uncomfortable.
    So importing manager has to have an ability to convert imported files to appropriate format automatically.

    -Improve icon choosing window.
    When we make custom items, units etc, we want to change the icon of them.
    And then we have to search icon one by one. It's timewasting and awful.
    How about this?
    When we change icon, a window shows all icons including imported icons, of course in seperated categories.
    ==============
    bookmarks
    icon1 icon2 icon3 ... icon10
    icon11 icon12 ... icon20
    icon21...
    ...

    Imported
    icon1 icon2 icon3 ... icon10
    icon11 icon12 ... icon20
    icon21...
    ...

    units
    icon1 icon2 icon3 ... icon10
    icon11 icon12 ... icon20
    icon21...
    ...

    items
    icon1 icon2 icon3 ... icon10
    icon11 icon12 ... icon20
    icon21...
    ...

    abilities
    ...

    spells
    ...

    upgrade
    ...

    ================
    You can see also 'bookmarks' category in top of window(I think the expression 'bookmark' isn't appropriate, but you can understand easier what this category for.)
    That's collection of user's preferences.
    If this comes real, we can search the icon we want 10 times faster than before.

    //edit
    Excluding suggestion -(OE)In ability editor, Add 'owning player units, except ally' in 'target allowed' category.
    I may misunderstand in targert allowed, I have to study about OE more.
     
    Last edited: Nov 25, 2018
  17. Wrda

    Wrda

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    How about able to change targets allowed with triggers? :p
     
  18. IsBrainExist

    IsBrainExist

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    I can't precisely imagine what you mean.
    I want to know what purpose of 'change targets allowed with triggers' is.

    My purpose of (Add 'owning player units, except ally' in 'target allowed' category) is to make 'aura for owning player units' in RPG map.
     
    Last edited: Nov 24, 2018
  19. Daffa

    Daffa

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    Fixing wait action need to also include fixes for lost of reference issues that have been lingering with the wait and global variables. It also costs a lot of backward compatibilities, as it works well in the future version but breaks in the past version.

    Have you tested UMSWE in the past? Changing the source script header to the native has possibilities of breaking the entirety of backward compatibility. Unless Blizzard has some ways to avoid the backward compatibility issue, their option would be to edit the BJ script to directly reflect the native variant. I'm having this as a concern because we need an initial access to the map for it to be saved with the newer variant, but we'll see how it goes.

    Don't really think it's much of necessity, though for passives it could work out. I doubt people want to hide active abilities in most cases.

    I recall there's a Player Units target allowed in the option of Targets Allowed. Refer to Mass Teleport ability.

    Would need a lot of tweaking on the object editor, and might make navigation much harder.

    Most of the time, one would not reach the 522 limits at all. It's there for Melee balance purposes. So far, I recall Bribe or Purge have a MoveSpeedX to bypass this. I also assume this is related to pathfinding algorithm limitation.

    The limitation was due to how the interface was made. The 500K health bar is barely seen in some setting (looks empty until a certain threshold). 500K damage is also a big cap actually, and most of the time would fill the need.

    ***

    Here are my requests :

    1. Fix the issues with Wait and PolledWait.
    2. Fix the issues with PauseUnit.
    3. Allows a direct stun from trigger editor. Usually, people relied on the flawed stun systems and the existence of this thing will help a lot on the regard of stun related spells and triggers.
    Code (vJASS):
    function BlzStunUnit takes unit target, unit source, integer duration returns nothing

    Or make PauseUnit configurable (which part of the unit is paused and whatnot)
    4. More hero inventory.
    5. QWER, AZER, ZXCV configurations for spell hotkeys in melee without having to edit txt files manually. Be an optional choice for player.
    6. Fix some minor hotkey clashes in some creeps. I'm referring to melee state gameplay.
     
  20. IsBrainExist

    IsBrainExist

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    Yes! I need hiding icons for passive abilities not active.

    I pasted target allowed category in Mass Teleport ability to my custom aura ability. And it didn't work as I wanted, aura affected allied units too.
    But, I excluded 'ally' in target allowed and it worked well!
    Thank you, you didn't give me a right answer but gave me a good hint.

    -------------------
    And thank you for answering. Some of them are just my personal perferences so may be unnecessary for meleeMap users, small-scaled usemap makers.

    But I really want to wait and bjs to be fixed. I'm determined to sacrifice compatibilities of old maps,but I think almost of others may be not.