- Joined
- May 9, 2014
- Messages
- 1,807
Can something like this be implemented?
Code:
int haha1 = 0;
void foo() {
int haha2 = &haha1;
*haha2 = 1;
}
int haha1 = 0;
void foo() {
int haha2 = &haha1;
*haha2 = 1;
}
NEW BIG BATCH OF WISHLIST WHICH MIGHT BE USEFUL TO SOME OF YOU:
SOUNDS
EDIITOR POWER TOOLS
- Additional attack sounds like Bone Light Bash, Bone Heavy Bash, Bone Heavy Bash, Flesh Light Bash, Flesh Medium Bash, Flesh Medium Bash, Metal Light Stab, Metal Heavy Stab, Metal Medium Stab.
- The editor'z power to create custom soundsets without replacement of existing ones.
- Builti-in editor sound and music converter for Warcraft III.
UNIT DATA FIELDS (EXTENDED)
- Freehand Draw Movement Path - Set movement paths or paint lines and points for unit movement and more effective patroling.
- Freehand Pathing Paint - Instead of putting boxes of pathing blockers, you may be able to draw as you desired with ease.
- Shadow Editor - A built-in like Grimoire that allows you to edit shadows by using grayscale paint editor.
- Create Custom Unit Category - Allows you to make categories rather than naga, undead, humans, night elf, and so on.. Why not be able to make 'fel orcs', 'dark trolls', or 'dwarf' their own respective folders for proper sorting?
- Auto-Backup - Saves an internal copy of your map in every X minutes and makes it .bak or .blabla file, somewhat like what happens to AutoCAD files speakng of .dwg and .bak file.
- Previewer in editor regarding of Attack Animation via Backswing and Cast Damage Point for effective and realistic attack animation and damage physics.
- Changeable Pallette View - be able to view units in a powerful fully alphabetical manner, view unit pallete in list view with embedded previewer.
- Terrain Brush Presets - Have new brush type like preset hills, mountains, walls, cliffs, and rivers.
- "The Water Tool" - A special brush that gives water with just one click.
AI
- "Acquisition Range Type" - Allows units to have not only circular vision but able to choose, Triangular, Linear Path line of sight (Real world), and Vertical!Look Down vision (for some flying units or ufos).
- Weapon Types - Additional ones like missile (chain), artillery (bounce), instant (splash), missile (meteor), and missile (by two's / three's / fives) for gun modes.
- Additional Armor Types - Aside from Flesh, Metal, Wood, Stone, can add Water, Plant, Shell, and Rigid Metal.
- Regeneration Type - New ones like "Only when on Water", " Only when Asleep", and "Only when loaded" in transports or garrisons.
- De-hardcoded and modifiable abilities like 'Sacrificial Pit' abilities.
- New Classifications aside from Tauren and Undead, can be Troll, Demon, Human, Elf, Dwarf, and etc... or customizeable.
- Increase Max Movement Speed Limit.
- Naval AI.
- Enable one player to change AI script by triggers.
- Patrol and scouting AI.
AI
- Naval AI.
- Enable one player to change AI script by triggers.
- Patrol and scouting AI.
I would welcome it for Hostile Creeps. Make them more unpredictable by patroling and moving on their own.
- What do you mean by patrol and scouting AI. Do you want to be able to send a lot of small groups of units to different locations?
Does the ability Wander not work for that? However, they will move randomly like critters and not in a group, organized. This would not work in melee and honestly for campaigns and custom maps, you can use triggers to do it.I would welcome it for Hostile Creeps. Make them more unpredictable by patroling and moving on their own.
Does the ability Wander not work for that? However, they will move randomly like critters and not in a group, organized. This would not work in melee and honestly for campaigns and custom maps, you can use triggers to do it.
That would only help the aesthetics as the pathing for buildings is always a square. There is no circular or triangle pathing in Warcraft III. Some doodads/destructibles have it rectangular.Add support to changes building rotation while we start to build it (Like in the game Battle Realms).
Heck, an option to make items stackable.Ability/Item keys using numbers.
I believe he's simply referring to the visual side. I too would like building facing to be configurable.
Yap. It is kinda boring ya' know, all of the buildings can't be rotated and we have to see them like that for 16 years. Haha.
That would only help the aesthetics as the pathing for buildings is always a square. There is no circular or triangle pathing in Warcraft III. Some doodads/destructibles have it rectangular.
Yap. It is kinda boring ya' know, all of the buildings can't be rotated and we have to see them like that for 16 years. Haha.
You can make them face any direction, if you make the Building a temporary unit, place it and then make the unit a building again. However changing it's position or it's ground texture will revert it back to normal.
The square pathing will be kept but buildings can't be rotated in the editor because they have no movement speed. Only buildings that rotate are the night elven Ancients but they have special animations for that and once they don't have to use the animation they return to the initial facing, towards the screen. I'm curious how they missed it with the Corrupted Protector which doesn't have proper turning animations while rooted.Yeah. That's true. I have however have made a custom Path, which belongs only to this specific building. Rotating the building would make it very weird.
A thing they could do is to also add random facing for buildings when you construct them because no melee player will waste time on rotating them before placing them.
Or maybe increase the number or pauses allowed, or reset the pauses counter after a while.Speaking of pausing, I'd like to ask for infinite pauses on multiplayer. The 3 timeouts limit is unhelpful.
Let's also remember that there can be only one save per player.Speaking of pausing, I'd like to ask for infinite pauses on multiplayer. The 3 timeouts limit is unhelpful.
Agreed.Perhaps even comprehensive base abilities/settings, so that we don't have to code all sorts of silly missiles with buggy height.
Suggestion: BlzSetUnitAbilityxxTooltip(unit u, string abilID, string text)
Pardon. Edited.Interesting native, but shouldn't abilId be of type integer?
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(?).
You can always change this in the Editor, under Map Size and Boundaries if you want to- Map sizes not in multiples of 32
This would be very nice. Hopefuly Reforged will bring something in that area, with the future customizable UI?I would love it if we had more than 2 (except Main and Optional Quest) rubrics/categories for the Quest Log for organisational purposes.
Oh my god, yes!- Map sizes not in multiples of 32
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.- Terrain Editor rotation wheel for doodads and units (xyz axes, with option to align axes to view)
And an option to keep doodad altitude when copying-pasting- Option to adopt new doodad size when using Replace Doodad (currently, they retain the old scale)
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.You can always change this in the Editor, under Map Size and Boundaries if you want to
You mean, an error message log maybe?When my map crashed, I want to know which JASS sentence the game last executed. Is there a way reforged can support this feature?
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.You mean, an error message log maybe?
How about able to change targets allowed with triggers?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.
Memory leaks is a thing you want to keep it at control, specially when using the same location/region/group for several purposes.
-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.
Actually it is even more randomly :/
-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.
True, but they exist in GUI so you can read same way as you would in a book, with normal sentences, easy to understand.
=============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.
Epic.
-(OE)Make possible to edit spell's baseId to use similar skills individually.
Epic.
-(GUI)Add option of auto destroying in 'creating a special effect', default as 'destroy'
What do you mean?
-(OE)Make option for ability icon display or not.
Exists already with triggers, but doesn't let you use it if hidden.
-(OE)In ability editor, Add 'owning player units, except ally' in 'target allowed' category.
Epic.
-(OE)Make ability adding stats by percent. for example) int + 30%, hp +25%,
Epic.
-(OE)Make possible choose multiple things in object editor.
For example, choose 16 units at once and copy paste to other map.
Epic. (Need parrot for this)
I can't precisely imagine what you mean.How about able to change targets allowed with triggers?
-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.
-(OE)Make option for ability icon display or not.
-(OE)In ability editor, Add 'owning player units, except ally' in 'target allowed' category.
-(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.
-Remove limit of movement speed, max 522 is not good at all.
-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.
function BlzStunUnit takes unit target, unit source, integer duration returns nothing
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.