You mean, having shared triggers and variables within a campaign? If that's what you said, I totally second that!Being able to transfer triggers to other maps so you don't have to redo variables and everything..
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You mean, having shared triggers and variables within a campaign? If that's what you said, I totally second that!Being able to transfer triggers to other maps so you don't have to redo variables and everything..
You mean, having shared triggers and variables within a campaign? If that's what you said, I totally second that!
You can export and import triggers but that means replacing existing ones in a map. What @Sieben reinforced is that we should be able to copy from other maps or import triggers without having to replace the current ones in the map we want them in.No, well kinda.. if you have 2 of the same type of map that uses the same kinda triggers it would be nice to transfer them towards each map without having to redo the variables and everything.
Sounds what you're looking for is the Starcraft II dependencies.No, well kinda.. if you have 2 of the same type of map that uses the same kinda triggers it would be nice to transfer them towards each map without having to redo the variables and everything.
You can export and import triggers but that means replacing existing ones in a map. What @Sieben reinforced is that we should be able to copy from other maps or import triggers without having to replace the current ones in the map we want them in.
I really want them to "fix" this and make it so that we don't have to import resources for each map separately when it comes to campaigns.
I've written these before but I just wanted to reinforce it now when such a grandiose patch is coming.
It's pretty much the easiest it gets having code transposed to sentences. That, if we're talking about GUI and not JASS.Plus triggers arnt new user friendly you need to learn so much to do them which sucks.
This cannot ever be true. You are confusing floating point equality comparison having an epsilon with hash collisions.eg the following could in rare cases be true and cause heisenbugs:
StringHash(a) == StringHash(b) && StringHash(a) != StringHash(b)
StringHash(a) == StringHash(b) // Hash collision
Likely based on how MPQs work. They take 2 hash keys.and the 2 key api for hashtables.. i know it mimics gamecache.. but still nuke it ( deprecate) and get sth actually reasonable.
It's pretty much the easiest it gets having code transposed to sentences. That, if we're talking about GUI and not JASS.
Great idea!Ok so bottom line: Two different collision size options for heroes, one against enemy units (would be larger), and one against friendly units (would be smaller).![]()
This cannot ever be true. You are confusing floating point equality comparison having an epsilon with hash collisions.
The problem is that the following can be true where a and b are strings with completely different characters (not case as hash is case insensitive).
Likely based on how MPQs work. They take 2 hash keys.JASS:StringHash(a) == StringHash(b) // Hash collision
Ok so bottom line: Two different collision size options for heroes, one against enemy units (would be larger), and one against friendly units (would be smaller)
No. Getting it right is higly complicated and World Editor is coded with a single mouse and keyboard in mind.Would multiplayer mapmaking be something that Blizzard will ever add?
Do you mean the faded passive button? If yes how should it be?Given that 1.29 is a patch that touched the World Editor, maybe modding or making an orb of lightning ability to create passive autocast without the problem with the hidden button.
Well, how about just like a normal Passive? Or just make it hidden (thing we can do that now with X:0/Y:-11, so maybe not).Do you mean the faded passive button? If yes how should it be?
Damn, I never did any triggering ever so I don't know that. :c All I can do is explain how it should look like in the end lol:That's too specific, better suggest how it could be done via some trigger.
Do you mean the faded passive button? If yes how should it be?
The engine needs to be designed with this in mind from the start. A simple update is not possible.And for the WE multi layered mapping as seen in the overground and underground of Heroes of Might and Magic and later in Armies of Exigo with two minimaps:
From what I understand code arrays were removed for security reasons. Any sort of exploit that allowed arbitrary values for them could be used to write arbitrary code. Even if such exploits are fixed, chances are Blizzard does not want the risks involved with allowing them. We all remember that fake DotA map that used to delete everything.I want code arrays and bitwise operators kthx
Does that mean autobinding for WERTY depending on icon position?One thing I'd really like to see added to the game are the hotkey profiles.
I don't expect much, but being able to switch between classic hotkeys and grid would definetely be nice.
Omgosh, @Kam , this is what we need.Allow channel to fire a missile.
Please, let it also target trees. We don't have many options for that.Omgosh, @Kam , this is what we need.
Oh Really? ; )Improve map editor - it should be complete copy-paste of NewGen or any other modern editor. Noone of a "real" mapmakers uses default. Ever. Only small indies/newbies.
I've honestly never seen; does NewGen or whatever have substantially different interfaces? I'm talking most about the Object Editor, Import Editor, Terrain Editor...Lets not talk about BDSM here anymore, plz. Use whatever you like, I like the ones with actually usable interface
xDBondage yourself with strict senseless limits
Discipline yourself with sense-lacking syntax checker which way too useless next to pjass
Dominance over tons of sudden issues a-la unability to setup IDs
In the end - get submissive and get used to it.
Ah, yes... I've heard it does loads to help out coders with a new & fancier Trigger Editor. Thing is, I don't really code all that much, and it doesn't offer a whole lot in the way of the Object Editor.WelcomeBack said:Well idk, but its newgen and it's features which cme up with syntax highlight, autocomplete, etc. Isnt it?
Add new pathing algoritm with lower cell size to remove issues with computing maps on movespeed 522+. It should be toggleable as well, to use this "2x more precious" map instead of default. Reason - it only needed when there are purpose to use that high speed, if not - normal pathing to reduce CPU usage.
Related to this, if it hasn't been introduced already, an actual GUI element for command groups. We have them, but last I checked, they had no GUI element attached.Range indicators for abilities and attacks, like Starcraft 2 has.
