Hey guys, similar to my compilation of the Popularity System, i'd like to gather your feedback and suggestions on the Editor. Again, I've seen numerous threads with awesome suggestions as far as the editor goes, but it's hard for the GE Dev team to keep track of everything that gets brought up here.
I'm going to use this thread to organize that data and send it into Blizzard within the near future. Whether it be some way to improve a portion of the editor, a suggestion for a completely new module, or just feedback on implementations of the current stuff, let me know about it. Essentially, leave absolutely anything you believe would enhance the editor, in this thread.
With this in mind, i'm asking you guys to please post any [good] suggestions you have on the editor as a whole; feel free to discuss in this thread as well. I'm looking to send in the best of the best, with logical supporting details. I'm asking we all discuss this civilly; i'm sure Blizzard wants the Editor to succeed just as much as we do, so please keep badmouthing and QQ'ing out. I personally feel the editor is awesome already, but i've got a lot of suggestions myself for it... So let's work together as a community to help Blizzard make the best Editor they can.
Please fix the syntax highlighter and editor lag when using custom script. What it looks like is its scanning character by character whenever it changes.. I'm sure this could be improved right?
When pressing Ctrl-Z, the script you're looking at always resets back to the top. If my script is 3-4 screens long, this can get really annoying as us scripters have to manually backspace our mistakes to avoid the screen jumps.
We need some kinda convention to distinct between catalog fields that are read-only and the ones that can be changed. Like highlight read only fields in bold or something. It'll make it easier to code dynamic script that makes use of catalog fields.
Why can't we display an image to just one player? :)
If you refer to dialog item images, I recall its possible to show an image to just one player. There are trigger functions that allow you to so. If I'm mistaken, the simple workaround is to just fade the image 100% for every other player.
Hello. I always have the following issue: when I play a .wav/.ogg file in the editor { data section>sounds/soundtracks or import files} and I want to save that map/mod, the following error appears: '"Unable to move existing archive (The process cannot access the file because it is being used by another process.): ... followed by the path for the map/mod file.
But I run the editor as admin, and I do not have ANY other programs working on the map/mod file. :(
Imo the GUI lacks a lot of functions to access the implemented inventory.
1) You can access the item a unit is carrying in slot x, but you can't specify which container you're counting in. In fact the way the game counts through the containers seems somewhat random.
2) Forgot the second one I was gonna mention. >_>. Maybe later.
- network support
would just be so helpful to have some "teamwork" feature in the editor. you simply cant work on a map with multiple people and then copy&paste everything into one map - even if its "easy" with mod files etc..
- unit/ability/item creator
something like an assistant, you select "create unit/ability/item" and it guides you tthrough everything, asks you "what model should it have" "what weapon(if unit)" "what effects" "what kind of ability(buff, aura, spell)" - would make things just so easy!
- in-editor gui, text & dialog designer
self-explanatory
- more wc3 like hero stuff
better modability of things, the inventory could be always-open, the unit damage values should be like in wc3(fixed attribute increase increases main damage, temporary(item) increase attributes increases bonus damage), icons for attributes inside the unit information - things like that.
1. rotating maps (possibly similar system to the previous volatile system)
2. favourite and search functions (and favourite gategory)
3. able to get score of your games to game lobby or to get bank data to game lobby (for each player)
4. Duplicating stuff can copy ALL the neccecarry stuff. Sometimes you have to go to different tabs to copy all the stuff seperately (like duplicating infestors infested terrans ability)
5. leaving allowed in countdown, if player leaves countdown stops
6. option to open multiple data editor windows (since you need to cycle between tabs too much, I would prefer seperate windown option)
I also ranked the suggestions 1 being the most important and 5 being the least important. I think I had more ideas but forgot them :(...so this is all for now
just realized its not about popularity,but oh well...
Some of these might be rather unrealistic but I will mention them nevertheless :
do not localize the editor so it is easier for someone with a non English game to follow English tutorials
Allow an unlimited number of dependencies for a map
Add more texture slots for terrain
Add a tool to flip terrain on the diagonal
Add no-air (and maybe water) pathing (no fly zones are not working)
Allow us to rotate doodads freely in all directions (roll, tilt)
Secure banks (for example use private key on bnet server to encrypt banks or store hash/signature on bnet servers)
Add an option to make doodas walkable as a whole (independent of what is marked as walkable in the model file)
Add static triggers which are executed at compile time and are able to create data like the data editor (this would allow us to create spells, parts of spells and systems which can easily be reused and adjusted)
Fix structs so they can be used like simple classes (pass as parameter, use as result type, dynamically create instances, ...)
Allow us to write Plugins for the editor so we are able to ...
use an advanced compiler like andromeda without hacking the editor
write some kind of data editor helpers (external tools which can alter the data without the need to close your map and open it again)
This is what I want for the galaxy editor :
- A Button to change your type of work (Normal like in war3 and Advanced like sc2)
- Add tutorials for new map makers
- Easy-er way to make buildings, units and heroes
- A special editor that is called Model Editor to create models or to make models from war3 playable on sc2
- A trigger in editor for making screen boards (to help putting up score and special UI boards in the trigger editor)
Why can't we display an image to just one player? :)
In fact, the screen image action is a custom funcion in Libety Mod. Its not a natvie funcion, its actully use dialog and image control to show images and hide the dialog background. You can do it youself, and dialog can be showed to one player so you can make only one player see it.
Not sure if it's really an editor issue, but allow custom races to be selected by players. This is preventing my mod from progressing a great deal unfortunately. (Not the only thing, but certainly still has an effect.)
- Some script command to get the fps of a player. I want to make a trigger that will hide weather effects and some other stuff for players with low fps.
- Option to disallow resource splitting after a player leaves the game.
- Allow passive abilities to be shown on uncommandable units.
- Server side banks.
- Some script command to get the name of a player as a string.
- Some better way to add custom galaxy scripts to the map.
- Allow you to publish your map on multiple servers.
Site operations need to be improved. While getting attacks to launch from attachments is easy, as far as I can tell there is no way to make a beam attack or a missile attack launch from an attachment to an attachment.
For example: I want a unit to have lightning orbs that orbit around its head. It should have an attack that can launch a beam directly from these orbs. To make them orbit int he first place, it is necessary to attach a dummy turret to the main unit, make it invisible, and use that as the host for the orbs, using a local offset actor to give them a radius away from their "center of gravity" . The problem is that when trying to use these orbs as hosts to launch a beam or missile attack, they will just launch from the main unit. If I set the host instead to the dummy turret, it will launch from that, but will then blatantly ignore any local offset actors I add into site operations.
I suggest adding some possibilities to organize your data editor; kind of like described in this post, just a little more flexible.
Make data objects organizable like triggers, enable the possibility for custom folders, subfolders, comments. Add some more view options, like sort by data type (as it is currently) or sort by custom folders (so all actors and effects etc in one folder are displayed together). Add drag&drop support.
This would enable some awesome organization of the data editor, imagine creating a new folder for a unit, put the unit and its actor in it, make a subfolder for its weapon and each of its abilities, if you like. No need to organize everything with prefixes anymore, no need to switch data tables to modify all related data objects (the show linked objects stuff usually misses some objects).
Also allow for multiple folder assignments, for example for data objects used by multiple other objects (so you can put a model in each unit's folder, which uses it, if you so desire).
If you are from Blizzard and reading this, take note! I want "snow", no not white sand, but "snow" - horizontal and falling. Also I want to be able to sculpture an horizontal on a vertical, even if limited.
I want bridge effects, sculpture and doodads that function correctly, over and underpasses.
I want to see more animals.
I want to see "commanders", special single units, that may represent the player.
I want a "flood" or "paint all" function for water.
I want an X and Y physical read out numerically.
I want a "merge all" paint function, to finalize layers.
I want an "auto blend" function for paints.
I want a "remember last map state and settings".
I want units to use ramps properly.
Now I may add to this list, but I will end on this last wish list note - I want a better AI. The AI is awful. It doesn't use all the units, nor all the unit functions, and I would mark it as a B-, say 60%. No "intelligence" in the AI, so add it Blizzard!
Oh and, I hate the constant "on line" requirements. I bought the game, but can see why others choose not to. You treat customers poorly.//
As far as I know, the spectator system has been broke by 1.3. I would VERY much like to see this fixed. Also, I would like to see spectators in ladder games, as well as an optional and skippable "Waiting for Spectators" time period in the lobby. This would be an additional X seconds in which people could join as spectators in the event player slits fill up first. This would apply to all games with spectator slots. Of course, if all spectator slots are filled, the waiting period would be skipped.
I'd also like the addition of multi-map multiplayer games. These would be games, such as campaigns, that could take multiple players from one map to another. Last and least likely to happen: the ability to join a game already in progress. This isn't necessarily for melee games as it is for games like StarJeweled where one player leaving means that team has already lost.
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Hey guys, similar to my compilation of the Popularity System, i'd like to gather your feedback and suggestions on the Editor. Again, I've seen numerous threads with awesome suggestions as far as the editor goes, but it's hard for the GE Dev team to keep track of everything that gets brought up here.
I'm going to use this thread to organize that data and send it into Blizzard within the near future. Whether it be some way to improve a portion of the editor, a suggestion for a completely new module, or just feedback on implementations of the current stuff, let me know about it. Essentially, leave absolutely anything you believe would enhance the editor, in this thread.
With this in mind, i'm asking you guys to please post any [good] suggestions you have on the editor as a whole; feel free to discuss in this thread as well. I'm looking to send in the best of the best, with logical supporting details. I'm asking we all discuss this civilly; i'm sure Blizzard wants the Editor to succeed just as much as we do, so please keep badmouthing and QQ'ing out. I personally feel the editor is awesome already, but i've got a lot of suggestions myself for it... So let's work together as a community to help Blizzard make the best Editor they can.
i think people had problems with text to string conversions in triggers eg for player names would that be a suggestion for them?
@Sixen: Go
@Sixen: Go
Why can't we display an image to just one player? :)
If you refer to dialog item images, I recall its possible to show an image to just one player. There are trigger functions that allow you to so. If I'm mistaken, the simple workaround is to just fade the image 100% for every other player.
Hello. I always have the following issue: when I play a .wav/.ogg file in the editor { data section>sounds/soundtracks or import files} and I want to save that map/mod, the following error appears: '"Unable to move existing archive (The process cannot access the file because it is being used by another process.): ... followed by the path for the map/mod file. But I run the editor as admin, and I do not have ANY other programs working on the map/mod file. :(
Imo the GUI lacks a lot of functions to access the implemented inventory.
1) You can access the item a unit is carrying in slot x, but you can't specify which container you're counting in. In fact the way the game counts through the containers seems somewhat random.
2) Forgot the second one I was gonna mention. >_>. Maybe later.
- network support would just be so helpful to have some "teamwork" feature in the editor. you simply cant work on a map with multiple people and then copy&paste everything into one map - even if its "easy" with mod files etc..
- unit/ability/item creator something like an assistant, you select "create unit/ability/item" and it guides you tthrough everything, asks you "what model should it have" "what weapon(if unit)" "what effects" "what kind of ability(buff, aura, spell)" - would make things just so easy!
- in-editor gui, text & dialog designer self-explanatory
- more wc3 like hero stuff better modability of things, the inventory could be always-open, the unit damage values should be like in wc3(fixed attribute increase increases main damage, temporary(item) increase attributes increases bonus damage), icons for attributes inside the unit information - things like that.
1. rotating maps (possibly similar system to the previous volatile system)
2. favourite and search functions (and favourite gategory)
3. able to get score of your games to game lobby or to get bank data to game lobby (for each player)
4. Duplicating stuff can copy ALL the neccecarry stuff. Sometimes you have to go to different tabs to copy all the stuff seperately (like duplicating infestors infested terrans ability)
5. leaving allowed in countdown, if player leaves countdown stops
6. option to open multiple data editor windows (since you need to cycle between tabs too much, I would prefer seperate windown option)
I also ranked the suggestions 1 being the most important and 5 being the least important. I think I had more ideas but forgot them :(...so this is all for now
just realized its not about popularity,but oh well...
@Sixen: Go
Improving the token-system in data editor so; atleast last time i tried ( 1.2 ) they were still reseted/not correctly saved
Some of these might be rather unrealistic but I will mention them nevertheless :
This is what I want for the galaxy editor : - A Button to change your type of work (Normal like in war3 and Advanced like sc2) - Add tutorials for new map makers - Easy-er way to make buildings, units and heroes - A special editor that is called Model Editor to create models or to make models from war3 playable on sc2 - A trigger in editor for making screen boards (to help putting up score and special UI boards in the trigger editor)
In fact, the screen image action is a custom funcion in Libety Mod. Its not a natvie funcion, its actully use dialog and image control to show images and hide the dialog background. You can do it youself, and dialog can be showed to one player so you can make only one player see it.
Not sure if it's really an editor issue, but allow custom races to be selected by players. This is preventing my mod from progressing a great deal unfortunately. (Not the only thing, but certainly still has an effect.)
- Some script command to get the fps of a player. I want to make a trigger that will hide weather effects and some other stuff for players with low fps.
- Option to disallow resource splitting after a player leaves the game.
- Allow passive abilities to be shown on uncommandable units.
- Server side banks.
- Some script command to get the name of a player as a string.
- Some better way to add custom galaxy scripts to the map.
- Allow you to publish your map on multiple servers.
Site operations need to be improved. While getting attacks to launch from attachments is easy, as far as I can tell there is no way to make a beam attack or a missile attack launch from an attachment to an attachment.
For example: I want a unit to have lightning orbs that orbit around its head. It should have an attack that can launch a beam directly from these orbs. To make them orbit int he first place, it is necessary to attach a dummy turret to the main unit, make it invisible, and use that as the host for the orbs, using a local offset actor to give them a radius away from their "center of gravity" . The problem is that when trying to use these orbs as hosts to launch a beam or missile attack, they will just launch from the main unit. If I set the host instead to the dummy turret, it will launch from that, but will then blatantly ignore any local offset actors I add into site operations.
I suggest adding some possibilities to organize your data editor; kind of like described in this post, just a little more flexible.
Make data objects organizable like triggers, enable the possibility for custom folders, subfolders, comments. Add some more view options, like sort by data type (as it is currently) or sort by custom folders (so all actors and effects etc in one folder are displayed together). Add drag&drop support.
This would enable some awesome organization of the data editor, imagine creating a new folder for a unit, put the unit and its actor in it, make a subfolder for its weapon and each of its abilities, if you like. No need to organize everything with prefixes anymore, no need to switch data tables to modify all related data objects (the show linked objects stuff usually misses some objects).
Also allow for multiple folder assignments, for example for data objects used by multiple other objects (so you can put a model in each unit's folder, which uses it, if you so desire).
Hello, i just have one request: The posibility to find out the real (server) time.
We could save some things in banks like "last timed played" and so on...
Big thanks, Tahomas
this Bank Bug must be fixed: http://forums.sc2mapster.com/development/editor-bugs-and-feedback/21315-critical-bug-in-sp-banks/#p1
this is a wish list from a friend:
If you are from Blizzard and reading this, take note! I want "snow", no not white sand, but "snow" - horizontal and falling. Also I want to be able to sculpture an horizontal on a vertical, even if limited.
I want bridge effects, sculpture and doodads that function correctly, over and underpasses.
I want to see more animals.
I want to see "commanders", special single units, that may represent the player.
I want a "flood" or "paint all" function for water.
I want an X and Y physical read out numerically.
I want a "merge all" paint function, to finalize layers.
I want an "auto blend" function for paints.
I want a "remember last map state and settings".
I want units to use ramps properly.
Now I may add to this list, but I will end on this last wish list note - I want a better AI. The AI is awful. It doesn't use all the units, nor all the unit functions, and I would mark it as a B-, say 60%. No "intelligence" in the AI, so add it Blizzard!
Oh and, I hate the constant "on line" requirements. I bought the game, but can see why others choose not to. You treat customers poorly.//
As far as I know, the spectator system has been broke by 1.3. I would VERY much like to see this fixed. Also, I would like to see spectators in ladder games, as well as an optional and skippable "Waiting for Spectators" time period in the lobby. This would be an additional X seconds in which people could join as spectators in the event player slits fill up first. This would apply to all games with spectator slots. Of course, if all spectator slots are filled, the waiting period would be skipped.
I'd also like the addition of multi-map multiplayer games. These would be games, such as campaigns, that could take multiple players from one map to another. Last and least likely to happen: the ability to join a game already in progress. This isn't necessarily for melee games as it is for games like StarJeweled where one player leaving means that team has already lost.