I want more room, but I don't feel like bigger maps are the best answer to the space issue. Keeping the map size small reduces loading times and lag, which is important until we discover super-conductors & cold-fusion and become a moneyless utopia, a la Star Trek or whatever.
I think that allowing map linking without shelling back out to BNet's corridors and lobbies would be more practical, and I can't imagine how that would put more strain on Blizzard's resources as long as the maps stayed the same size and the maximum amount of players in a given map/scene at a given time stayed capped.
If we could load directly from one map to another (and back), player info could be retained in the mod for use in each map. The 256x256 map dimension limit wouldn't chafe so badly and we could build super-scenarios and extended RPGs.
Currently the only portions of a Behavior that you cna alter with an upgrade are its duration and the time scale I think, it's only 2 things though and behaviors are one of the most powerful tools of the Data Editor. Any ability, passive buff, or any of the other 1,000,000 things you can do with them that you want or need to alter at any point in the game you need a completely new Behavior for and often at least for me there are simple to very complex systems of validators that control these behaviors and for each new Behavior you need another validator etc... it would relieve a lot of stress if Behaviors were fully supported by Upgrades.
The new addition to the text editor for making equations and stuff does not work properly, for instance you cannot even get the value from a damage effects Amount - field with it, you can get close you end up with <d ref="Effect,EffectName"/> which does nothing, and you cannot choose any fields from the effect to get values from either, the whole thing is blank.
Please ohh please ask them to add more tooltips to the data fields which have no tooltips. Especially things like flags for units, effects, abilities etc..
A validator to check the level of an Ability, currently you can count this with a requirement but not a validator.
Currently you can use a behavior to create an effect from a source each time the bearer of the behavior deals damage, for instance launch a missile at a target each time the bearer of the behavior deals damage, and you can do it the other way around also whereas each time the bearer takes damage the behavior can create an effect. However only when the behavior is responding to damage taken can you alter that damage, it would be nice if it could reverse that part also.
I am sure there are a lot of us who would love to see another field added to Damage Effects - "Armor Reduction Factor" wherby you can adjust the percentage of damage that 1 point of armor would lower the damage by, you can do this already for unit Attributes such as Light, Biological, Massive, and so on in exactly the same fashion so it doesn't seem that far of a stretch to be able to do the same with armor.
When you make a new Action type actor and just about every other similar actor that I have used anyway, which have token fields at the top where you can link in damage effect, launch missile effects, abilities etc... no longer automatically add themselves in to the actors events like they used to. The (i guess its a text key?) text is still there inside the events like Effect - Impact and such but nothing adds itself to there when you add it as a token anymore, really its not a huge deal but it certainly nullifies the whole point of having the token field...
Add filters to range actors to control for whom the actor is shown, possibly add this for all actors?
Add a flag to Behavior type Abilities "Passive" would really make passive abilities easier to show to the player and update as well.
Add functionality to "Learn Abilities" the actual ability type, to individually adjust the amount of ability points each ability costs at each level as well as the veterancy level required to purchase it.
I would love to see custom combat resources (aka energy) become a data type you can create. Currently in order to make your own you need a system of behaviors being able to create one in the data editor and have it become available in the Cost - fields of abilities and such would be awesome.
Abilities interrupt orders and cause the unit using the ability to AI acquire a target, the target found is based off a lot of different things but what I would like to see is a flag on abilities that will make it so the unit using the ability is also ordered to attack the target of the ability.
Currently cloaked units are in reality smudges that aren't all that difficult to see, making a seperate "cloak" flag for example "TrueCloak" whereby enemies do not see the unit at all would be greatly appreciated.
How about fixing turrets so they can easily target a point or unit without having to use a weapon/attack command. This way they can be used with an ability and they'll actually face the target. Most annoying thing for me right now.
Tomorrow morning I'll be flying out to Irvine, CA courtesy of Blizzard Entertainment for their press release of 'Heart of the Swarm' expansion, and to later have dinner with some of the members of their dev team along with Sixen.
Skybox support (per player). Right now I have 20 different triggers using GAx3 mod in order to make skyboxes. I have to set teh farclip to outrageous numbers to see the sky box without scaling the skybox model down.
@Lonami: Go
I notice you're from EU so the confusion is understandable. He means the second one.
id love for them to fix bugs that make no sens
it works , then it doesnt ......
Okay, thanks :P.
Damn Blizzard... T_T-
I'd love to insert a custom number in the terrain editor, instead of using the sliders.
I want more room, but I don't feel like bigger maps are the best answer to the space issue. Keeping the map size small reduces loading times and lag, which is important until we discover super-conductors & cold-fusion and become a moneyless utopia, a la Star Trek or whatever.
I think that allowing map linking without shelling back out to BNet's corridors and lobbies would be more practical, and I can't imagine how that would put more strain on Blizzard's resources as long as the maps stayed the same size and the maximum amount of players in a given map/scene at a given time stayed capped.
If we could load directly from one map to another (and back), player info could be retained in the mod for use in each map. The 256x256 map dimension limit wouldn't chafe so badly and we could build super-scenarios and extended RPGs.
Effect - Impact
and such but nothing adds itself to there when you add it as a token anymore, really its not a huge deal but it certainly nullifies the whole point of having the token field...Thats all I can think of at the moment.
So, did this happen?
Triggers cannot change terrains in-game.
How about fixing turrets so they can easily target a point or unit without having to use a weapon/attack command. This way they can be used with an ability and they'll actually face the target. Most annoying thing for me right now.
I don't think this actually happened. That, or the dude just disappeared after the visit.
http://scuniverse.lordaeron.org/forum/viewtopic.php?f=4&t=164
http://scuniverse.lordaeron.org/forum/viewtopic.php?f=4&t=166
this is late but THE WASD SYTEM!!! WTF LAG!!!
All the Attachment Set actor event actions causing the attachment points to fall off models.
The Location Arc validators not being able to be set to local.
The Pass Chance term bugging if all values are the same and equal to a total of 100.
The Player Requirement validator not getting stuck to on even though the requirement becomes false again.
General all round better annotation of what fields do.
With Buffs, the Combat - Damage Response - Fatal field does not work if Combat - Damage Response - Location is set to attacker
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
No way to get player's name as a string unless you have them enter it into the map via dialog etc. Very annoying.
I use this a lot. It works fine even after being turned on/off, never known it to get stuck.
@Eiviyn: Go
Skybox support (per player). Right now I have 20 different triggers using GAx3 mod in order to make skyboxes. I have to set teh farclip to outrageous numbers to see the sky box without scaling the skybox model down.
@EdwardSolomon: Go
Why don't you just scale down the skybox model? It would have so many benefits.
I'd like to be able to change turret direction via triggers, rather than have to do the weapon fires at dummy unit work-around.
I'd also like to see an implementation, or at least an explanation about channeled items