That actually looks pretty cool. Might be useful in some niche scenarios
Scmdraft 2 - 0.9.0 Preview - Page 2
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JungleTerrain
Chile799 Posts
That actually looks pretty cool. Might be useful in some niche scenarios | ||
Freakling
Germany1526 Posts
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S.I.
58 Posts
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Bolshevik-
39 Posts
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treason2017
1 Post
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JungleTerrain
Chile799 Posts
On May 23 2017 10:44 treason2017 wrote: hey SI, any plans to add new features? You're gonna have to be more specific, what do you even want him to implement? SCMDraft is already the most powerful editor out there. | ||
S.I.
58 Posts
On May 23 2017 09:39 Bolshevik- wrote: Two questions. Does this new version allow for more 'locations' than previous one's? Also, while we are talking about creep is there a way to disable it for a specific building without having to build it on a specific terrain (like rocky or ruins)? I'm limited by what the engine supports, in terms of locations. I also don't know of a way of doing the creep, short of possibly (I am just making things up as I go) 1: disabling creep generation va EUD trigger, 2: creating the building; 3: reenabling creep generation On May 23 2017 10:44 treason2017 wrote: hey SI, any plans to add new features? The alpha linked in this thread has numerous new, small features, and as I come up with ideas / have time to work on my idea list more will be added. | ||
Bolshevik-
39 Posts
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S.I.
58 Posts
On May 24 2017 08:59 Bolshevik- wrote: Hmm I'm getting some kind of error when I open latest scmdraft 2. "The procedure entry point richmond could not be located in the dynamic links library etc etc." You can try ignoring it and seeing if everything works, it should at most effect the trigger editor. If I can't reproduce it can I send you a version with some test code? | ||
Bolshevik-
39 Posts
On May 25 2017 09:11 S.I. wrote: You can try ignoring it and seeing if everything works, it should at most effect the trigger editor. If I can't reproduce it can I send you a version with some test code? Well if it opens sure. Dunno the latest didn't seem to. But yeah send over one with test code. | ||
S.I.
58 Posts
Looks round but is an oval: ![]() Is round but looks like an egg: ![]() | ||
S.I.
58 Posts
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Alpha-NP-
United States1242 Posts
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FOXin
China15 Posts
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Mistakes
United States1102 Posts
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JungleTerrain
Chile799 Posts
On June 26 2017 10:39 Mistakes wrote: Something I just found. I was making a fastest map and upon nearly completing it and testing it, the Terran and Protoss workers mine the stack of minerals no problem, but Zerg Drones don't want to mine more than one or two at a time. Any suggestions? Are you sure it was SCMDraft that caused this? It could be something else. Also, make sure that the minerals are not on unwalkable (impassable) tiles, as these can stop workers from mining certain patches. | ||
Mistakes
United States1102 Posts
On June 26 2017 12:09 JungleTerrain wrote: Are you sure it was SCMDraft that caused this? It could be something else. Also, make sure that the minerals are not on unwalkable (impassable) tiles, as these can stop workers from mining certain patches. So I found the problem. I was using a tile that was highground for the area of the main building and lowground area for the minerals. For whatever reason the other races acted like it was no different but drones would not continue mining for whatever reason. | ||
JungleTerrain
Chile799 Posts
On June 26 2017 12:22 Mistakes wrote: So I found the problem. I was using a tile that was highground for the area of the main building and lowground area for the minerals. For whatever reason the other races acted like it was no different but drones would not continue mining for whatever reason. Erratic behavior, welcome to Brood War! | ||
Mistakes
United States1102 Posts
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