| 01-11-2006, 08:53 AM | #1 |
(My apologies if a thread like this already exists) List your Warcraft 3 and WorldEdit feature requests/ideas, and also if you have found any bugs with Warcraft 3 and WorldEdit. I'll start it off. Feature Requests:
Bug Reports:
Hopefully blizzard will see this thread and use it to shape their upcoming patches. |
| 01-11-2006, 03:32 PM | #2 | |
Quote:
Requests: More natives! More language constructs! why have ForForce() ForGroup() but no frikin foreach?! and no 2 dimensional arrays?! PFT! and why doas it validate map script last?! :-/ the map script is the cause of most issues while saving! and why no syntax higlighting?! Bugs: Bad code can cause the parser to cras the whole frigin editor. Kinda ironic, no? as i said once before: "Shitty coding makes things go boom because blizzard coded the editor shittyly" So many game crashes. All caused by a variety of things... :-\ oh yes, and "missing" icons and models that are not in the extra lists! -Edits- Feture: Finish what you started, blizzard! Burrow type invisibility! |
| 01-11-2006, 03:44 PM | #3 | |
I would say, strip color codes from author and desciption fields. Quote:
For each wouldn't have much sense cause all arrays have the same size, unless you make for each for unit groups, unit groups are not a native jass feature but just a class that was implemented for it real requests JASS://a type called damagecause that could be DAMAGE_CAUSE_TRIGGER , DAMAGE_CAUSE_ABILTY and DAMAGE_CAUSE_ATTACK //Event respose for the EVENT_UNIT_DAMAGED event: native GetEventDamageCause takes nothing returns damagecause //SERIOUSLY needed: native SetItemName takes item foritem , string name returns nothing native SetItemTooltip takes item foritem , string tooltip returns nothing native GetItemTypeTooltip takes integer typeid returns string For god's sake. Add those 3 functions from common.ai to common.j it is just a copy paste thing, can't believe it is 1.20 already and this change never happened no matter it was requested so many times, I am talking about the natives to get gold, lumber and time cost of units. JASS://wishes but I would like them and find them really useful native GetObjectValue takes integer objectid, string field returns string //reads the slk's value of that field for objectid //like php, or javascript, Eval("set gobo=4") will assign 4 to the gobo variable //returns false if it has a syntax error native Eval takes string returns boolean |
| 01-11-2006, 03:52 PM | #4 | |
Options for sacrifice ability :) Quote:
I'm sure there already is... ? |
| 01-11-2006, 04:06 PM | #5 | ||
Quote:
Quote:
Feature Request: hashtable, sub-functions. |
| 01-11-2006, 04:41 PM | #6 |
Complete the Trackables (Allow movement, detection of the player, destruction, etc) Allow keystrokes other than the arrow keys and Esc key to be detected via triggers (rather than as hotkeys in abilities) Allow abilities to be hidden from the command card, but be allowed to use the hotkey. |
| 01-11-2006, 05:39 PM | #7 |
what I know is that gamecaches are hash tables oriented to be saved in hard drive - which makes them slower. Also they are instantly double, that's aproblem, hash tables become slower and slower the more strings used as 'indexes' they have. I think that accesing a gamecache involves 3 hashes, first one the gamecache's file name ends pointing to a hash table of 'missions', the mission points to a hash table of stored values. And the name of the value points to the value. If there was an object type with just one hashing that would work like the caster system's table 'class' that could speed up the things a lot |
| 01-11-2006, 11:01 PM | #8 |
Hmm, working SyncStored<Whatever> natives would be cool. And eventually remove the 100 texttag limit. |
| 01-12-2006, 12:41 AM | #9 |
a ClearPlayerText(); function would be nice since it's impossible, and setUnitName(); and setUnitDmg(lowVal, highVal); could save me some time... |
| 01-12-2006, 01:55 AM | #10 |
More resources :) Or ability turn really advanced GUI screen and custom editing. |
| 01-12-2006, 04:08 AM | #11 |
Personally, I'd like a native to read and write EVERY object field, and by object field I mean anything you are allowed to modify (which hopefully would be more in this theoretical update) on units, destructables, doodads, items, abilities, buffs, upgrades, and anything else that has a type normally specified in a four character format (that represents an integer). Also, vexorian - dictionaries (hash is a specific implementation, dictionary is the generalization) do take longer for more entries, but a properly coded one only takes longer in the worst case each the the number of entries doubles, so if 1 entry takes T time units, then 2^B entries takes B*T time units. That's basic binary, so 4 billion entries would only take 32 times longer (not counting that the computer would constantly be swapping data between RAM and the HD, but it shouldn't do that for realistic amounts) than 1 entry. There really is no explanation for how slow Jass is besides "Blizzard had no idea how to create a scripting system, and they didn't bother to learn before making Jass" |
| 01-12-2006, 08:24 AM | #12 |
Wow this thread got a bunch or responses. I thought its another of these dumb threads asking for features we'll never get. Oh well... I for one have a bunch of suggestions. First is: Fix your goddam bugs Blizzard! I might list my suggestions at a later point. PS: Such a thread would make much more sense when posted into the Battle.net forum. Here it looks like "lame dreamers thread". |
| 01-12-2006, 08:35 AM | #13 | |
Quote:
|
| 01-12-2006, 10:42 AM | #14 | |
Quote:
There still is a cap, but its much larger. |
| 01-12-2006, 10:51 AM | #15 |
I would love blizzard to fix the return bug, Please ![]() |
