- When you remove an item from loadout by dragging and dropping, open the edit loadout panel, as the user will most likely want to add hardware.
- Add a small button on top of this panel that reads "You just removed Artillery 3" and has an undo button
- Play button should be disabled if I still need to place more bots. "2 of 3 bots placed" should be moved closer to this button.
- Add a 3rd button that plays the next phase. Give this the active class instead. Image. Icon name is fast_forward.
- Confirmation messages (eg, 'Defense successfully saved') and errors are displayed identically so I have to actually read (how dare you) the message
- I shouldn't have to click 'OK' or outside the "modal" for successful messages
- I don't want to start an attack to edit my attacking scripts. Let's say I want to try to make a missile and laser strat so I go to attack, but the person has a reflect-based defense and they kick my neck.
- Add canSense() and canSenseEntity() to blockly options
- In API doc change those friendlyOrEnemy to the actual constants, ie: IS_OWNED_BY_ME | ENEMY
- Add FRIENDLY as an alias for IS_OWNED_BY_ME
- One of the biggest issues I'm running into while switching to JS is that I know how the blockly would look like, but I have no idea how to do it in JS. This means that I have to cancel editing script, (possibly cancel editing blueprint), select a dump bot only for this purpose, add blockly, update script, edit script again, convert to JS, copy JS, cancel again, edit script on "real" bot, and paste the script. Possible solutions:
- Add a ? tooltip that shows the JS version (it's quick, but can be messy if it's a huge blockly)
- Add code samples in JS just like blockly, keeping the same structure (harder to maintain, I guess)
- Add a 'blockly to JS' wiki page (user has to switch tabs or waste a monitor)
- Disabling a blockly block turns into commented out code when converting to JS
- Add bots have 2000 hp.