Members in Shoutbox
None.

Shoutbox Search
Search for:


Shoutbox Commands
/w [name] > Whisper
/r > Reply to last whisper
/me > Marks as action

Shoutbox Information
Moderators may delete any and all shouts at will.
Global Shoutbox
Please log in to shout.
Pages: 1 2 32746 >

[09:03 pm]
Ashamed -- On a happy note... I managed to stream a 50gb 4k file via plex ( While encoding ) This pushes my threads to the max though ha...
[09:03 pm]
Ashamed -- Mini Moose 2707
Mini Moose 2707 shouted: Ashamed mad
yeah wth am I going to do with 16 cores and 32gbs of ram on a single host lol
[09:02 pm]
ihjel -- theskinsurf
theskinsurf shouted: it would be very weird to start a map and not touch the intraforce allies and have them lose alliance/vision somehow, never happened to me
Happens when humans and computers are mixed in a force.
[08:51 pm]
Mini Moose 2707 -- Ashamed
Ashamed shouted: all the matx boards blow :(
mad
[08:30 pm]
Ashamed -- all the matx boards blow :(
[08:29 pm]
Ashamed -- My new Mobo doesn't support visualization :( I am hoping it will get a bios update. Dumb bought 16 core processor and 32gbs of ram and I can't even virtulize ha. W00t new Hardware!
[07:10 pm]
Ashamed -- ><
[05:28 pm]
NudeRaider -- jjf28
jjf28 shouted: NudeRaider way down on my priority list tbh
FaRTy1billion
FaRTy1billion shouted: NudeRaider never had these problems in the first place :wob:
which is probably why they fixed it :rolleyes: (others suffer from it) Also while I also have workarounds for it I appreciate native support.
[05:18 pm]
theskinsurf -- it would be very weird to start a map and not touch the intraforce allies and have them lose alliance/vision somehow, never happened to me
[05:15 pm]
theskinsurf -- cross-force allies won't start with vision or alliance, intraforce allies should
[05:08 pm]
Ashamed -- Chamone
[04:27 pm]
Mouse -- Awesome, thanks for your help. I'll test it out when I get home.
[04:12 pm]
Zoan -- (or maybe the action is called 'execute a.i. script', idk)
[04:12 pm]
Zoan -- When I say "under the a.i. scripts" I mean under the action "run a.i. script" in the triggers
[04:11 pm]
Zoan -- It's under the a.i. scripts. If you are using SCMDraft2 it should be "Enable Shared Vision of Player X" or something like that. Maybe it's "Turn ON Shared Vision for Player X"
[04:01 pm]
Mouse -- Yeah they all have start locations and everyone has unchecked random start locations boxes. How do I force it with triggers? There wasn't an option under the set alliance action.
[03:56 pm]
Zoan -- Do all the players have start locations?
[03:55 pm]
Zoan -- Just to be safe you could also uncheck the 'random start locations' box
[03:54 pm]
Oh_Man -- you could try forcing it with triggers
[03:53 pm]
Mouse -- Hey all, I've got a quick question if someone wouldn't mind helping me out. I'm having trouble getting the allies in my force to stay having shared vision for some reason. The check box is selected in the force section of scmdraft, but when the game starts nobody has shared vision.
[03:34 pm]
Zoan -- Yea, I like that last solution the best.
[03:32 pm]
Zoan -- When a location's timer pops, you would want to remove the P7 zergling, and to start a timer at a location then you would just create a zergling owned by P12 at that location,
[03:31 pm]
Zoan -- Then whenever P7 brings a zergling to a location, that location's 'timer' has popped.
[03:30 pm]
Zoan -- gives each zergling owned by P8 to P7, gives each zergling owned by P9 to P8, ..., gives each zergling owned by P12 to P11
[03:29 pm]
Zoan -- Then a single DC timer, which when it hits 0 gets set to 12 and does the following:
[03:29 pm]
Zoan -- Oh, here's another solution: you could have a burrowed unit at each location, e.g. a burrowed zergling at each location, all owned by P12
[03:25 pm]
Zoan -- This method would probably require the least amount of triggers I think
[03:24 pm]
Zoan -- You would probably want to use flying units so things don't get clogged, and you would want each unit+player combination to correspond to each different location
[03:23 pm]
Zoan -- Another thing you can do is have a long strip along the top of the map, create a unit at one end and order to move to the other, and by the time it reaches the other end you know the timer has finished
[03:22 pm]
Zoan -- though that would be sort of a pain to reference each slot (you would move the horizontal locations and then one of the vertical locations)
[03:21 pm]
Zoan -- Also, if you want you could use a mobile grid in the corner with burning missile turrets
[03:20 pm]
Zoan -- Veta
Veta shouted: Ok, so you can use death counters for players that are not present. So I could use the same trick I used before, for the P9-12 DCs but with P1-8 and half as many counters
Ya I was just about to say this
[02:45 pm]
Veta -- Ok, so you can use death counters for players that are not present. So I could use the same trick I used before, for the P9-12 DCs but with P1-8 and half as many counters
[01:58 pm]
Veta -- yes that's right, what about players that aren't present e.g. p7 is a human but didn't join
[01:42 pm]
ViperSRT3g -- I thought using a Force applies actions to any or all of the players within that Force?
[01:33 pm]
Veta -- can I set deathcounts for a force without players and use those?
[01:31 pm]
Veta -- Oh_Man, I just learned that the hard way :)
[11:33 am]
Oh_Man -- lol
[11:24 am]
ViperSRT3g -- Every time you type something in here, I'm imagining Morty saying whatever it is that you're saying. "Oh man Rick, P9-P12 don't have death counts."
[11:18 am]
Oh_Man -- Veta
Veta shouted: 200 unique locations that need independent timers. If you had a way of marking each city with a "type" of timer you could condense this to ~12 timers. But that would exponentially increase the number of triggers. I got the system working flawlessly with the Disabled Cloaked Burning Buildings method, but it's a bit of a kludge so I think I will bite the bullet and use a trigger preprocessor and P9-12 death counts.
P9-P12 dont have death counts
[09:10 am]
Veta -- 200 unique locations that need independent timers. If you had a way of marking each city with a "type" of timer you could condense this to ~12 timers. But that would exponentially increase the number of triggers. I got the system working flawlessly with the Disabled Cloaked Burning Buildings method, but it's a bit of a kludge so I think I will bite the bullet and use a trigger preprocessor and P9-12 death counts.
[04:40 am]
theskinsurf -- the only thing I can think of is to sacrifice some map space for burning buildings?
[04:38 am]
theskinsurf -- let me ask this, how many timers are active per player at any given time? up to 200?
[04:37 am]
theskinsurf -- you need 200 unique timers?
[04:20 am]
Veta -- anyone have a creative solution here: http://www.staredit.net/topic/17269/#1
[03:35 am]
O)FaRTy1billion[MM] -- yes
[03:35 am]
theskinsurf -- sounds gross I know. if p3 only has two spells instead of six, for instance, can I just remove his options 3-6 units?
[03:34 am]
theskinsurf -- can I remove units from inside an overlord?
[01:54 am]
jjf28 -- NudeRaider
NudeRaider shouted: jjf28 ... which is true for anything that patch introduced.
naw no over8 observer options were acceptable to me
[01:41 am]
Niu -- can anyone unlock )spellsword( rpg map and add templar archieves?
[12:48 am]
O)FaRTy1billion[MM] -- NudeRaider
NudeRaider shouted: jjf28 forgot the most important one: No more color or aspect ratio problems. (although this up comes with a down attached: A blur filter)
never had these problems in the first place :wob:
[12:47 am]
O)FaRTy1billion[MM] -- Dem0n
Dem0n shouted: what do you think a patch is? Some optional thing? LMAO
It is. 1.16.1 is still very playable
[12:47 am]
O)FaRTy1billion[MM] -- Lanthanide
Lanthanide shouted: presumably if you want to play v16.1 or older, yes
there are very well-known ways to install without a valid key
[12:29 am]
NudeRaider -- jjf28
jjf28 shouted: already had acceptable solutions at least for myself
... which is true for anything that patch introduced.
[12:28 am]
jjf28 -- already had acceptable solutions at least for myself
[12:28 am]
jjf28 -- NudeRaider
NudeRaider shouted: jjf28 forgot the most important one: No more color or aspect ratio problems. (although this up comes with a down attached: A blur filter)
way down on my priority list tbh
[12:03 am]
NudeRaider -- jjf28
jjf28 shouted: Voyager7456 + observers, increased stability in some areas (rock sprites), somewhat of a built-in windows mode, perhaps most importantly: lotsa players hanging about
forgot the most important one: No more color or aspect ratio problems. (although this up comes with a down attached: A blur filter)
[11:57 pm]
ihjel -- Is anyone else having performance issue with the new patch? PTR ran smoothly but the release lags horribly.
[11:51 pm]
Dem0n -- what do you think a patch is? Some optional thing? LMAO
[11:31 pm]
Zoan -- I didn't expect them to force the PTR on everyone
[11:12 pm]
Dem0n -- Zoan
Zoan shouted: I don't like playing a buggy shell of a game I used to really like :( I'll just wait till they fix everything, if they ever do.
Literally what do you expect? A good update? LMAO
[10:48 pm]
Lanthanide -- Voyager7456
Voyager7456 shouted: SEN in a nutshell
lol
[10:39 pm]
Zoan -- I don't like playing a buggy shell of a game I used to really like :( I'll just wait till they fix everything, if they ever do.
[10:37 pm]
konflikt -- I'm enjoying it.
[10:34 pm]
Voyager7456 -- SEN in a nutshell
[10:32 pm]
Zoan -- Oh, I misspoke. I'm not either actually
[10:31 pm]
Lanthanide -- speak for yourself, I'm not playing it
[10:31 pm]
Zoan -- Why are we still even playing this now trash game
[10:30 pm]
Lanthanide -- presumably if you want to play v16.1 or older, yes
[09:43 pm]
KrayZee -- So if SC is free, do we still need CDkeys?

Pages: 1 2 32746 >


Members Online: Roy, Ahli, ihjel, jun3hong, Ashamed, Eisoncai, KYSXD, Kenoli