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[10:58 pm]
Dem0n -- S.M.H.
[10:58 pm]
Dem0n -- Oh god, I thought we were done with http://imgur.com/a/1wWi6this[/rul].
[10:13 pm]
zsnakezz -- HUUUURRRAAAAH!
[10:13 pm]
zsnakezz -- hurrah for finding fixes!
[09:54 pm]
Mini Moose 2707 -- Oh. wasn't* janky AF. Laughing my ass off! :lol:
[09:42 pm]
Mini Moose 2707 -- Still far, far better than having to open the SCMD2 help text or another map for copy/paste, or use classic triggers to find out what specific words it wants for the conditions and actions.
[09:41 pm]
Mini Moose 2707 -- The main problem is that it opens and closes every character (aside from enter while it's open, which completes, of course).
[09:40 pm]
Dem0n -- But it is janky AF
[09:38 pm]
Mini Moose 2707 -- Now if only the auto-complete was janky AF, I'd be set, but it's good enough.
[09:37 pm]
Mini Moose 2707 -- The only thing that I ever used classic for was to avoid looking up the trigger names when doing text. Now we have a text trigger editor with auto-complete, I don't even need that anymore.
[09:35 pm]
zsnakezz -- still gonna always start with the classic trigger thing, but its a good tool to save time when editing something you already made
[09:34 pm]
zsnakezz -- save hours of labor
[09:34 pm]
zsnakezz -- finally just started using the text trigger editor, sometimes you see something you can implement rather quickly by copying and pasting
[09:34 pm]
Mini Moose 2707 -- Or use TrigEdit++, it complains if you close triggers without saving.
[09:33 pm]
zsnakezz -- dope
[09:33 pm]
zsnakezz -- or else the effects wont show
[09:33 pm]
zsnakezz -- oh you need to save the map before opening the normal trig editor
[09:33 pm]
Mini Moose 2707 -- Compile your triggers before you close it.
[09:32 pm]
zsnakezz -- is there something i can do to prevent this
[09:31 pm]
zsnakezz -- also why is trigedit not saving changes?
[09:22 pm]
Mini Moose 2707 -- Dem0n Dem0n
Dem0n shouted: how are they so good
mechanical keyboards probs
[08:51 pm]
KrayZee -- zsnakezz
zsnakezz shouted: to demon, the buildings in your area don't effect the other buildings, or what you start with
At first I thought you meant Matt Damon.
[06:39 pm]
zsnakezz -- so hopefully that large and unsolicited explanation helps you see what im doin here
[06:37 pm]
zsnakezz -- even with 4 different starting groups, and random starting locations, the map can still be easily learned etc as buildings never move
[06:35 pm]
zsnakezz -- once i get these first 3 buildings cycling correctly, im going to choose 3 more
[06:35 pm]
zsnakezz -- and yeah thats it
[06:34 pm]
zsnakezz -- and multiply that by player timing and skill
[06:34 pm]
zsnakezz -- i ran the math in my head, implementing this function would give the player roughly 100 different possible play experiences
[06:33 pm]
zsnakezz -- right now starting positions are randomized, and people start with the groups they picked, just wanted an extra layer of rng
[06:32 pm]
zsnakezz -- you choose which group you go in with, and I want a number of the buildings to change from game to game
[06:32 pm]
zsnakezz -- to demon, the buildings in your area don't effect the other buildings, or what you start with
[06:31 pm]
zsnakezz -- it may or may not work, but ill test it out today at some point
[06:30 pm]
zsnakezz -- i thought of a simple fix, and that is, to not let the starting units get chosen, unless there is no building in the displacement slot.
[05:56 pm]
Dem0n -- how are they so good
[05:16 pm]
jjf28 -- :kame:
[05:16 pm]
FlyingHat -- i need an adult
[05:16 pm]
jjf28 -- Gotcha! FlyingHat was caught!
[05:13 pm]
*jjf28 Used mineral ball!*
[05:13 pm]
jjf28 -- I don't have one of those!
[05:12 pm]
FlyingHat -- an aerial cap
[05:11 pm]
FlyingHat -- hey look
[06:40 am]
NudeRaider -- if you want you can combine the physical variant with switches to have them move slots in a random fashion instead of slot-machines style. However I'd try that only when one of the basic variants works. ;)
[06:26 am]
NudeRaider -- But if you don't want or need the players to see a physical representation of the shuffling on the map, then just listen to dem0n
[06:25 am]
NudeRaider -- the thing really shouldn't be too difficult. using a buffer location you move all buildings 1 slot (I think you have that done, from what Ive seen). Then if make a trigger ABOVE the moving that's responsible for assigning building in the selector location when the CHOOSE conditions have met and the selector slot isn't empty. Clear choose conditions. Then make the SAME trigger BELOW the moving triggers, and voila, you can't end up with an empty slot and it's all done in a single loop, with just 1 redundant trigger.
[06:05 am]
O)FaRTy1billion[MM] -- I don't actually know what level I was, but low enough that it was too hard to kill them
[06:04 am]
O)FaRTy1billion[MM] -- reminds me when I was level like 4 or whatever and every time I'd try to fast travel to riverwood a dragon would spawn and then kill all the NPCs, so I never went there
[06:03 am]
Dem0n -- no
[06:01 am]
O)FaRTy1billion[MM] -- why not? I bet it's easy
[05:59 am]
Dem0n -- FaRTy1billion
FaRTy1billion shouted: Dem0n What, you don't want to fight 4 dragons?
Not on legendary with improved dragon AI I don't :P
[05:57 am]
O)FaRTy1billion[MM] -- damn, I wanna play skyrim now
[05:56 am]
O)FaRTy1billion[MM] -- Dem0n
Dem0n shouted: imposs
What, you don't want to fight 4 dragons?
[05:56 am]
O)FaRTy1billion[MM] -- He might be shuffling them
[05:56 am]
Dem0n -- imposs
[05:51 am]
Dem0n -- Aren't you just assigning random buildings to players by seeing which building is in the specific spot on the map when they pick a unit?
[05:50 am]
Dem0n -- zsnakezz
zsnakezz shouted: so your saying, make an entirely new set of buildings that cator to each player and their timing,
I really don't know what you're trying to do, but I'm sure there's some way you can use randomized switches for your map.
[05:50 am]
O)FaRTy1billion[MM] -- also "indescribable" is probably the best description
[05:49 am]
O)FaRTy1billion[MM] -- Dem0n
Dem0n shouted: FaRTy1billion Figured out the issue. Somehow the grass density limit had been deleted, so there was an indescribable amount of grass everywhere, which dropped my FPS by like 30
that sounds fun xD
[05:40 am]
zsnakezz -- and has nothing to do with the other buildings
[05:40 am]
zsnakezz -- so your saying, make an entirely new set of buildings that cator to each player and their timing,
[05:00 am]
Dem0n -- If you randomize 2 switches, you can make triggers based on each output they give. For example, if both switches are clear, give the player a barracks. If switch 1 is clear and switch 2 is set, give them a factory. If switch 1 is set and switch 2 is clear, give them a starport. Finally, since you have an extra output (both switches are set), just randomize the switches again in that trigger.
[04:59 am]
Dem0n -- That's 3 buildings, so you need a minimum of 3 different switch outputs. Switches work in powers of 2, so you can't get exactly 3 outputs, so the closest thing is 4 outputs using 2 switches.
[04:58 am]
Dem0n -- zsnakezz
zsnakezz shouted: demon please provide an example of switches being used, i dont fully understand what you mean
I don't know what exactly you're doing, but let's say you wanted to randomly give the players either a barracks, a factory, or a starport.
[04:57 am]
Dem0n -- FaRTy1billion
FaRTy1billion shouted: well which is better, looking good or functioning properly?
Figured out the issue. Somehow the grass density limit had been deleted, so there was an indescribable amount of grass everywhere, which dropped my FPS by like 30
[04:50 am]
zsnakezz -- Play OVERLORDS
[04:50 am]
zsnakezz -- i know what switches do, i just don't understand what you mean in this specific context
[04:49 am]
zsnakezz -- seeing it laid out would help a lot
[04:49 am]
zsnakezz -- demon please provide an example of switches being used, i dont fully understand what you mean
[04:42 am]
Corbo -- Since i did not took part in tabs vs spaces and oop vs... well, cecil vs everyone
[04:41 am]
Corbo -- Cause that would be a good one for me me to be a part on :P



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