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 3 4 53049 >

[2017-9-23. : 12:56 am]
O)FaRTy1billion[MM] -- m.0.n.3.y
m.0.n.3.y shouted: Question: When the game starts, no matter what unit, the player automatically starts with 0 deaths for that unit regardless if you have a trigger that sets it that way... as opposed to starting as like "null" or something. Correct?
DC's don't have a "null" value. they always start at 0
[2017-9-22. : 10:19 pm]
lil-Inferno -- Trust the tests imo
[2017-9-22. : 9:13 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: m.0.n.3.y Test it
Tests show yes. Just wanted to double check
[2017-9-22. : 9:05 pm]
Dem0n -- m.0.n.3.y
m.0.n.3.y shouted: Question: When the game starts, no matter what unit, the player automatically starts with 0 deaths for that unit regardless if you have a trigger that sets it that way... as opposed to starting as like "null" or something. Correct?
Test it
[2017-9-22. : 8:57 pm]
lil-Inferno -- y'all needa join the 1440p or 4k master race
[2017-9-22. : 8:57 pm]
lil-Inferno -- Mini Moose 2707
Mini Moose 2707 shouted: lil-Inferno lil-Inferno Because we don't know how to do text-wrapping with HTML and CSS and let long words distort pages
FaRTy1billion
FaRTy1billion shouted: just get a wider monitor
ya, was fine on my monitor C|X^ D
[2017-9-22. : 8:28 pm]
m.0.n.3.y -- Question: When the game starts, no matter what unit, the player automatically starts with 0 deaths for that unit regardless if you have a trigger that sets it that way... as opposed to starting as like "null" or something. Correct?
[2017-9-22. : 7:22 pm]
O)FaRTy1billion[MM] -- ya
[2017-9-22. : 7:20 pm]
Mini Moose 2707 -- Seriously. Talk about user error.
[2017-9-22. : 7:20 pm]
O)FaRTy1billion[MM] -- just get a wider monitor
[2017-9-22. : 7:04 pm]
Mini Moose 2707 -- lil-Inferno
lil-Inferno shouted: Mini Moose 2707 why'd it get bopped lmao
lil-Inferno
lil-Inferno shouted: y'all afraid of underscores smh
Because we don't know how to do text-wrapping with HTML and CSS and let long words distort pages
[2017-9-22. : 6:36 pm]
m.0.n.3.y -- FaRTy1billion
FaRTy1billion shouted: just uncheck any that say "ground"
Ah, it was a different random condition that was making it now work. Thanks!
[2017-9-22. : 5:54 pm]
O)FaRTy1billion[MM] -- just uncheck any that say "ground"
[2017-9-22. : 5:36 pm]
m.0.n.3.y -- Hey what are the location elevation levels that must be used to only detect air flying units like scouts, wraiths, and flying bulidigns?
[2017-9-22. : 4:53 pm]
m.0.n.3.y -- FaRTy1billion
FaRTy1billion shouted: you could constantly order it to the position with AI at Location "Set Generic Command Target" and "Make These Units Patrol" or whatever they are called
Cool. Thank you sir
[2017-9-22. : 4:35 pm]
O)FaRTy1billion[MM] -- you could constantly order it to the position with AI at Location "Set Generic Command Target" and "Make These Units Patrol" or whatever they are called
[2017-9-22. : 4:16 pm]
m.0.n.3.y -- Hey question, is there a way to make a protoss interceptor stand still instead of patrol when it gets to a certain location
[2017-9-22. : 1:58 pm]
Roy -- I think you know why it was deleted.
[2017-9-22. : 1:14 pm]
lil-Inferno -- y'all afraid of underscores smh
[2017-9-22. : 1:14 pm]
lil-Inferno -- Mini Moose 2707
Mini Moose 2707 shouted: Oh, Inferno shout got deleted, guess there's nothing to quite then LMAO
why'd it get bopped lmao
[2017-9-22. : 9:21 am]
Roy -- Execution order is the same as if the trigger were owned directly by the player(s).
[2017-9-22. : 9:21 am]
Roy -- Vrael
Vrael shouted: like if you create it in the classic trigedit I don't know where staredit (or scmdraft) puts those triggers, before or after the individual player triggers I assume
You can highlight multiple players in ScmDraft's Classic TrigEdit to see the trigger order.
[2017-9-22. : 9:11 am]
Mini Moose 2707 -- Oh, Inferno shout got deleted, guess there's nothing to quite then LMAO
[2017-9-22. : 9:10 am]
Mini Moose 2707 -- he up now, too
[2017-9-22. : 7:05 am]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y it's a question of organization. I like to use forces as owners so I know it's a generic trigger that has copies for other players. Something you don't necessarily immediately recognize if you have them owned by individual players.
ok that makes perfect sense. thank you
[2017-9-22. : 7:05 am]
m.0.n.3.y -- Vrael
Vrael shouted: like if you create it in the classic trigedit I don't know where staredit (or scmdraft) puts those triggers, before or after the individual player triggers I assume
Vrael
Vrael shouted: m.0.n.3.y also you'd want to double check where exactly in the master trigger list the Force 1 trigger is created, if it's the kind of trigger where its placement/order matters
gotcha. I just use classic triger editior in scm draft
[2017-9-22. : 6:17 am]
TF- -- WUCK
[2017-9-22. : 5:46 am]
NudeRaider -- jjf28
jjf28 shouted: I was trying, then my lower intestine decided it was time for a fire drill and we had to get everyone out
imagine a stream of shit flying towards and pressing the fire alarm button
[2017-9-22. : 5:45 am]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Hey so I know it doesn't matter technically. But if p1, p2, p3 are all in Force 1, and I have a trigger using all "current players", is it better to make the trigger for "Players 1, 2, 3" , or force just "Force 1". I know it will render the same way when the game reads it but is there a reason to do one or the other?
it's a question of organization. I like to use forces as owners so I know it's a generic trigger that has copies for other players. Something you don't necessarily immediately recognize if you have them owned by individual players.
[2017-9-22. : 5:02 am]
Wing Zero -- That is an amusing analogy
[2017-9-22. : 4:52 am]
jjf28 -- I was trying, then my lower intestine decided it was time for a fire drill and we had to get everyone out
[2017-9-22. : 4:05 am]
Pr0nogo -- Son-
Son- shouted: Corbo you still play SC
go to bed
[2017-9-22. : 1:58 am]
Mini Moose 2707 -- Britain got the old bopperoo over 200 years ago, gotta speak FREEDOM now O_O
[2017-9-22. : 1:57 am]
Mini Moose 2707 -- and you're not LMAO
[2017-9-22. : 1:49 am]
Corbo -- Roy
Roy shouted: Realize*
realise is british tho
[2017-9-22. : 1:10 am]
Vrael -- :wob:
[2017-9-22. : 1:09 am]
O)FaRTy1billion[MM] -- :wob:
[2017-9-22. : 1:08 am]
Vrael -- like if you create it in the classic trigedit I don't know where staredit (or scmdraft) puts those triggers, before or after the individual player triggers I assume
[2017-9-22. : 1:08 am]
Vrael -- m.0.n.3.y
m.0.n.3.y shouted: Hey so I know it doesn't matter technically. But if p1, p2, p3 are all in Force 1, and I have a trigger using all "current players", is it better to make the trigger for "Players 1, 2, 3" , or force just "Force 1". I know it will render the same way when the game reads it but is there a reason to do one or the other?
also you'd want to double check where exactly in the master trigger list the Force 1 trigger is created, if it's the kind of trigger where its placement/order matters
[2017-9-22. : 1:05 am]
m.0.n.3.y -- Mini Moose 2707
Mini Moose 2707 shouted: Not really, unless you think the players referenced by Force 1 will change at some point.
Gotcha. Thanks
[2017-9-22. : 12:53 am]
Mini Moose 2707 -- Not really, unless you think the players referenced by Force 1 will change at some point.
[2017-9-22. : 12:51 am]
m.0.n.3.y -- Hey so I know it doesn't matter technically. But if p1, p2, p3 are all in Force 1, and I have a trigger using all "current players", is it better to make the trigger for "Players 1, 2, 3" , or force just "Force 1". I know it will render the same way when the game reads it but is there a reason to do one or the other?
[2017-9-22. : 12:08 am]
Mini Moose 2707 -- [̲̅$̲̅(̲̅ ͡° ͜ʖ ͡°̲̅)̲̅$̲̅] FAT $TACK$ [̲̅$̲̅(̲̅ ͡° ͜ʖ ͡°̲̅)̲̅$̲̅]
[2017-9-22. : 12:00 am]
Excalibur -- But so far it looks good. We getting dem F4T $T4XX$$
[2017-9-21. : 11:57 pm]
Excalibur -- Been training em for two days. Tomorrow is last day. Flying in to home airport at 5am Sat morning on a red eye. RIP.
[2017-9-21. : 11:56 pm]
Mini Moose 2707 -- :ex: did you bop those fat cat clients yet
[2017-9-21. : 11:56 pm]
Mini Moose 2707 -- Nope, he dead :rip:
[2017-9-21. : 11:49 pm]
Son- -- Corbo you still play SC
[2017-9-21. : 11:33 pm]
Mini Moose 2707 -- :drunk: :rip:
[2017-9-21. : 11:33 pm]
Roy -- Realize*
[2017-9-21. : 11:06 pm]
Corbo -- Good byre
[2017-9-21. : 11:05 pm]
Corbo -- There is no such sthing as roo early to deink
[2017-9-21. : 11:05 pm]
Corbo -- I have come to realise
[2017-9-21. : 9:58 pm]
Mini Moose 2707 -- w/e
[2017-9-21. : 9:54 pm]
lil-Inferno -- tru
[2017-9-21. : 9:04 pm]
Generalpie -- Traps aren't gay if they look like girls, etc.
[2017-9-21. : 9:04 pm]
*Generalpie yawns and flops over*
[2017-9-21. : 8:08 pm]
Butch -- also get discord and ask these questions on there tbh. more likely to get help imo
[2017-9-21. : 8:07 pm]
Butch -- if you have oreotriggers installed it comes as a native function and kaias wrote it all so id have to ask him
[2017-9-21. : 8:06 pm]
Butch -- you an do true percentage randomization with like a shit ton of switches and some math but its kinda complicated and i dont wanna figure it oit
[2017-9-21. : 6:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[2017-9-21. : 6:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[2017-9-21. : 5:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[2017-9-21. : 5:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[2017-9-21. : 5:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[2017-9-21. : 5:21 pm]
NudeRaider -- *running at the same time for the same player.
[2017-9-21. : 5:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[2017-9-21. : 5:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[2017-9-21. : 5:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[2017-9-21. : 4:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!

Pages: < 1 2 3 4 53049 >


Members Online: Roy, Suicidal Insanity, jjf28, Dem0n, KYSXD