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[2015-3-04. : 12:43 am]
Neiv -- You never know before you try? Or did it check something that bullet is also targeting air?
[2015-3-04. : 12:41 am]
O)FaRTy1billion[MM] -- but I don't think the ground attack would have halo rocket trails xD
[2015-3-04. : 12:41 am]
O)FaRTy1billion[MM] -- oh, ok
[2015-3-04. : 12:40 am]
Neiv -- Only melee attacks skip bullets completely
[2015-3-04. : 12:40 am]
Neiv -- The hit appearing is also a bullet, even if it spawns directly on enemy and doesn't move
[2015-3-04. : 12:39 am]
O)FaRTy1billion[MM] -- Neiv
Neiv shouted: I think if the ground attack would use sprol, the blue clouds would appear as well? I'll test
It's the sprol on the bullet
[2015-3-04. : 12:39 am]
O)FaRTy1billion[MM] -- after a cursory glance, the others appear to also force certain sprite overlays under certain conditions
[2015-3-04. : 12:39 am]
Neiv -- I think if the ground attack would use sprol, the blue clouds would appear as well? I'll test
[2015-3-04. : 12:38 am]
O)FaRTy1billion[MM] -- it seems like all of the SPROL/SPRUL ones have some other weird checks and things, but SPROL was the first one I've done
[2015-3-04. : 12:37 am]
Neiv -- That's one nice hardcoded quirk D:
[2015-3-04. : 12:37 am]
O)FaRTy1billion[MM] -- they are in SPROl
[2015-3-04. : 12:37 am]
O)FaRTy1billion[MM] -- I just trudged through all the conditions and checks for that. xD
[2015-3-04. : 12:37 am]
O)FaRTy1billion[MM] -- yes, I didn't know that happened. xD
[2015-3-04. : 12:36 am]
Neiv -- The blue clouds that appear when you have range upgrade?
[2015-3-04. : 12:36 am]
O)FaRTy1billion[MM] -- ground attack doesn't use bullets, this is on the air attack projectile
[2015-3-04. : 12:35 am]
Mini Moose 2707 -- It has a shorter ground attack range
[2015-3-04. : 12:34 am]
O)FaRTy1billion[MM] -- Oooh, I think it's the goliath upgrade
[2015-3-04. : 12:33 am]
O)FaRTy1billion[MM] -- does hero goliath have a different bullet overlay than regular goliath?
[2015-3-04. : 12:33 am]
O)FaRTy1billion[MM] -- is called from bullet, bullet has source unit, source unit is goliath (or hero), (some per-player look-up condition (no idea) || (unit is hero & isExpansion) ), then create image with sprite 505 and ignore the actual provided ID
[2015-3-04. : 12:30 am]
O)FaRTy1billion[MM] -- Huh, that's weird. SPROL under a huge list of conditions will only create sprite 505.
[2015-3-04. : 12:23 am]
O)FaRTy1billion[MM] -- or rather a || (b && c)
[2015-3-04. : 12:20 am]
O)FaRTy1billion[MM] -- oh, I think it's like an a && (b || c) type deal
[2015-3-04. : 12:18 am]
O)FaRTy1billion[MM] -- http://pastebin.com/RHksEmfu is at the bottom the only way that makes sense?
[2015-3-04. : 12:16 am]
O)FaRTy1billion[MM] -- aa, the logic of this is weird and only makes sense with gotos D:
[2015-3-03. : 11:56 pm]
Generalpie -- http://youtu.be/AJ6Mkx1KEns
[2015-3-03. : 11:16 pm]
jjf28 -- http://youtu.be/UQE-t2rmtek
[2015-3-03. : 11:14 pm]
jjf28 -- :O
[2015-3-03. : 11:11 pm]
Mini Moose 2707 -- You can have some :farty: Os, if you know what I mean. :teach:
[2015-3-03. : 10:57 pm]
O)FaRTy1billion[MM] -- All I have is some Joe's O's
[2015-3-03. : 10:57 pm]
O)FaRTy1billion[MM] -- I want a giant cookie. :(
[2015-3-03. : 10:56 pm]
Fire_Kame -- mm giant cookie
[2015-3-03. : 10:43 pm]
O)FaRTy1billion[MM] -- also the calculating functions originally were a bunch of looping functions that added every possibility to a list, then I noticed if I did the operations in a certain order the most optimal one always came up first. :P
[2015-3-03. : 10:41 pm]
jjf28 -- jjf28
jjf28 shouted: oh yay, forgot you could easily set p9-12 deaths with dEUPs, time to stick a GRP in the death table :wob:
when I get a fig of free time -.-
[2015-3-03. : 10:40 pm]
O)FaRTy1billion[MM] -- That is unless you can devise an even more optimal stacking method.
[2015-3-03. : 10:40 pm]
O)FaRTy1billion[MM] -- you can use my helper functions for calculating the most optimum number of blocks :P
[2015-3-03. : 10:39 pm]
jjf28 -- (since units and trigs are done separately and stuff)
[2015-3-03. : 10:39 pm]
jjf28 -- yea, might look at it again when programming it, but I probably won't start from that
[2015-3-03. : 10:39 pm]
O)FaRTy1billion[MM] -- Am I the only one who reads dEUP as "doop"? :P
[2015-3-03. : 10:39 pm]
O)FaRTy1billion[MM] -- ... speaking of dEUPs
[2015-3-03. : 10:39 pm]
O)FaRTy1billion[MM] -- did you ever look at my section stacking code?
[2015-3-03. : 10:38 pm]
O)FaRTy1billion[MM] -- woo :wob:
[2015-3-03. : 10:38 pm]
jjf28 -- oh yay, forgot you could easily set p9-12 deaths with dEUPs, time to stick a GRP in the death table :wob:
[2015-3-03. : 10:37 pm]
O)FaRTy1billion[MM] -- that should be <
[2015-3-03. : 10:36 pm]
O)FaRTy1billion[MM] -- cool, curdirectcondjmp is the same code: if ( getAngleDistance(unknown1, unit facing direction) > unknown2 ) then do jump
[2015-3-03. : 10:35 pm]
O)FaRTy1billion[MM] -- or a frame I mean
[2015-3-03. : 10:35 pm]
O)FaRTy1billion[MM] -- I don't know why that is :P I think it's just playing a sprite a sunken colony isn't supposed to have so it's overflowing
[2015-3-03. : 10:34 pm]
jjf28 -- dat guardian burn tho
[2015-3-03. : 10:34 pm]
O)FaRTy1billion[MM] -- each one is attacking the one counter-clockwise of itself. For angle1, 0 = up, 64 = right, 128 = down, 192 = left. angle2 is the distance from angle1. (basically if( getAngleDistance( angle1, angleToUnit(...) ) < angle2 ) then do jump)
[2015-3-03. : 10:32 pm]
Mini Moose 2707 -- and my axe
[2015-3-03. : 10:30 pm]
O)FaRTy1billion[MM] -- yay, TrgtArcCondJmp holds no more secrets!
[2015-3-03. : 10:19 pm]
lil-Inferno -- And my dong.
[2015-3-03. : 10:00 pm]
jjf28 -- "man she has a big ass"
[2015-3-03. : 9:58 pm]
zsnakezz -- ah, thinking out loud, man's most potent weapon
[2015-3-03. : 9:57 pm]
O)FaRTy1billion[MM] -- I could easily test this
[2015-3-03. : 9:57 pm]
O)FaRTy1billion[MM] -- so basically, if the angle to (from?) the target unit is within param2 of angle param1
[2015-3-03. : 9:50 pm]
O)FaRTy1billion[MM] -- unless I got that backwards
[2015-3-03. : 9:50 pm]
O)FaRTy1billion[MM] -- it seems to return the angle of the current unit compared to the target ... so if the target is directly up, it returns 128
[2015-3-03. : 9:49 pm]
O)FaRTy1billion[MM] -- I'm still deciding which angles correspond to which direction
[2015-3-03. : 9:49 pm]
O)FaRTy1billion[MM] -- the first parameter is the angle (where 0 = 0 degrees, 128 = 180 degrees, and 256 = 360 degrees), and the second parameter is the distance from that angle
[2015-3-03. : 9:41 pm]
O)FaRTy1billion[MM] -- yay, I figured out the values
[2015-3-03. : 9:25 pm]
O)FaRTy1billion[MM] -- It uses some lookup table, so I still don't know what the values mean :wob:
[2015-3-03. : 9:25 pm]
O)FaRTy1billion[MM] -- woo, finished TRGTARCCONDJMP :wob:
[2015-3-03. : 8:30 pm]
Excalibur -- .-.
[2015-3-03. : 7:58 pm]
O)FaRTy1billion[MM] -- this keeps doing that ... test thing,the same thing / setle/jl/other inequality conditions
[2015-3-03. : 7:56 pm]
O)FaRTy1billion[MM] -- test eax,eax / setle CL .. is that CL = EAX <= 0 ?
[2015-3-03. : 7:15 pm]
Excalibur -- I wish what I was working on was playable so I could show it to you guys. D:
[2015-3-03. : 6:29 pm]
zsnakezz -- i am clean!
[2015-3-03. : 6:29 pm]
zsnakezz -- the proof is within all my shitty posts
[2015-3-03. : 6:29 pm]
zsnakezz -- to all moderators, i haven't been paying attention to it.

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