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Pages: < 1 5 6 7 8 93049 >

[2017-9-16. : 12:10 am]
jjf28 -- darn, I have to register to actually change stuff http://www.starcraftai.com/wiki/Frame_Rate
[2017-9-16. : 12:09 am]
Mini Moose 2707 -- jjf28
jjf28 shouted: I forget, did we agree to call frames something other than frames?
idk, I just remember getting mad AF when "frames" meant two things LMAO
[2017-9-16. : 12:06 am]
Voyager7456 -- I've definitely always used ticks
[2017-9-16. : 12:04 am]
jjf28 -- if there are no objections, the things formerly known as frames in StarCraft are now "ticks"
[2017-9-16. : 12:03 am]
Neiv -- I've always liked to just specify "logic frames" or "render frames" in ambiguous cases, but I'm pretty sure that somewhere (Was possibly WC2 context), blizzard has called them ticks
[2017-9-16. : 12:01 am]
jjf28 -- maybe "Game Ticks"
[2017-9-16. : 12:00 am]
jjf28 -- I forget, did we agree to call frames something other than frames?
[2017-9-15. : 11:49 pm]
Dem0n -- THE HYPER TRIGGER
[2017-9-15. : 11:36 pm]
Roy -- Yeah, that's why The Hyper Trigger works.
[2017-9-15. : 11:22 pm]
NudeRaider -- Vrael
Vrael shouted: Mini Moose 2707 I don't think Forces have dedicated DC's if I remember correctly? Like you can't do "Set to 2 for deaths of Marine for Force 1" - that would just set deaths for P1,2,3 all to 2
that's what I thought too.
[2017-9-15. : 11:21 pm]
NudeRaider -- this will be the same as if you ticked P1-3 specifically as trigger owner
[2017-9-15. : 11:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: I guess i was trying to take a shortcut. I wanted ACTION to happen whenever player 1, or player 2, or player 3 suffered a death of a probe. so I used "force 1" as the players. And said if force 1 sufferes exactly 1 death of probe, ACTION. repeat for 2 deaths. does that work?
trigger owner: Force1; condition: Current Player suffered 1 death of probe; action: Subtract 1 death of probe for Current Player.
[2017-9-15. : 11:02 pm]
jjf28 -- dunno how they got there :P , I should probably write in game seconds somewhere
[2017-9-15. : 11:00 pm]
O)FaRTy1billion[MM] -- oh man those sheets 2 and 3 are intense
[2017-9-15. : 10:51 pm]
jjf28 -- 1 game second = 15 frames, 1 frame = 42ms on fastest; 1 game second = 620ms
[2017-9-15. : 10:50 pm]
Roy -- It's worth pointing out that setting a trigger's owner to a force is different from using a force in a condition/action.
[2017-9-15. : 10:33 pm]
Mini Moose 2707 -- Come on man, arguing this one is Dem0n's meme.
[2017-9-15. : 10:14 pm]
Vrael -- or subtracting a DC for the force actually subtracts 1 for each player in the force, doesn't it?
[2017-9-15. : 10:14 pm]
Vrael -- Mini Moose 2707
Mini Moose 2707 shouted: But those are for actual lost probes. If you use triggers to add to the DC for P1 and P2, the force DC doesn't change unless you affect it specifically.
I don't think Forces have dedicated DC's if I remember correctly? Like you can't do "Set to 2 for deaths of Marine for Force 1" - that would just set deaths for P1,2,3 all to 2
[2017-9-15. : 9:39 pm]
Mini Moose 2707 -- Tho you can subtract on the DC for Force 1 Probe so unless you need each death to do something specific, you wouldn't need separate triggers.
[2017-9-15. : 9:39 pm]
Mini Moose 2707 -- Yeah, so long as those are actual probes dying and not you setting the DC for P1, P2, or P3.
[2017-9-15. : 9:36 pm]
m.0.n.3.y -- I guess i was trying to take a shortcut. I wanted ACTION to happen whenever player 1, or player 2, or player 3 suffered a death of a probe. so I used "force 1" as the players. And said if force 1 sufferes exactly 1 death of probe, ACTION. repeat for 2 deaths. does that work?
[2017-9-15. : 9:33 pm]
Mini Moose 2707 -- But those are for actual lost probes. If you use triggers to add to the DC for P1 and P2, the force DC doesn't change unless you affect it specifically.
[2017-9-15. : 9:30 pm]
lil-Inferno -- e.g. if player 1, 2, and 3 are in force 1, and you were looking for 3 deaths of probe, player 1 suffering 2 deaths and player 2 suffering 1 death of probe would meet that condition
[2017-9-15. : 9:30 pm]
lil-Inferno -- No, that would be collective
[2017-9-15. : 9:28 pm]
m.0.n.3.y -- *condition is, force 1 suffered 1 death of probe*
[2017-9-15. : 9:28 pm]
m.0.n.3.y -- Example. Set for players "force 1", and condition is suffered 1 death of probe, that means for the action to occur all players in force 1 have to have 1 death of probe, right?
[2017-9-15. : 9:27 pm]
m.0.n.3.y -- Hey question, if you have a trigger set for players "force 1", that means the conditions have to be met by every player in force 1 for the action to occur, right?
[2017-9-15. : 9:03 pm]
Vrael -- oh and not to mention having to live with the mistakes of my younger self who didn't even really know how to code yet trying to write trigger systems and doing things way inefficiently
[2017-9-15. : 9:00 pm]
Vrael -- random ass bugs that only happened when I had 2 or 3 players in the game making it almost impossible to figure out wth going on
[2017-9-15. : 8:59 pm]
Vrael -- nookes and crannies errors
[2017-9-15. : 8:58 pm]
Vrael -- running out of sprites, running out of strings, running out of units, running out of locations, running out of map space
[2017-9-15. : 8:58 pm]
Vrael -- my god I remember now why it was so hard to keep going on tenebrous
[2017-9-15. : 8:46 pm]
Vrael -- but yeah for whatever reason people can never figure it out, I didn't think it would be that hard since it's completely 100% deterministic (except the initial ordering of the buttons)
[2017-9-15. : 8:45 pm]
Vrael -- mod 2 of course since theres only on/off
[2017-9-15. : 8:45 pm]
Vrael -- if I remember correctly I used a matrix operator as each of the 4 buttons
[2017-9-15. : 8:45 pm]
lil-Inferno -- It's EZ tho
[2017-9-15. : 8:44 pm]
Vrael -- yeah the rax puzzle fucks so many people over
[2017-9-15. : 8:41 pm]
lil-Inferno -- Like the portal puzzle. All I remember is the puzzle with the barraccs units.
[2017-9-15. : 8:41 pm]
lil-Inferno -- Vrael
Vrael shouted: lil-Inferno also no but its at least a lot further along than the version in that youtube video
I just skimmed through the end of it out of curiosity and I don't remember like any of that LMAO
[2017-9-15. : 8:25 pm]
Vrael -- I'd need to play it through though before I'd start working on it just to figure out where I left off though
[2017-9-15. : 8:24 pm]
Vrael -- lil-Inferno
lil-Inferno shouted: Vrael is it done
also no but its at least a lot further along than the version in that youtube video
[2017-9-15. : 8:18 pm]
Vrael -- lil-Inferno
lil-Inferno shouted: Oh_Man since when is there an airship wtf
since at least 2011, when that played version is timestamped
[2017-9-15. : 7:59 pm]
m.0.n.3.y -- ok thank you :)
[2017-9-15. : 7:53 pm]
Mini Moose 2707 -- Other way around.
[2017-9-15. : 7:52 pm]
m.0.n.3.y -- meaning every elapsed scenario time second = 1.19 real world second?
[2017-9-15. : 7:49 pm]
Mini Moose 2707 -- 100/84 ~ 1.1904761 is my guess at the conversion.
[2017-9-15. : 7:47 pm]
m.0.n.3.y -- I know, but i'm talking specifically about the "elapsed scenario time" condition, do you not know the conversion for that?
[2017-9-15. : 7:47 pm]
Mini Moose 2707 -- I think you get 10 DCs/sec on normal speed ... so maybe 1000 game seconds on fastest to 840 seconds of wall clock time is what you're looking for. jjf or someone can correct me if that's wrong.
[2017-9-15. : 7:46 pm]
Mini Moose 2707 -- If you want to use death counters with hyper triggers, there are 1000/84 ~ 11.904761 DCs per second of wall clock time.
[2017-9-15. : 7:46 pm]
m.0.n.3.y -- minimoose?
[2017-9-15. : 7:44 pm]
m.0.n.3.y -- because we all know you only play on fastest speed lol
[2017-9-15. : 7:44 pm]
m.0.n.3.y -- so what's the converstion rate then for "elapsed scenario game time seconds" to real seconds
[2017-9-15. : 7:43 pm]
Mini Moose 2707 -- The countdown timer is also based on game speed.
[2017-9-15. : 7:43 pm]
m.0.n.3.y -- to be more accurate?
[2017-9-15. : 7:43 pm]
m.0.n.3.y -- so would it be better to have something based on the in game counter timer?
[2017-9-15. : 7:41 pm]
Mini Moose 2707 -- Yes. Elapsed time for the condition in the map uses game time, which is affected by game speed.
[2017-9-15. : 7:37 pm]
m.0.n.3.y -- Is there a difference between "Elapsed scenario game time seconds" and real world seconds?
[2017-9-15. : 6:34 pm]
lil-Inferno -- Oh_Man
Oh_Man shouted: Vrael https://www.youtube.com/watch?v=5IaAs8dpy14 Here is a video of someone playing your map start to finish
since when is there an airship wtf
[2017-9-15. : 6:29 pm]
lil-Inferno -- Vrael
Vrael shouted: ok who wants to go play tenebrous
is it done
[2017-9-15. : 6:23 pm]
O)FaRTy1billion[MM] -- Suicidal Insanity
Suicidal Insanity shouted: Did I miss anything during the last week?
probably not
[2017-9-15. : 6:18 pm]
Voyager7456 -- Oh my god it actually scores you on your "intelligence" at the end of the map
[2017-9-15. : 6:16 pm]
Suicidal Insanity -- Did I miss anything during the last week?
[2017-9-15. : 6:16 pm]
O)FaRTy1billion[MM] -- Voyager7456
Voyager7456 shouted: NudeRaider Barrier to entry for mapping, not SEN.
then just join SEN, problem solved :wob:
[2017-9-15. : 6:02 pm]
Voyager7456 -- Oh_Man
Oh_Man shouted: there is a lot of god talk in the dialogue IT TRIGGERED ME
I'm not gonna lie I'm pretty far into the map and pretty much every piece of dialogue annoys me
[2017-9-15. : 5:59 pm]
Voyager7456 -- NudeRaider
NudeRaider shouted: Voyager7456 if you don't join SEN because I'm not gonna help you steal maps, but tell you to elaborate on what you need so I can tell you what you need AND offer you a tool that gives what you requested without violating policy then you are a tool and will probably not be missed by anyone. This is weighed vs. the people that would rather not upload their map to SEN when they can't be sure it won't be stolen.
Barrier to entry for mapping, not SEN.
[2017-9-15. : 5:52 pm]
Vrael -- wow this is so weird watching the game from someone else's point of view
[2017-9-15. : 5:45 pm]
Vrael -- thanks for the video

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