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Pages: < 1 « 3158 3159 3160 3161 31623540 >

[2014-12-15. : 7:29 am]
zsnakezz -- but i never figured it out
[2014-12-15. : 7:29 am]
zsnakezz -- i tried doing it a LONG time ago
[2014-12-15. : 7:29 am]
Sacrieur -- there's an article for that too http://www.staredit.net/starcraft/Kills_to_cash
[2014-12-15. : 7:29 am]
zsnakezz -- ya know
[2014-12-15. : 7:29 am]
zsnakezz -- like zerglings 5 ore, ultra 50
[2014-12-15. : 7:28 am]
O)FaRTy1billion[MM] -- DCs are your friend in that case
[2014-12-15. : 7:28 am]
zsnakezz -- in isolated intervals
[2014-12-15. : 7:28 am]
O)FaRTy1billion[MM] -- like unless you have specific and binary gamestates or something, switches aren't all that useful
[2014-12-15. : 7:28 am]
zsnakezz -- i just want to make a system, that can give me money every time i kill a unit
[2014-12-15. : 7:28 am]
Sacrieur -- Use a DC timer, there's an article on this
[2014-12-15. : 7:27 am]
O)FaRTy1billion[MM] -- Other than for randomization, but a lot of times that can go hand-in-hand with DCs
[2014-12-15. : 7:27 am]
zsnakezz -- :(
[2014-12-15. : 7:27 am]
O)FaRTy1billion[MM] -- switches aren't really useful anymore, their use has been replaced by DCs xD
[2014-12-15. : 7:27 am]
Sacrieur -- You should never use waits :P
[2014-12-15. : 7:27 am]
zsnakezz -- i can stand 1/5th
[2014-12-15. : 7:27 am]
zsnakezz -- but its only 1 5th of a second
[2014-12-15. : 7:27 am]
Sacrieur -- Except that using waits causes problems ^_^
[2014-12-15. : 7:26 am]
Sacrieur -- And "If Current Player's killscore is at least 1, then set switch 1."
[2014-12-15. : 7:26 am]
zsnakezz -- every 200 milla seconds, it set it back
[2014-12-15. : 7:26 am]
zsnakezz -- preserve trigger
[2014-12-15. : 7:26 am]
zsnakezz -- or i could say, wait 200 milla seconds, and set death counter to 0
[2014-12-15. : 7:25 am]
Sacrieur -- In the condition of the whole system, you may add a requirement, "Switch 1 is set."
[2014-12-15. : 7:25 am]
O)FaRTy1billion[MM] -- switches are basically global (in that a switch set for one player will be set for any other player) deathcounters that can only be 0 or 1.
[2014-12-15. : 7:25 am]
Sacrieur -- Right so say for efficiency reasons your kills to cash system slowed down the game if it ran all the time.
[2014-12-15. : 7:25 am]
zsnakezz -- deathcounters aye
[2014-12-15. : 7:24 am]
zsnakezz -- but i want to keep doing it
[2014-12-15. : 7:24 am]
O)FaRTy1billion[MM] -- Well, most people use deathcounters as a sort of variable to track gamestate, level, XP, etc. ... Switches really are only used for randomization.
[2014-12-15. : 7:24 am]
zsnakezz -- say kill 1 zergling get 5 ore
[2014-12-15. : 7:24 am]
Sacrieur -- You mean in theorycraft?
[2014-12-15. : 7:24 am]
zsnakezz -- so if i wanted a money script
[2014-12-15. : 7:24 am]
zsnakezz -- but i dont understand how they are used
[2014-12-15. : 7:23 am]
Sacrieur -- They're boolean values, if that helps.
[2014-12-15. : 7:23 am]
zsnakezz -- like i understand why people use them
[2014-12-15. : 7:23 am]
zsnakezz -- i dont understand their purpose or how they work
[2014-12-15. : 7:23 am]
O)FaRTy1billion[MM] -- You set a switch, and then it is enabled. You clear a switch, and it is disabled. They are global, and their states remain constant across all players.
[2014-12-15. : 7:23 am]
zsnakezz -- idk
[2014-12-15. : 7:23 am]
Sacrieur -- What don't you understand about them?
[2014-12-15. : 7:23 am]
zsnakezz -- how do switches work?
[2014-12-15. : 7:22 am]
zsnakezz -- on a more serious subject
[2014-12-15. : 7:22 am]
Sacrieur -- For instance, checking if a number is even is as easy as n % 2
[2014-12-15. : 7:22 am]
Sacrieur -- Yes.
[2014-12-15. : 7:21 am]
O)FaRTy1billion[MM] -- On a more serious subject, should I eat chili, mac and cheese, or chili mac and cheese?
[2014-12-15. : 7:21 am]
Sacrieur -- ^_^
[2014-12-15. : 7:20 am]
O)FaRTy1billion[MM] -- optimi%ation?
[2014-12-15. : 7:19 am]
Sacrieur -- protip: use modulus
[2014-12-15. : 7:18 am]
O)FaRTy1billion[MM] -- optimi'ation?
[2014-12-15. : 7:10 am]
RIVE -- Apostrophe A if you're using Gypsy English.
[2014-12-15. : 6:36 am]
Zycorax -- S if you're using British English, Z if you're using American English
[2014-12-15. : 6:34 am]
Jack -- which completes in ~20 seconds
[2014-12-15. : 6:34 am]
Jack -- I bet there's a 5 line haskell solution
[2014-12-15. : 6:33 am]
Jack -- uhoh, my answer is wrong
[2014-12-15. : 6:33 am]
jjf28 -- cool people use z :wob:
[2014-12-15. : 6:30 am]
Jack -- I still don't know if it's optimization or optimisation in NZ
[2014-12-15. : 6:30 am]
Jack -- optimization is super fun
[2014-12-15. : 6:24 am]
Jack -- wow, EXTREMELY much many fasters if I do that
[2014-12-15. : 6:19 am]
Jack -- Humm, another optimisation would be to calculate a table of each d(n) as you go, making each loop progressively quicker
[2014-12-15. : 6:18 am]
Jack -- we'll see at the end of this
[2014-12-15. : 6:18 am]
Jack -- It might have been my counting being bad
[2014-12-15. : 6:17 am]
Jack -- I start at 1
[2014-12-15. : 6:15 am]
jjf28 -- ensure < instead of <=
[2014-12-15. : 6:15 am]
jjf28 -- hardcode 0,1,2,3?
[2014-12-15. : 6:13 am]
Jack -- there are only 1229 primes below 10000 but my check is finding 1230 :(
[2014-12-15. : 6:06 am]
Jack -- An optimization would be to precalculate all primes, add one per prime number under 10000 to the sum total, and then never check those primes for amicableness again.
[2014-12-15. : 6:05 am]
Jack -- https://projecteuler.net/problem=21 that means every prime is amicable to every other prime
[2014-12-15. : 6:05 am]
Jack -- Yeah it has to be
[2014-12-15. : 6:04 am]
Jack -- Is d(n) where n is a prime always 1?
[2014-12-15. : 6:04 am]
Jack -- Let d(n) be defined as the sum of proper divisors of n (numbers less than n which divide evenly into n).
[2014-12-15. : 6:00 am]
jjf28 -- /possibly inappropriate
[2014-12-15. : 5:56 am]
jjf28 -- somebody call Liam Neeson

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