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[2014-10-01. : 9:35 pm] O)FaRTy1billion[MM] -- The whole time I was thinking "Wow, this really has surprisingly little effect on the difficulty." and then it started getting a bit fast and when I'd rotate I'd lose track of which column it was in :C[2014-10-01. : 9:34 pm] O)FaRTy1billion[MM] -- Mini Moose 2707Mini Moose 2707 shouted: http://firstpersontetris.com/ LEVEL: 07 LINES: 077 SCORE: 020740 D:[2014-10-01. : 9:23 pm] Jack -- But I don't know a formula that will find that pivot point AND find the pivot point if the line is rotated 90 degrees[2014-10-01. : 9:22 pm] Jack -- E.g. if the line is at (1,3) (2,3) (3,3) (4,3) then I believe the pivot point is (2.5, 2.5).[2014-10-01. : 9:19 pm] Jack -- In tetris, the origin of the line is not in the dead centre of the line, but it's "down" 0.5 or up depending on orientation.[2014-10-01. : 9:19 pm] Jack -- If you have a grid laid out for a tetris game, and the line is comprised of four blocks, how do you find the origin of the line[2014-10-01. : 9:19 pm] O)FaRTy1billion[MM] -- JackJack shouted: ok guys I have a puzzle for you all The answer is 3.[2014-10-01. : 9:17 pm] O)FaRTy1billion[MM] -- JackJack shouted: I suspect I've ++'d multiple times per day but don't worry moose I'm not as think as drunk you fart Moose was at day 6 for a few days. [2014-10-01. : 9:17 pm] Moose -- It's 12 because we started at 0, since you're a programmer and stuff[2014-10-01. : 9:14 pm] Jack -- I suspect I've ++'d multiple times per day but don't worry moose I'm not as think as drunk you fart[2014-10-01. : 8:33 pm] Vrael -- you could follow Microsoft's numbering model: Windows 7, Windows 8, Windows 10, Windows ERR#432, etc[2014-10-01. : 8:16 pm] Devourer -- A part of me wants to redo SEN and try a new kind of organization [2014-10-01. : 7:23 pm] Roy -- How SC actually arranges the triggers is beyond my knowledge, but such an implementation detail is inconsequential for determining how triggers execute.[2014-10-01. : 7:22 pm] Roy -- Triggers are only separated out by player. All of Player 1's triggers run (from top to bottom from the entire trigger list, including triggers referring to Player 1 by Force or All Players), followed by Player 2's triggers, all the way down to Player 8's triggers.[2014-10-01. : 7:19 pm] Zoan -- Oh, so SC just reads triggers from the top down and for each one checks which player is in the list?[2014-10-01. : 7:19 pm] Roy -- That's why if you put a trigger at the top of the trigger list owned by "All Players", that trigger will always run before any triggers specified for just Player 1.[2014-10-01. : 7:18 pm] Roy -- Pretend anything you put for Forces/All Players gets expanded out to triggers owned by each individual player. That's more accurately how they work.[2014-10-01. : 7:03 pm] Zoan -- But maybe I don't understand the order of how SC checks triggers. Darn SC Wiki being broken lol[2014-10-01. : 7:02 pm] Zoan -- would it really be consecutive? I thought it would run once for P1 as P1 runs through his triggers, then it would run for P2 as P2 checks his triggers, etc. up until P8, and then it would run a second time for P1 as Force1's triggers are checked, P2 as Force1's trigger are checked, etc., and then finally a last time for P1 as the All Players triggers are checked[2014-10-01. : 7:00 pm] Roy -- And they would run three times consecutively due to the way trigger execution order works. So you could still keep things in sections.[2014-10-01. : 6:59 pm] Roy -- The way it works is that by selecting "Player 1", "Force 1" and "All Players" (assuming Player 1 is Force 1), you're actually having Player 1 run that trigger three times.[2014-10-01. : 6:57 pm] Zoan -- Ah, I get it. However, in my map I need it to multiply numbers in one section before checking what the new number is in the next section: like the top part of force 1's triggers convert X to Y and then the bottom part checks Y: this wouldn't work with Quaternary Countoffs.[2014-10-01. : 6:51 pm] Roy -- Just a heads up: a vast number of replies in that thread are wrong and/or not understanding the system.[2014-10-01. : 6:50 pm] Roy -- Have a look at Quaternary Countoffs if you really need to save on trigger count.[2014-10-01. : 6:48 pm] Zoan -- I figured out how to multiple a variable number of deaths by fixed numbers (like 2), by having triggers subtract 256 from DC:1 add 512 to DC:2 if DC:1 is at least 256, then subtract 128 from DC:1 and add 256 to DC:2 if DC:1 is at least 128, etc etc down to subtracting 1 from DC:1 and adding 2 to DC:2 if DC:1 is at least 1[2014-10-01. : 6:46 pm] Zoan -- is there a good way to multiply a variable death counter by another variable death counter using triggers, without having abajillion triggers?[2014-10-01. : 6:37 pm] Gigins -- 99 bottles of wine in the shelf, 99 bottles of wine, you take one out open it up, 98 bottles of wine in the shelf. http://youtu.be/IAI1cab9BAg[2014-10-01. : 6:30 pm] Gigins -- NudeRaiderNudeRaider shouted: fu Gigins, one of the few answers I got right the first time and you say "this was too easy" Wasn't it? [2014-10-01. : 6:05 pm] O)FaRTy1billion[MM] -- It had to do with the thing where cable companies want to force websites to pay them in order to be able to be accessed reasonably ...[2014-10-01. : 6:04 pm] O)FaRTy1billion[MM] -- I found the link on Netflix and was like I like having internet![2014-10-01. : 6:03 pm] O)FaRTy1billion[MM] -- I forgot that I signed up for one of those things that emails people about how they should keep the internet unrestricted or whatever, I forgot specifically. xD[2014-10-01. : 5:59 pm] NudeRaider -- fu Gigins, one of the few answers I got right the first time and you say "this was too easy" [2014-10-01. : 5:56 pm] O)FaRTy1billion[MM] -- RoyRoy shouted: Oh_Man Sure, if you have an EUD Action Enabler running. Otherwise, no, only Players 1-8 can use the death table. 9-12 can use the death table, they just can't be set via triggers.[2014-10-01. : 5:55 pm] NudeRaider -- Omg I'm so bad at this GiginsGigins shouted: Drinks quiz, gogogo! http://youtu.be/fvV_6BCkoL8 Tonight I'll dream about Gigins saying "You're wrong" to me! |