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 « 3318 3319 3320 3321 33223539 >

[2014-9-30. : 2:42 am]
jjf28 -- dreamspark
[2014-9-30. : 2:42 am]
jjf28 -- naw, it had a colorful name...
[2014-9-30. : 2:41 am]
Roy -- MSDN?
[2014-9-30. : 2:41 am]
jjf28 -- what's the name of microsoft's website giving their software for free to college students...
[2014-9-30. : 2:41 am]
Roy -- Don't worry about it; I'm actually going to bed in like 30 seconds, so I don't actually have the time to figure it out at the moment.
[2014-9-30. : 2:40 am]
jjf28 -- gross, i'll grab that quick
[2014-9-30. : 2:40 am]
Roy -- VS2013, but yeah.
[2014-9-30. : 2:40 am]
jjf28 -- uhh, you're opening the solution file that's on github using visual studios 2012, correct?
[2014-9-30. : 2:38 am]
jjf28 -- those linker errors bug the hell out of me
[2014-9-30. : 2:38 am]
jjf28 -- I should figure out a way to give clean compiler errors for libraries :P
[2014-9-30. : 2:38 am]
jjf28 -- lesee...
[2014-9-30. : 2:38 am]
Roy -- (I haven't tried very hard at figuring it out.)
[2014-9-30. : 2:37 am]
Roy -- I can't get the ChkDraft source to build on my machine. Am I missing a library or something?
[2014-9-30. : 2:37 am]
jjf28 -- speaking of modeless dialogs I should push out these little bug fixes
[2014-9-30. : 2:36 am]
jjf28 -- hey now, CHKD's text trigs are finished xD
[2014-9-30. : 2:35 am]
O)FaRTy1billion[MM] -- Not my fault jjf hasn't finished CHKDraft.
[2014-9-30. : 2:35 am]
jjf28 -- can do them anywhere in the trigger order, can decide exactly how many frames till next cycle, such <3
[2014-9-30. : 2:35 am]
O)FaRTy1billion[MM] -- That's SCMD's fault
[2014-9-30. : 2:35 am]
Roy -- Syntax error: expected PlayerID, got string.
[2014-9-30. : 2:34 am]
O)FaRTy1billion[MM] -- Trigger("All players"){ Conditions: Actions: Set Deaths("Int:203151", "Terran Marine", Set To, 0); Preserve Trigger(); }
[2014-9-30. : 2:34 am]
Roy -- Oh really? Is that really all they require?
[2014-9-30. : 2:33 am]
O)FaRTy1billion[MM] -- they're super easy, and require only one trigger. :P
[2014-9-30. : 2:33 am]
jjf28 -- FaRTy1billion
FaRTy1billion shouted: I liked EUD hypers
indeed, single frame trigger cycle master race :farty:
[2014-9-30. : 2:32 am]
jjf28 -- mm, there's my problem, thanks :roy:
[2014-9-30. : 2:31 am]
Roy -- A wait just ends the execution of a trigger, not an entire trigger cycle for the player.
[2014-9-30. : 2:31 am]
O)FaRTy1billion[MM] -- I liked EUD hypers
[2014-9-30. : 2:30 am]
Roy -- There is no wait before clearing the switch, so it isn't blocked. Anything after the wait (if you had other actions) would be blocked, but nothing before the wait would be.
[2014-9-30. : 2:29 am]
jjf28 -- but how I remember waits could certainly be wrong :P
[2014-9-30. : 2:27 am]
jjf28 -- if the first action of the second trigger had run then the switch would be cleared and in the next cycle the first trigger would run again
[2014-9-30. : 2:26 am]
jjf28 -- doesn't seem right, execution should stop after the wait in the first trigger, blocking the second trigger in its entirety for that cycle
[2014-9-30. : 2:25 am]
Roy -- The first trigger runs, and then the second trigger runs the first action and is blocked on the first wait.
[2014-9-30. : 2:24 am]
jjf28 -- sigh, can't check wiki for where my thinking's off :(
[2014-9-30. : 2:24 am]
jjf28 -- hmm?
[2014-9-30. : 2:23 am]
Roy -- Although technically the second trigger's first action isn't blocked.
[2014-9-30. : 2:23 am]
Roy -- Both. :P
[2014-9-30. : 2:23 am]
jjf28 -- in theory or tested?
[2014-9-30. : 2:22 am]
Roy -- For the record, jjf, your suggestion does indeed work.
[2014-9-30. : 2:22 am]
jjf28 -- o you ninja solved ur problem roy :)
[2014-9-30. : 1:40 am]
Roy -- Zoan
Zoan shouted: Huh, I guess there was something else wrong with my map :/ wonder what it is lol
It's the hyper trigger.
[2014-9-30. : 12:24 am]
Moose -- Lel, so much for my crappy explanation of waits. To be fair, I did warn you. :P
[2014-9-30. : 12:08 am]
Zoan -- Huh, I guess there was something else wrong with my map :/ wonder what it is lol
[2014-9-30. : 12:01 am]
Zoan -- oooh, that's a good idea :D thanks, I'll do that
[2014-9-30. : 12:01 am]
Moose -- Oh. Maybe have a computer run a defeat trigger a few seconds in to test?
[2014-9-30. : 12:00 am]
Zoan -- Mini Moose 2707
Mini Moose 2707 shouted: Honestly, just try running in a map where you're the only player that can run triggers and see what happens.
Well it works fine if you play by yourself from the beginning, and it also works with two players, but it broke when it started with 2 players and went down to 1 player :O
[2014-9-29. : 11:59 pm]
Moose -- Honestly, just try running in a map where you're the only player that can run triggers and see what happens.
[2014-9-29. : 11:57 pm]
jjf28 -- possibly possible, someone would have to do the actual testing and frankly I only care about EUP hypers now :P
[2014-9-29. : 11:56 pm]
Zoan -- so... it's possible that the new, single hyper trigger was broken due to only P2 leaving? :O
[2014-9-29. : 11:55 pm]
Moose -- Also, if I wanted to be a jerk, isn't the new all players method technically less efficient despite being written more compactly because each player will have a trigger to check rather than just two with switch hypers?
[2014-9-29. : 11:54 pm]
Moose -- Ah, true.
[2014-9-29. : 11:54 pm]
jjf28 -- think it's slightly different as the second trigger could have no conditions and a single action
[2014-9-29. : 11:51 pm]
Moose -- That's also the previously existing switch hyper method, lel.
[2014-9-29. : 11:48 pm]
jjf28 -- using a second trigger makes the new hypers less attractive, but I fail to care :)
[2014-9-29. : 11:46 pm]
jjf28 -- if that's the case simply move the switch reset into a second trigger
[2014-9-29. : 11:46 pm]
jjf28 -- so a switch might not get reset
[2014-9-29. : 11:46 pm]
jjf28 -- if a player left before the end of a wait belonging to him, the actions after the wait may not be executed
[2014-9-29. : 11:37 pm]
jjf28 -- waits: stop immediately wherever you are in trigger cycle, when wait's over resume at top (working from fallible memory) skipping the wait triggers conditions/already executed actions (once again, I think), continue from there
[2014-9-29. : 11:28 pm]
Moose -- (That's why All Players is important for that method, btw. In addition to not knowing what human slots will be filled, it gets multiple players running it.)
[2014-9-29. : 11:25 pm]
Moose -- I'm sure someone who understands the internal mechanics of waits could give you a better explanation. I'd dig up the articles on them but lol the SC1 wiki is broken.
[2014-9-29. : 11:23 pm]
Moose -- Depending on the method of hypers, the other players can keep pushing it along and it won't gum up if your trigger order is right, but people just simplify into the general advice of don't use any other waits. :P
[2014-9-29. : 11:23 pm]
Moose -- It's related in the sense that each player can only have one wait running at a time, so if they're running a Wait(10000), they can't participate in the hypering.
[2014-9-29. : 11:20 pm]
Moose -- Uh, basically if it stopped working when you went from 2 players that could run triggers down to 1, there you go. :P
[2014-9-29. : 11:20 pm]
Zoan -- is that an explanation of why other waits in the triggers might break hyper triggers?
[2014-9-29. : 11:19 pm]
Zoan -- Mini Moose 2707
Mini Moose 2707 shouted: If there is only one player remaining in the game, it might not work. My understanding of the technical details of waits isn't the best, but here goes: A wait forces all triggers to be checked, but the only player is already running a wait in that trigger and there are no other hyper triggers to be hit.
:O I am confused, I will have to think about this :lol:
[2014-9-29. : 11:18 pm]
Zoan -- jjf28
jjf28 shouted: not really, but if you use waits or transmissions anywhere else you can throw off hypers
I don't have any waits or transmissions in the game.
[2014-9-29. : 11:14 pm]
Moose -- If there is only one player remaining in the game, it might not work. My understanding of the technical details of waits isn't the best, but here goes: A wait forces all triggers to be checked, but the only player is already running a wait in that trigger and there are no other hyper triggers to be hit.
[2014-9-29. : 11:00 pm]
jjf28 -- not really, but if you use waits or transmissions anywhere else you can throw off hypers
[2014-9-29. : 10:59 pm]
Zoan -- http://www.staredit.net/topic/16433/unread/#special Anyone know anything aboot this?
[2014-9-29. : 10:49 pm]
Zycorax -- waaait...
[2014-9-29. : 10:48 pm]
Zycorax -- 00:39 kkthx
[2014-9-29. : 10:39 pm]
Roy -- 12:30AM? It's almost time to wake up.

Pages: < 1 « 3318 3319 3320 3321 33223539 >


Members Online: lil-Inferno, Roy