Staredit Network > Forums > Null > Topic: Ex's Mafia #1: Staredit Mafia
Ex's Mafia #1: Staredit Mafia
Jan 3 2012, 3:48 pm
By: Roy
Pages: < 1 21 22 23 24 2527 >
 

Feb 19 2012, 4:40 am OlimarandLouie Post #441



I'm actually curious as to what to do now.

I shall abstain for now.



None.

Feb 19 2012, 6:08 am DevliN Post #442

OVERWATCH STATUS GO

I vote Norm.

He hasn't been on since January 31st, so at the very least he's doing nothing to help up by not being active.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 19 2012, 6:13 pm Roy Post #443

An artist's depiction of an Extended Unit Death

Current Lynch Votes:
rayNimagi -> No Lynch
OlimarandLouie -> Abstain
DevliN -> Norm

Currently slated for lynching: No Lynch AND Norm! :O




Feb 19 2012, 6:55 pm Leon-037 Post #444



Woo, time to follow, I vote Norm.



None.

Feb 19 2012, 7:58 pm Daddywhoo Post #445



I want to abstain, but I think that even if Norm isn't doing anything to help us, he isn't doing anything to hurt us anyways. In my opinion, it would be better to have an inactive townie than a dead townie so I vote
No Lynch



None.

Feb 19 2012, 8:11 pm DevliN Post #446

OVERWATCH STATUS GO

If he is a Townie and it came down to it, his lack of a vote hurts us. :/

I'm changing my vote to lil-Inferno. I'm going back to my reasoning for voting him last time.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 19 2012, 8:25 pm lil-Inferno Post #447

Just here for the pie

I vote Norm.




Feb 19 2012, 8:39 pm Roy Post #448

An artist's depiction of an Extended Unit Death

Current Lynch Votes:
rayNimagi -> No Lynch
OlimarandLouie -> Abstain
Leon-037 -> Norm
Daddywhoo -> No Lynch (2)
DevliN -> Norm -> lil-Inferno
lil-Inferno -> Norm (2)

Currently slated for lynching: No Lynch AND Norm! :O




Feb 19 2012, 9:05 pm xAngelSpiritx Post #449

eternal lurker

I'll try and remember to change my vote later, but until I get back later and am not as busy so I can take a closer look at the night post, I will abstain.



None.

Feb 19 2012, 9:14 pm DevliN Post #450

OVERWATCH STATUS GO

Quote from DevliN
I'm going back to my reasoning for voting him last time.
To add to what I stated earlier, Lanth also attempted to stalk Riney two nights ago and was stopped by the troll, who he (and I, by proxy) believe to be lil-Inferno.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 20 2012, 1:57 am OlimarandLouie Post #451



I'm actually interested to see what Roy does if there is a tie. I will not change my vote.



None.

Feb 20 2012, 2:34 am rayNimagi Post #452



I'd rather have lil-inferno dead than Norm.

I change my vote to lil-inferno.



Win by luck, lose by skill.

Feb 20 2012, 2:39 am Roy Post #453

An artist's depiction of an Extended Unit Death

Quote from OlimarandLouie
I'm actually interested to see what Roy does if there is a tie. I will not change my vote.
Since it was never specified by Excalibur, I'm going by the default rules: in the event of a tie, the person who was voted for first will be the one lynched.

Current Lynch Votes:
OlimarandLouie -> Abstain
Leon-037 -> Norm
Daddywhoo -> No Lynch
DevliN -> Norm -> lil-Inferno
lil-Inferno -> Norm (2)
xAngelSpiritx -> Abstain
rayNimagi -> No Lynch -> lil-Inferno (2)

Currently slated for lynching: Norm

Post has been edited 1 time(s), last time on Feb 20 2012, 2:59 am by Roy.




Feb 20 2012, 2:45 am Leon-037 Post #454



I change my vote to lil-Inferno.



None.

Feb 20 2012, 2:52 am lil-Inferno Post #455

Just here for the pie

I'll change to no vote.




Feb 20 2012, 2:57 am xAngelSpiritx Post #456

eternal lurker

I have no leads whatsoever.

Therefore, I will go with my gut and vote for Leon-037, unless someone can dissuade me.



None.

Feb 20 2012, 3:03 am Roy Post #457

An artist's depiction of an Extended Unit Death

It's a Day9 joke...
End of Day #J...
This post does not contain clues. Just suggestions...


"Let's not lynch anybody!"
"Nah, we should lynch Norm."
"Guys, why not lil-Inferno?"

SEN was torn. On one side, Norm seemed like an ideal candidate, and on the other, nobody was confident that he was among The Watched. On the other side, lil-Inferno was a suspect by some, whereas others saw no connection. Each side gathered their best speaker to reason it out.

"To hell with Norm," started the first side. "This man does nothing: he won't vote with us, nor will he fight with us. The man is dead weight, and if we drag him along any further, we'll all die!"
"Hah, you know nothing," the other side retorts. "You think reducing the number of members is going to make us win this battle? You fools! We need every person we have; even if they do nothing, their very life is what helps protect us from The Watched. I am confident that lil-Inferno is more likely to be a member of The Watched."
"Oh yeah, it's an active player that hasn't been doing anything. Sure. The lack of night activity and Norm's idleness are just coincidence, huh? Wake up."
"Face it: if Norm dies and he is on our side, you're only hurting our chance of survival. You're not even voting for him because you think he's a member of The Watched!"
"Hmm... What do you think, Norm?"
Norm stood silently. It seemed as though he had no interest in answering the question, or that he had not even heard it.
"Ah, I see. Look at the conviction in Norm's eyes," replied the first side. "I can't argue with his resolve, with his purest intentions. The lack of words he used to express his position are beyond words to describe... Very well, let's lynch lil-Inferno instead."

Lil-Inferno was placed onto the gallows; he was quite bewildered with the community's decision. He glanced down at his shoes and said, "Wait, is that paint I have on me?" The executioner pulled the lever to drop the floor, and the snap of lil-Inferno's neck signified his immediate death.

N I G H T #9 begins...



Night #9 has begun.
Night actions may now be taken.
Day begins in ~24 hours (22:00 EST).


Post has been edited 2 time(s), last time on Feb 20 2012, 3:25 am by Roy.




Feb 20 2012, 3:08 am Leon-037 Post #458



Well his name is in dark gray.

Aside that, what do you have against me, Angel?!



None.

Feb 20 2012, 3:15 am DevliN Post #459

OVERWATCH STATUS GO

Now if only you guys had only listened to me the day before... :P

Also, am I talking to myself in that scenario? I called for the lynch on Norm due to inactivity, and then changed to lil with my evidence. :awesome:



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 20 2012, 3:29 am Roy Post #460

An artist's depiction of an Extended Unit Death

Quote from DevliN
Also, am I talking to myself in that scenario? I called for the lynch on Norm due to inactivity, and then changed to lil with my evidence. :awesome:
Well, I tried to best represent what happened in this thread. I more emulated the scenario than created it.




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[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
Please log in to shout.


Members Online: Roy, m.0.n.3.y, Wing Zero