Staredit Network > Forums > Lite Discussion > Topic: Can God Sin? Has God Sinned?
Can God Sin? Has God Sinned?
Jan 5 2012, 4:33 am
By: rayNimagi  

Jun 18 2012, 4:19 am Sacrieur Post #21

Still Napping

Allow me to put a handle on matefkr's argument. He is claiming that if a god is omniscient, then we must be apart of the god's knowledge. It is then the case that we contribute to being part of this god.

It would seem to be faulty reasoning, and it is. After all, it isn't the case that knowing Lady Gaga makes her apart of yourself.



None.

Jun 18 2012, 2:25 pm ClansAreForGays Post #22



but we technically don't 'know' anything about lady gaga, so we can't say for sure. Maybe if we did "completely know" lady gaga, like god does us, then she might be a part of ourselves.




Jun 18 2012, 2:37 pm TiKels Post #23



But that's purely speculation. It doesn't mean anything. We don't know if we are a part of God. We don't know if we aren't a part of God. We can't know if we're either.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 18 2012, 8:31 pm Sacrieur Post #24

Still Napping

Without a concrete definition for "knowing completely", I am tempted to reject it for being far too vague to hold any weight. I would also add that it's wise to refrain from objecting to a particular stance until it has been laid out in concrete terms, to avoid unfalsifiability.



None.

Jun 18 2012, 11:16 pm TiKels Post #25



Quote from Sacrieur
I would also add that it's wise to refrain from objecting to a particular stance until it has been laid out in concrete terms, to avoid unfalsifiability.
To whom are you speaking, and about what?



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 19 2012, 2:48 am ShredderIV Post #26



Quote from ClansAreForGays
Quote from Jack
Anger isn't a sin...righteous anger is a good thing. Anger at, say, not having a nice enough car, or some kid for poking his tongue out at you would be sinful anger,
Or if that kid called you a baldy? 2 Kings 2:23
Might i say that this verse is very mistranslated. The only time i have ever read it, it did not talk about little children, but about young adult men or teenagers, which means they had a much greater sense of right and wrong. This is coming from several recent translations that are regarded as closest to the original.



None.

Jun 19 2012, 3:12 am Sacrieur Post #27

Still Napping

Quote from ShredderIV
Quote from ClansAreForGays
Quote from Jack
Anger isn't a sin...righteous anger is a good thing. Anger at, say, not having a nice enough car, or some kid for poking his tongue out at you would be sinful anger,
Or if that kid called you a baldy? 2 Kings 2:23
Might i say that this verse is very mistranslated. The only time i have ever read it, it did not talk about little children, but about young adult men or teenagers, which means they had a much greater sense of right and wrong. This is coming from several recent translations that are regarded as closest to the original.

The KJV says little children, so you would need to provide evidence of your claim.

--

I have taken the liberty of looking into your claim. The untranslated term is unearim qotanim. Na'ar, the Hebrew root for unearim, means boy, youth, or young man -- although from this sort of range I would equate it solely to the word lad. Qaton, the root for qotanim means to be small or insignificant. Therefore, unearim qotanim could be accurately translated as small lad (I would settle for children, personally).

Later in the chapter it is revealed that there are at least forty-two children. This poses a bit of a problem. What would forty-two children possibly be doing out on their own without guidance? Or maybe there was, but it wasn't mentioned. What do that many children even do together? So in the interest of debate, grant that it actually meant very young men (a stretch, I would think), but forty-two teenagers is not as far-fetched as forty-two small children.

Some places I've read even conjecture so far to label them soldiers or physically threatening in some way. This begs the question how two bears managed to take out forty-two of what should have been capable men. It would certainly be puzzling if they could not, lending support to a belief they were unarmed and likely very young. Even if explained, it does not vindicate the translator of confirmation bias (because Elisha would never do such a terrible thing).

I dare say it has not been mistranslated, considering the great deal of other illogical phenomenon occurring in the old testament (Noah's Ark, for instance).

Post has been edited 1 time(s), last time on Jun 19 2012, 7:52 am by Sacrieur.



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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!
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