Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Concept Ladder
Concept Ladder
Apr 26 2008, 7:00 pm
By: lil-Inferno
Pages: < 1 2 3 4 56 >
 

Apr 30 2008, 2:22 am Falkoner Post #41



You completely ignored my last sentence, here, read it again:
Quote
Obviously I am not going to submit a map showing how every action and condition works, I only made one map showing a strange quirk that can really cause problems in maps.




None.

Apr 30 2008, 2:36 am Demented Shaman Post #42



Quote from Falkoner
You completely ignored my last sentence, here, read it again:
Quote
Obviously I am not going to submit a map showing how every action and condition works, I only made one map showing a strange quirk that can really cause problems in maps.
I'm not saying that you will, but that it could be done.

BTW, here's just a test of the bring condition since you said it's not within the trigger cycle.

Quote
Trigger("Player 1"){
Conditions:
Always();

Actions:
Display Text Message(Always Display, "FUCK");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Bring("Player 1", "Terran Marine", "Location 0", Exactly, 1);

Actions:
Display Text Message(Always Display, "YOU FALKONER");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Always();

Actions:
Display Text Message(Always Display, "LULZ NOOB");
}

//-----------------------------------------------------------------//

Quote
Trigger("Player 1"){
Conditions:
Elapsed Time(At least, 3);

Actions:
Set Switch("Switch1", set);
Create Unit("Player 1", "Terran Marine", 1, "Location 0");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Switch("Switch1", set);

Actions:
Display Text Message(Always Display, "FUCK");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Bring("Player 1", "Terran Marine", "Location 0", Exactly, 1);
Switch("Switch1", set);

Actions:
Display Text Message(Always Display, "YOU FALKONER");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Switch("Switch1", set);

Actions:
Display Text Message(Always Display, "LULZ NOOB");
}

//-----------------------------------------------------------------//
*Hyper triggers not shown



None.

Apr 30 2008, 3:01 am Falkoner Post #43



Quote
I'm not saying that you will, but that it could be done.
That's why lil-inferno checks maps before adding them to the ladder.

And as I said in the second map, creating units updates the conditions, and preplaced units are already detected, your testing only proved what I said.



None.

Apr 30 2008, 3:07 am Demented Shaman Post #44



Quote from Falkoner
Quote
I'm not saying that you will, but that it could be done.
That's why lil-inferno checks maps before adding them to the ladder.

And as I said in the second map, creating units updates the conditions, and preplaced units are already detected, your testing only proved what I said.
That's why I have two tests fool.



None.

Apr 30 2008, 3:15 am Falkoner Post #45



First test simply shows that the unit is already detected when the game starts, otherwise it is only trigger order.

Second test shows what I said in the second map, that creating units via triggers updates the conditions immediately.

Both of which I already said. Who's the newb?



None.

Apr 30 2008, 3:17 am Demented Shaman Post #46



Quote from Falkoner
First test simply shows that the unit is already detected when the game starts, otherwise it is only trigger order.

Second test shows what I said in the second map, that creating units via triggers updates the conditions immediately.

Both of which I already said. Who's the newb?
You're the noob.

Quote from Falkoner
Second, Bring is not updated instantly, try out the first map and you will see that it takes around 1 trigger loop for Bring to update, and about 2 for Command.
Nice contradiction.



None.

Apr 30 2008, 3:25 am Falkoner Post #47



How is that a contradiction? I said that Bring takes a trigger loop to update, but creating a unit updates it immediately, and I said that when you start the game they are already detected, so how is that a contradiction?



None.

Apr 30 2008, 3:42 am Demented Shaman Post #48



Quote from Falkoner
How is that a contradiction? I said that Bring takes a trigger loop to update, but creating a unit updates it immediately, and I said that when you start the game they are already detected, so how is that a contradiction?
Quote
...creating units via triggers updates the conditions immediately.
Quote from Falkoner
Second, Bring is not updated instantly, try out the first map and you will see that it takes around 1 trigger loop for Bring to update, and about 2 for Command.




None.

Apr 30 2008, 3:43 am Falkoner Post #49



Bring is not updated instantly on it's own. I think it's obvious that I am trying to say that, since I would have to be a complete idiot to contradict myself like that.



None.

Apr 30 2008, 3:46 am Demented Shaman Post #50



Quote from Falkoner
Bring is not updated instantly on it's own.
That makes no sense.

Quote from Falkoner
I think it's obvious that I am trying to say that, since I would have to be a complete idiot to contradict myself like that.
No, it's not obvious what you're saying. You're contradicting yourself.



None.

Apr 30 2008, 3:48 am Falkoner Post #51



It makes perfect sense, the game will not update the conditions instantly like it does all other conditions unless you create a unit. You are taking what I say way too literally, I said it exactly like this in another topic back at Maplantis, and everyone got what I was saying, why can't you?



None.

Apr 30 2008, 3:54 am stickynote Post #52



You could use msn or aim to battle it out.



None.

Apr 30 2008, 3:55 am Falkoner Post #53



Nah, I'm done arguing, I see that it is pointless to argue, devilisk will never truly admit he was wrong, and so arguing with him is almost the same thing as spamming, thanks for ending it, sticky.



None.

Apr 30 2008, 4:02 am Demented Shaman Post #54



Quote from Falkoner
It makes perfect sense, the game will not update the conditions instantly like it does all other conditions unless you create a unit. You are taking what I say way too literally, I said it exactly like this in another topic back at Maplantis, and everyone got what I was saying, why can't you?

Quote
Trigger("Player 1"){
Conditions:
Always();

Actions:
Create Unit("Player 1", "Terran Marine", 1, "Location 0");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Elapsed Time(At least, 3);

Actions:
Set Switch("Switch1", set);
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Switch("Switch1", set);

Actions:
Move Unit("Player 1", "Terran Marine", All, "Location 0", "Location 1");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Switch("Switch1", set);

Actions:
Display Text Message(Always Display, "FALKONER IS");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Bring("Player 1", "Terran Marine", "Location 1", Exactly, 1);
Switch("Switch1", set);

Actions:
Display Text Message(Always Display, "A DUMBASS");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Switch("Switch1", set);

Actions:
Display Text Message(Always Display, "LULZ NOOB");
}

//-----------------------------------------------------------------//
I didn't create a unit and it still updated. WHAT NOW?



None.

Apr 30 2008, 4:04 am Falkoner Post #55



Okay, perhaps moving units updates it as well, I am not certain, but in most cases, the rules I put out work.



None.

Apr 30 2008, 4:05 am Demented Shaman Post #56



Quote from Falkoner
Okay, perhaps moving units updates it as well, I am not certain, but in most cases, the rules I put out work.
Move, create... what more is there to get a unit into a location?



None.

Apr 30 2008, 4:05 am stickynote Post #57



It doesn't matter anymore... Nobody really cares.



None.

Apr 30 2008, 4:07 am The Starport Post #58



Quote from stickynote
It doesn't matter anymore... Nobody really cares.
Because ignoring a problem makes it go away.


...


Seriously!



None.

Apr 30 2008, 4:08 am Falkoner Post #59



Devilisk, building units does not update it, removing them does not, killing them does not. I would not post it if I had no reason.



None.

Apr 30 2008, 4:12 am stickynote Post #60



Quote from name:Tuxedo-Templar
Quote from stickynote
It doesn't matter anymore... Nobody really cares.
Because ignoring a problem makes it go away.


...


Seriously!

I'm not saying to ignore it, but if you have issues in your map like that, it is pretty minor, and you could always test it yourself. Actually, just post test maps and we're good to go.



None.

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[08:55 pm]
Vrael -- not really two-party-system specific but it was kinda a big deal when those old guys wrote about "unalienable rights" and that stuff
[08:54 pm]
Vrael -- Oh_Man
Oh_Man shouted: basically i'm saying two party systems sap the violence out of a population by giving them the illusion of choice, instead of feeling the need to rebel, they just say "well i'm not voting for you next time"
you kinda missed those minor details about how fundamental rights are baked into democratic systems so you actually have power to change the system (to whatever degree you wanna argue), whereas in other systems your only option is "no u", aka it's not an illusion of choice
[08:52 pm]
Ultraviolet -- what are you trying to accomplish here?
[08:51 pm]
sraw531 -- similar to how people farm scarabs.
[08:50 pm]
sraw531 -- was toying with the thought of trying to get a computer to continuously make nexi in the corner of the map and have triggers remove it occasionally, but I honestly don't know how to do that.
[08:48 pm]
Ultraviolet -- sraw531
sraw531 shouted: is there a way to create using triggers a building that is under construction? (Especially protoss, for multiple reasons)
afaik this is not possible
[08:46 pm]
sraw531 -- though ~3400 units on map is also an improvement considering reavers are 11 and carriers are 9 units.
[08:45 pm]
sraw531 -- GGmano
GGmano shouted: Yea see it describet as ccmu fix
I think my favorite part about ccmu fix is probably the 400 weapon limit. 100 is so low, considering 10 valks is 80 of that.
[08:41 pm]
Ultraviolet -- Suicidal Insanity
Suicidal Insanity shouted: Ultraviolet The devs are fairly good about backwards compatibility, just sometimes takes time
Fair enough, random crashes are always scary though :P
[07:36 pm]
Suicidal Insanity -- Ultraviolet
Ultraviolet shouted: martosss So you've had issues with maps that were previously playable having issues with the latest patch as well? I was play testing one of my creations a couple days ago and it crashed the game, something it has never done before. Has me feeling kind of concerned about playability of custom content going forward :/
The devs are fairly good about backwards compatibility, just sometimes takes time
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