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Pages: < 1 « 1118 1119 1120 1121 11223571 >

[2017-1-01. : 11:45 am]
NudeRaider -- Pr0nogo
Pr0nogo shouted: switch 'in transmission' prevents other triggers containing transmissions from running until that switch is cleared and its other conditions are met, and that switch is set at the beginning of every trigger that contains transmissions
the question is, when is it cleared? I can't remember the exact behavior of transmissions... maybe the action list continues before the wait finishes?
[2017-1-01. : 11:45 am]
Pr0nogo -- so then I'll* remake the system
[2017-1-01. : 11:45 am]
Pr0nogo -- NudeRaider
NudeRaider shouted: Well then technically what you describe shouldn't happen. My guts say you overlooked something.
that's what i think too, so when I remake the map from scratch i'll test the same music system and if i still run into problems i'll make a topic like you suggest
[2017-1-01. : 11:44 am]
NudeRaider -- maybe it's worth uploading the map and making a topic for it, so people can take a look. We have some meticulous people here ;)
[2017-1-01. : 11:44 am]
NudeRaider -- Well then technically what you describe shouldn't happen. My guts say you overlooked something.
[2017-1-01. : 11:43 am]
Pr0nogo -- switch 'in transmission' prevents other triggers containing transmissions from running until that switch is cleared and its other conditions are met, and that switch is set at the beginning of every trigger that contains transmissions
[2017-1-01. : 11:42 am]
Pr0nogo -- there is only ever 1 transmission running at a time; only 1 trigger containing transmissions can run at a time since while it's running a switch is set to prevent the running of other triggers that contain transmissions
[2017-1-01. : 11:41 am]
NudeRaider -- Pr0nogo
Pr0nogo shouted: I've always only had 1 computer player with 0 waits and 3 hypers
that also makes sure hyper related waitblocks can't happen. So probably you have overlapping transmissions.
[2017-1-01. : 11:41 am]
Pr0nogo -- right but if the player that owns the hypers never has waits, the same effect is attained?
[2017-1-01. : 11:40 am]
Pr0nogo -- there's only 1 human player (singleplayer campaign), rest are computer and 1 rescuable
[2017-1-01. : 11:40 am]
NudeRaider -- Pr0nogo
Pr0nogo shouted: what advantages are gained by running hypers for all players?
that the hyper effect is always active, unless every active player runs another wait the same time.
[2017-1-01. : 11:39 am]
Pr0nogo -- I've always only had 1 computer player with 0 waits and 3 hypers
[2017-1-01. : 11:39 am]
NudeRaider -- that's the classic way to avoid wait blocks. However there's also switch hypers and 1-trigger hypers. Not sure how they affect wait blocks, but if you can't make sure the aforemented conditions are always met, it's worth taking a look.
[2017-1-01. : 11:39 am]
Pr0nogo -- what advantages are gained by running hypers for all players?
[2017-1-01. : 11:38 am]
NudeRaider -- well then make a couple of things sure: there are never 2 transmissions running the same time for the same player, and when the hypers belong to all players that they are a) at the very bottom of the trigger list, and b) not EVERY player (including comps) is running another wait/transmission at the same time.
[2017-1-01. : 11:35 am]
Pr0nogo -- or changing the music system
[2017-1-01. : 11:35 am]
Pr0nogo -- making the play wav function ignore waits will solve the issue
[2017-1-01. : 11:35 am]
Pr0nogo -- not removing transmissions from a campaign mission with over 250 lines of dialogue, as said before
[2017-1-01. : 11:32 am]
NudeRaider -- so if you say "the transmissions only sometimes delay other triggers" there's almost certainly a wait block happening. Identify and eliminate, soldier ;)
[2017-1-01. : 11:23 am]
NudeRaider -- Pr0nogo
Pr0nogo shouted: the problem is that apparently transmissions do delay 'play wav' triggers, but only sometimes, so I'm going to have to get a plugin that makes the 'play wav' action ignore waits
transmissions are waits.
[2017-1-01. : 11:16 am]
Pr0nogo -- the problem is that apparently transmissions do delay 'play wav' triggers, but only sometimes, so I'm going to have to get a plugin that makes the 'play wav' action ignore waits
[2017-1-01. : 11:13 am]
Pr0nogo -- NudeRaider
NudeRaider shouted: Pr0nogo do you have the hypertriggers owned by ALL PLAYERS and not AT THE BOTTOM? Because then any player can block the hyper triggers and since they run for everyone they block everyone's triggers.
they are owned by player 8 and are at the top of that player's list of triggers, that player has no other waits
[2017-1-01. : 10:49 am]
Lanthanide -- horrible URL, but it's worth it
[2017-1-01. : 9:58 am]
NudeRaider -- NudeRaider
NudeRaider shouted: NudeRaider or in your case probably: not block the triggers, but disable the hyper effect, which throws off your timings.
I should note this applies when your allplayer-hypers ARE at the bottom. (more precisely under your other wait trigger)
[2017-1-01. : 9:56 am]
NudeRaider -- simple fix: give hypers to a single player that has no other waits. The hyper effect will still be active for everyone. Or even better: Remove other waits and replace with DCs.
[2017-1-01. : 9:54 am]
NudeRaider -- NudeRaider
NudeRaider shouted: Pr0nogo do you have the hypertriggers owned by ALL PLAYERS and not AT THE BOTTOM? Because then any player can block the hyper triggers and since they run for everyone they block everyone's triggers.
or in your case probably: not block the triggers, but disable the hyper effect, which throws off your timings.
[2017-1-01. : 9:49 am]
NudeRaider -- Pr0nogo
Pr0nogo shouted: but it's not synced up in this rendition and the player that owns the death counter triggers has 0 waits
do you have the hypertriggers owned by ALL PLAYERS and not AT THE BOTTOM? Because then any player can block the hyper triggers and since they run for everyone they block everyone's triggers.
[2017-1-01. : 9:44 am]
NudeRaider -- One of the happy few cases where you didn't decide to go against the science world and introduce freedom units, so they're universal in this case. :P
[2017-1-01. : 9:43 am]
NudeRaider -- FaRTy1billion
FaRTy1billion shouted: also, what is U in German? Shouldn't that be V? :P
I was physics symbols for power (P), voltage (U) and current (I) and their respective units Watts (W), Volts (V) and Ampere (A)
[2017-1-01. : 9:39 am]
NudeRaider -- FaRTy1billion
FaRTy1billion shouted: NudeRaider NudeRaider I think I got all that much, it seems like the power is doubled as I suspect, I'm just wondering if that will mean more heating as a result
you burn more power, you get more heat, obviously. It's not "hotter", just more area. To get a hotter oven (this is for heating your aluminium melter, right?) you'd need more voltage. Not sure about US, but here we use 3-phase current to connecte kitchen ovens for that exact reason (and so they can have more total power).
[2017-1-01. : 9:31 am]
Heinermann -- Yeah things are still pretty good. Anyone else in the Seattle area?
[2017-1-01. : 9:06 am]
Lanthanide -- I'm good, still work at Amazon? haven't burnt out yet?
[2017-1-01. : 9:06 am]
Heinermann -- How's it going?
[2017-1-01. : 9:05 am]
Lanthanide -- hey Heiney
[2017-1-01. : 9:05 am]
Heinermann -- Happy Easter guys!
[2017-1-01. : 8:51 am]
Zoan -- FaRTy1billion
FaRTy1billion shouted: wasn't the new year like 2 months ago?
it was like a year ago or something
[2017-1-01. : 8:27 am]
Pr0nogo -- praise be to father trump
[2017-1-01. : 8:13 am]
KrayZee -- In other words Happy New Years
[2017-1-01. : 7:54 am]
Moose -- ya
[2017-1-01. : 7:21 am]
O)FaRTy1billion[MM] -- wasn't the new year like 2 months ago?
[2017-1-01. : 7:20 am]
IskatuMesk -- n e r d
[2017-1-01. : 7:10 am]
Corbo -- Fuck you
[2017-1-01. : 7:03 am]
Excalibur -- Happy New Year fam
[2017-1-01. : 6:58 am]
IskatuMesk -- nerd
[2017-1-01. : 6:43 am]
O)FaRTy1billion[MM] -- Members in Shoutbox None. why is it lying to me
[2017-1-01. : 6:34 am]
O)FaRTy1billion[MM] -- is there somewhere I can put the MPQ Block Size option on the main window of TinyMap? It's so inaccessible where it is
[2017-1-01. : 6:26 am]
jjf28 -- but hey I just solved my keeping-code-modular while minimizing database hits problem :) (optional params with the list of items queried from a higher level)
[2017-1-01. : 6:23 am]
O)FaRTy1billion[MM] -- now I still need to figure out why sometimes opening a map crashes, and other times opening the same map doesn't :wob:
[2017-1-01. : 6:22 am]
O)FaRTy1billion[MM] -- there was nothing really wrong with how I had it, this is just way cleaner and saves needing an extra variable & function
[2017-1-01. : 6:22 am]
jjf28 -- I miss these fun problems :) Java/J2EE's so boring by comparison
[2017-1-01. : 6:20 am]
O)FaRTy1billion[MM] -- cool, thanks, I like this a lot better
[2017-1-01. : 6:18 am]
O)FaRTy1billion[MM] -- cool, now I can delete a stupid get function
[2017-1-01. : 6:17 am]
O)FaRTy1billion[MM] -- Probably because I'm basing it off the old code that used IDs, so didn't think of changing that
[2017-1-01. : 6:17 am]
O)FaRTy1billion[MM] -- I don't know why I didn't think of doing that :P
[2017-1-01. : 6:15 am]
jjf28 -- would clean up that section imo
[2017-1-01. : 6:15 am]
O)FaRTy1billion[MM] -- maybe I'll do that, that's a good idea
[2017-1-01. : 6:15 am]
O)FaRTy1billion[MM] -- I guess I could put the file pointer as the item data in the listbox, if that's what you mean
[2017-1-01. : 6:15 am]
jjf28 -- if it's a param you can replace the fileId getting passed with the pointer to the file, is all I was getting at
[2017-1-01. : 6:15 am]
O)FaRTy1billion[MM] -- oh. for(i=0;i<listcount;i++){ if(SendMessage(mainwnd.lFiles, LB_GETSEL, (WPARAM)i, 0)){ fileID = SendMessage(mainwnd.lFiles, LB_GETITEMDATA, (WPARAM)i, 0); file = getMapFile(fileID);
[2017-1-01. : 6:14 am]
jjf28 -- in the calling function fileId could be a param, loop counter, or something
[2017-1-01. : 6:14 am]
O)FaRTy1billion[MM] -- btw, I also don't how to name constants :P
[2017-1-01. : 6:13 am]
O)FaRTy1billion[MM] -- if(file->mpqFlags & MPQ_FLAGS_ISWAV){ stuff }
[2017-1-01. : 6:13 am]
O)FaRTy1billion[MM] -- oh, the calling function just does stuff with it
[2017-1-01. : 6:12 am]
jjf28 -- yea not the called function the calling function
[2017-1-01. : 6:12 am]
O)FaRTy1billion[MM] -- MapFile* getMapFile(int id){ if(id >= mapFileCount) return NULL; return &mapFiles[id]; }
[2017-1-01. : 6:11 am]
jjf28 -- guess I would need context of "file = getMapFile(fileID);" I was assuming fileID was a param to the function that has this line
[2017-1-01. : 6:11 am]
O)FaRTy1billion[MM] -- idk, I didn't feel like making the mapFiles array global, and that was my solution for things that need to access it :P

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