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[2020-11-04. : 7:31 am] NudeRaider -- Just make sure the player running the wait doesn't have hyper triggers, or other waits. I suggest you make the triggers, then gather some measurements. Could be displaying the dc / custom score in the leaderboard for an easy display of the result.[2020-11-04. : 7:29 am] NudeRaider -- sraw531sraw531 shouted: would those two triggers have to be owned by different players in order for waitblock/waitthrottle to not influence the result? it's not that complicated. I sugge[2020-11-04. : 2:58 am] Voyager7456 -- there was never any chance of that, despite the fantasy the consultants try and sell[2020-11-04. : 1:46 am] sraw531 -- would those two triggers have to be owned by different players in order for waitblock/waitthrottle to not influence the result?[2020-11-04. : 1:42 am] sraw531 -- I still don't understand how to implement what you said NudeRaider, but now at least I grasp the theory behind the implementation.[2020-11-04. : 1:40 am] sraw531 -- specifically, I was thinking about the potential of having maps that have time limits be dynamically increased based on game speed. So, for instance, if they map gives you 2 hours, and you play at #x1, it will give you 16.8 more minutes.[2020-11-04. : 1:38 am] sraw531 -- UndeadStarUndeadStar shouted: Looking into the menus? Excluding EUD seems to exclude map making, and mod making if not explicitly stated seems excluded to, so I only see that answer?? I myself wont make EUD maps, because you lose out on the limitation increases as well as the inherent preset knowledge people have. Doesn't mean I wont *play* EUD, but I find them less fun for some reason. One of my favorite maps turned out to have EUD and *still* cant be run and I don't even know what EUD's it was using.[2020-11-04. : 1:36 am] sraw531 -- NudeRaiderNudeRaider shouted: sraw531 FaRTy1billion to clarify: What Farty suggests could be implemented this way: Have 1 trigger run a wait and at the same time have another trigger count up a death counter (dc) every trigger cycle. The higher the dc is after the wait elapsed, the higher the game speed. Has been proven with standard game speed levels (fastest, normal, etc.) Has to be tested if it works with x2 etc. speed multiplayer. thanks, thats a way better answer, my brain was kind of grasping trying to think of how to impliment what farty was saying[2020-11-03. : 3:46 pm] NudeRaider -- sraw531sraw531 shouted: (sc1) is there a way to know (without using EUD) what # speed the game is running at? (eg, #x1, #x2) FaRTy1billionFaRTy1billion shouted: I think waits are independent of game speed, but I'm not sure if the multiplier is different to clarify: What Farty suggests could be implemented this way: Have 1 trigger run a wait and at the same time have another trigger count up a death counter (dc) every trigger cycle. The higher the dc is after the wait elapsed, the higher the game speed. Has been proven with standard game speed levels (fastest, normal, etc.) Has to be tested if it works with x2 etc. speed multiplayer.[2020-11-03. : 9:21 am] UndeadStar -- Looking into the menus? Excluding EUD seems to exclude map making, and mod making if not explicitly stated seems excluded to, so I only see that answer??[2020-11-03. : 3:50 am] O)FaRTy1billion[MM] -- I think waits are independent of game speed, but I'm not sure if the multiplier is different[2020-11-03. : 1:53 am] sraw531 -- (sc1) is there a way to know (without using EUD) what # speed the game is running at? (eg, #x1, #x2)[2020-10-26. : 3:12 pm] Oh_Man -- don't read page 8 of the Tenebrous thread unless you want a broken heart[2020-10-25. : 11:19 pm] Vrael -- lifebotlifebot shouted: I was playing ur map cool, did you like it?[2020-10-25. : 9:38 pm] NudeRaider -- t1mz_t1mz_ shouted: Is it possible in SC1 to make air units fly around an obstacle, sort of "unflyable" terrain, like unwalkable for ground units ? creating a no fly zone isn't too hard. just order units that enter a location to somewhere else. the hard part is keeping the order they previously had. It's probably doable with some eud fu and heavy constraints and/or clunky result. Even then, it's going to a lot of work and no guaranteed result. So I'd stick to the no fly zone.[2020-10-25. : 2:39 pm] Vrael -- something like tracking it via a location and moving it back to the previous location before updating the tracking location[2020-10-25. : 2:39 pm] Vrael -- t1mz_t1mz_ shouted: Is it possible in SC1 to make air units fly around an obstacle, sort of "unflyable" terrain, like unwalkable for ground units ? I forget what the trick is, but for small amounts of units (like if a player controls a single flying unit in an RPG) you can do it[2020-10-25. : 2:38 pm] Vrael -- UndeadStarUndeadStar shouted: short answer: no this can actually be done[2020-10-25. : 10:43 am] IlyaSnopchenko -- And is there A Long Answer, short of (pardon the pun) making the units teleported away from a location drawn over the "obstacle"?[2020-10-25. : 6:57 am] t1mz_ -- Is it possible in SC1 to make air units fly around an obstacle, sort of "unflyable" terrain, like unwalkable for ground units ?[2020-10-25. : 1:28 am] lifebot -- If you need to, you can put ads on your website that hosts the latest versions[2020-10-24. : 11:00 pm] MTiger156 -- Maybe find a way to install AdBlock into SCR *insert troll face*[2020-10-24. : 4:33 pm] NudeRaider -- well obviously, but I was wondering why you felt the need to point that out[2020-10-24. : 3:59 pm] NudeRaider -- is that what lifebot is talking about? That he doesn't self-promote?[2020-10-24. : 10:49 am] IlyaSnopchenko -- please refresh my memory, do the powerups not register by the COMMAND condition? |