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[2014-11-13. : 6:59 pm]
Fire_Kame -- @Devlin from previous page: I've stopped playing wow because I'm either so casual I never get to any of the content when my friend/guildies do so I miss out on a lot, or else I am so obsessed all I do is play wow
[2014-11-13. : 6:54 pm]
Devourer -- Let this man do his business, mate :)
[2014-11-13. : 6:51 pm]
Sacrieur -- Devourer wants you O:
[2014-11-13. : 6:49 pm]
*Sacrieur casts level 7 summon Roy*
[2014-11-13. : 6:40 pm]
Devourer -- (would actually be hot)
[2014-11-13. : 6:40 pm]
Devourer -- lel
[2014-11-13. : 6:39 pm]
Devourer -- so I can update it and add stuff to the editorl
[2014-11-13. : 6:39 pm]
Devourer -- Maybe even trying to connect to SEN and receive the newest blends
[2014-11-13. : 6:39 pm]
Devourer -- But maybe more accessible
[2014-11-13. : 6:30 pm]
lil-Inferno -- Oh_Man
Oh_Man shouted: u shuld do cool shit like have a bunch of extended terrain blends built into a preset menu and shit
That's what brushes are for.
[2014-11-13. : 5:54 pm]
Oh_Man -- there is a MPQ method that can be used to replace the WAV strings with strings of your choosing, but then i have to manually modify the triggers as well -.-
[2014-11-13. : 5:53 pm]
Oh_Man -- also if there was a way for WAVs not to always have the directory - that wuld be epic - coz that shit burns up the string usage
[2014-11-13. : 5:52 pm]
Oh_Man -- u shuld do cool shit like have a bunch of extended terrain blends built into a preset menu and shit
[2014-11-13. : 5:52 pm]
Oh_Man -- ooh i see
[2014-11-13. : 5:52 pm]
jjf28 -- doesn't implement alot of the features yet*
[2014-11-13. : 5:52 pm]
jjf28 -- the reason not to change over would be it doesn't alot of the features yet, but if you want something in particular (like EUD competent text trigs) go for it
[2014-11-13. : 5:51 pm]
Oh_Man -- well, no reason not to changeover by the sounds of it
[2014-11-13. : 5:47 pm]
Oh_Man -- ah cool
[2014-11-13. : 5:46 pm]
jjf28 -- most of the time scmdraft is my oracle, so if it doesn't work there after edits in chkdraft I edit the code until it does
[2014-11-13. : 5:42 pm]
jjf28 -- it's quite safe to move from scmdraft to chkdraft, though if you use extended strings (which has to be done purposefully) you may get error messages, but it should still work in scmdraft
[2014-11-13. : 5:41 pm]
jjf28 -- and can't read everything starcraft can
[2014-11-13. : 5:41 pm]
jjf28 -- inferno's right, corruption is because editors are crap
[2014-11-13. : 5:40 pm]
jjf28 -- as always backup before using :)
[2014-11-13. : 5:40 pm]
jjf28 -- http://www.staredit.net/sc1db/file/2963/ has been working well for people
[2014-11-13. : 5:36 pm]
Devourer -- Yeah
[2014-11-13. : 5:36 pm]
lil-Inferno -- Is that C&H?
[2014-11-13. : 5:31 pm]
Oh_Man -- JJ will kno
[2014-11-13. : 5:31 pm]
lil-Inferno -- IDFK
[2014-11-13. : 5:31 pm]
Wing Zero -- Wtf :dev:
[2014-11-13. : 5:30 pm]
Oh_Man -- wat about shit where map still wrks but strings or w/e are corrupted though'
[2014-11-13. : 5:30 pm]
lil-Inferno -- Map corruption just means the editor can't read the file because something's out of order or of a different type than expected. Since jjf is active he could see what went wrong totes EZ.
[2014-11-13. : 5:29 pm]
Oh_Man -- ive heard of the dreaded nooks and crannies thing... but have never once experienced it, thank Sagan
[2014-11-13. : 5:29 pm]
Oh_Man -- i admit i know neext to nothing about map corruption
[2014-11-13. : 5:29 pm]
lil-Inferno -- sucks
[2014-11-13. : 5:28 pm]
Oh_Man -- no shit, but wat if ur wrking on ur project little knowing that it is now corrupted
[2014-11-13. : 5:28 pm]
lil-Inferno -- Just back your stuff up.
[2014-11-13. : 5:23 pm]
Oh_Man -- wuld it be safe porting over existing projects or does one run the risk of corruption?
[2014-11-13. : 5:22 pm]
Oh_Man -- one of these days i will have to switch over to chkdraft
[2014-11-13. : 5:22 pm]
jjf28 -- it's on my task list, below finishing chkdraft :)
[2014-11-13. : 5:21 pm]
Oh_Man -- too bad you never finished it :D
[2014-11-13. : 5:21 pm]
Oh_Man -- oh yeah it was in my contest i believe
[2014-11-13. : 5:21 pm]
jjf28 -- yea it's my awesome shooter system with the crappy map :P
[2014-11-13. : 5:21 pm]
Oh_Man -- okay, i will check this out, thanks
[2014-11-13. : 5:21 pm]
Oh_Man -- narrow straits... sounds familiar... i have that already somehow :D
[2014-11-13. : 5:20 pm]
jjf28 -- pretty sure i never had a problem with http://puu.sh/cPeXE/40988d08f9.zip
[2014-11-13. : 5:15 pm]
Oh_Man -- and i vaguely remember shit about certain HP - if the blindee's HP was too low the medic wouldn't bother blinding it... from memory...
[2014-11-13. : 5:14 pm]
Oh_Man -- my findings were that if you have the blindee shoot the medic that increases the chance of being blinded, that, and i usually just create like 3 medics around the blindee as well
[2014-11-13. : 5:14 pm]
Oh_Man -- do tell??
[2014-11-13. : 5:13 pm]
jjf28 -- you can setup 100% chance flares, but not without difficulty
[2014-11-13. : 5:11 pm]
Oh_Man -- How do you mean?
[2014-11-13. : 5:10 pm]
lil-Inferno -- It's pseudo-random, not truly random.
[2014-11-13. : 5:09 pm]
Oh_Man -- u know what else is sus - i swear when randomising switches it isn't just 50/50... I swear "clear" occurs way more frequently than "set"...
[2014-11-13. : 5:04 pm]
Devourer -- I do not exactly remember the wait time for my map. I can not provide you absolutely correct information :-(
[2014-11-13. : 5:03 pm]
Oh_Man -- you know i dont think i had the wait time as high as 10 seconds... maybe i will try increasing to 10 :D
[2014-11-13. : 5:03 pm]
Oh_Man -- if the player dies at any time he has to be re-blinded
[2014-11-13. : 5:02 pm]
Oh_Man -- i actually have a auto blinding system built into a respawn system, it's not just when the map starts
[2014-11-13. : 5:02 pm]
Devourer -- ((Medics, as far as I know, are more likey to blind heroes and detectors. ))
[2014-11-13. : 5:01 pm]
Devourer -- no problem
[2014-11-13. : 5:01 pm]
Devourer -- I had a map back then that relied (correct?) on that. It does work at least 99% of time if you let the map "initialize five to ten seconds"
[2014-11-13. : 5:01 pm]
Devourer -- Yeah they seem to wait a random amount of time while being damaged before blinding someone
[2014-11-13. : 5:00 pm]
Oh_Man -- anyway, thanks for the help
[2014-11-13. : 5:00 pm]
Devourer -- (Your other problem) If Player 5 and 6 are having the same relation to the medic player and are pretty much identical, then this is just werid :lol:
[2014-11-13. : 5:00 pm]
Oh_Man -- it's like there's some sort of inhertent randomness built in as to whether or not that optical flare fires
[2014-11-13. : 5:00 pm]
Oh_Man -- i swear my auto-blinding system still doesn't work 100% of the time
[2014-11-13. : 4:59 pm]
Oh_Man -- god damn... i hate medics so much
[2014-11-13. : 4:59 pm]
Devourer -- As said, it has been ages.
[2014-11-13. : 4:59 pm]
Devourer -- But honestly, these are just guesses.
[2014-11-13. : 4:59 pm]
Devourer -- If teleporting a medic does not update "the origin" of the medic, that might be the reason of why it runs back
[2014-11-13. : 4:58 pm]
Devourer -- It would then just auto-ai heal allies as long as they have mana or the unit is healed and then just walk back to their origin
[2014-11-13. : 4:58 pm]
Devourer -- I guess that this behavior might be linked to why the unit wants to walk back to the origin: consider the AI saving their origin position and only updating it when the computer actually orders it

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