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[2014-9-22. : 9:14 pm] Moose -- You could try running it through a lossless codec like Lagarith or something until you want to do final compression. IDK if that's even good anymore, but it might help.[2014-9-22. : 9:09 pm] Moose -- http://en.wikipedia.org/wiki/Uncompressed_video#Storage_and_Data_Rates_for_Uncompressed_Video[2014-9-22. : 9:09 pm] Moose -- Actually, wait, I shouldn't talk out of my ass before I look things up[2014-9-22. : 8:15 pm] Moose -- Dabtoes forward and the dustmen aft, sittin' there a pickin' at a chicken on a raft[2014-9-22. : 8:15 pm] Moose -- Chicken on a raft on a Monday morning, ah what a terrible sight to see![2014-9-22. : 7:10 pm] Generalpie -- SacrieurSacrieur shouted: Generalpie I absorbed phil fish's soul, and can sense when my name is on the internet ![]() ![]() [2014-9-22. : 7:10 pm] Sacrieur -- Fire_KameFire_Kame shouted: fighting gaem with SAO characters but then so many kiritos[2014-9-22. : 7:03 pm] Devourer -- Oh wait I have some more but some were gifted and some are like trial versions steam pumps into my account or something ![]() [2014-9-22. : 7:03 pm] jjf28 -- unitIDs were what i thought was ambiguous, I was remembering the wrong category ![]() [2014-9-22. : 7:03 pm] Devourer -- 5 games, and when I want to play I always find one I actually enjoy then.[2014-9-22. : 6:56 pm] Roy -- Create Unit doesn't include P9-P12 when using All Players, so it's probably the same for deaths, if I had to guess.[2014-9-22. : 6:55 pm] Roy -- I should say it's no more ambiguous than creating or giving for a group of players.[2014-9-22. : 6:48 pm] Roy -- jjf28jjf28 shouted: which I take to be good design as it's very ambiguous how that would work Not ambiguous at all: for each player, apply the action. It works this way for everything. But my question is if it includes P9-P12 like other actions (such as Kill Unit).[2014-9-22. : 6:22 pm] jjf28 -- I mention it because you suggested SCMD text trigs be an 'assembly language' for trigs, and it's about 1 hour for me to make that lib, 30 hours for someone starting from scratch; don't really want to spend that time if no one plans on using it ![]() [2014-9-22. : 6:05 pm] jjf28 -- would anyone be interested if I made a library for compiling text trigs into a trigger chunk/map?[2014-9-22. : 5:59 pm] jjf28 -- oh yeah, "Deaths of [any unit] cannot be set, deaths of [men], [buildings], and [factories] can be set, but will only change the 'total' entry."[2014-9-22. : 5:57 pm] jjf28 -- which I take to be good design as it's very ambiguous how that would work[2014-9-22. : 5:10 pm] O)FaRTy1billion[MM] -- you can't run triggers for them, so you can't make them ally other players .. but you can make other players ally them.[2014-9-22. : 5:10 pm] FlameViper -- About that create unit(hostile) any idea to whom it belongs or if I can force it to ally with the players?[2014-9-22. : 5:09 pm] Roy -- Preplaced units will never show if the player is not in the game. You either were using unit sprites or creating them via triggers.[2014-9-22. : 5:08 pm] jjf28 -- FlameViperFlameViper shouted: There were some cases where empty slots still had their pre-set units appearing rather than disappear. I see that effect with sprite-units, don't think any normal units have that behavior[2014-9-22. : 5:08 pm] O)FaRTy1billion[MM] -- so like if P1 is present but P2 isn't, and P1 runs a trigger that says create a unit for P2, that unit will be created (and hostile)[2014-9-22. : 5:08 pm] O)FaRTy1billion[MM] -- FlameViperFlameViper shouted: There were some cases where empty slots still had their pre-set units appearing rather than disappear. Units created by triggers for a player that isn't present may also happen if the trigger is owned by a player that is present[2014-9-22. : 5:07 pm] FlameViper -- There were some cases where empty slots still had their pre-set units appearing rather than disappear.[2014-9-22. : 5:06 pm] O)FaRTy1billion[MM] -- ... Not that it mattered, since they were patched like a few days later or something. ![]() [2014-9-22. : 5:05 pm] O)FaRTy1billion[MM] -- Conditions have no such limitations, actions have always been limited to <= Player 8... So if your EUD Action happened to call for P9-12, you were just out of luck or had to find another table to overflow[2014-9-22. : 5:04 pm] O)FaRTy1billion[MM] -- That's always been the case with EUD Actions. EUD-Enabled actions are far more flexible than natural EUD Actions ever were. ![]() [2014-9-22. : 5:04 pm] FlameViper -- Btw does it still count as player 1 if he's not there or it goes automatically to P12, Considering a human player might be missing and they have pre-set units[2014-9-22. : 5:03 pm] jjf28 -- they go faster when a number of your counters apply to all players (or forces with 6ish players)[2014-9-22. : 5:02 pm] Roy -- Why would you want to set deaths for an extended player? I don't believe you've used all unused/unkillable units for players 1-8: That's like 200 DCs, at least. |
O)FaRTy1billion[MM], Zakerozi