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[2017-9-21. : 9:04 pm] * Generalpie yawns and flops over*[2017-9-21. : 8:08 pm] Butch -- also get discord and ask these questions on there tbh. more likely to get help imo[2017-9-21. : 8:07 pm] Butch -- if you have oreotriggers installed it comes as a native function and kaias wrote it all so id have to ask him[2017-9-21. : 8:06 pm] Butch -- you an do true percentage randomization with like a shit ton of switches and some math but its kinda complicated and i dont wanna figure it oit[2017-9-21. : 6:25 pm] m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?[2017-9-21. : 6:04 pm] m.0.n.3.y -- NudeRaiderNudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards. Ok that makes perfect sense NudeRaiderNudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically. Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool[2017-9-21. : 5:29 pm] NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.[2017-9-21. : 5:27 pm] NudeRaider -- m.0.n.3.ym.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense? Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.[2017-9-21. : 5:22 pm] NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.[2017-9-21. : 5:20 pm] NudeRaider -- m.0.n.3.ym.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)![]() [2017-9-21. : 5:17 pm] NudeRaider -- Dem0nDem0n shouted: It's recommended to never use waits if you have hyper triggers. yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.[2017-9-21. : 5:15 pm] NudeRaider -- m.0.n.3.ym.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right? That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.[2017-9-21. : 4:04 pm] m.0.n.3.y -- Dem0nDem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work. You're right. Thank you![2017-9-21. : 3:54 pm] Dem0n -- That won't work. And it's one extra trigger with 2 actions. Hardly extra work.[2017-9-21. : 3:43 pm] m.0.n.3.y -- Pr0nogoPr0nogo shouted: set a switch or a death counter and use that as the condition for the text display Dem0nDem0n shouted: Yeah, set a death for each player and use that as a condition for displaying the text. Then clear the death afterwards if you want it to be repeating. Yeah I was trying to get around this because it's extra work lmfao! I'll do some testing, but do you think this would work: ;;Trigger: "Players: Player 1",, "Conditions: Current player commands exactly 1 Aribter",, "Actions: Create 1 Marine for Current Player,,,Remove all Arbiter for Current Player";; ;; Trigger: "Players: Player 2",, "Conditions: Player 1 commands exactly 1 Arbiter",, "Actions: Display text message for current player 'Player 1 Created an Arbiter'" ------- it seems like this wouldn't work because triggers go in order form top to bottom right? So the order would be: P1 creates Arbiter -> Detect Arbiter -> Create Marine -> Remove Arbiter -> Try to detect Arbiter (from p2 triggers) -> Try to display text for P2 (but the Arbiter was already removed)........Overall I think I have to do what you guys are saying and use a death counters or switches for the text[2017-9-21. : 3:39 pm] Dem0n -- Yeah, set a death for each player and use that as a condition for displaying the text. Then clear the death afterwards if you want it to be repeating.[2017-9-21. : 3:33 pm] Pr0nogo -- though with hypers active, the command condition should do the trick[2017-9-21. : 3:33 pm] Pr0nogo -- set a switch or a death counter and use that as the condition for the text display[2017-9-21. : 3:27 pm] m.0.n.3.y -- NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?[2017-9-21. : 2:43 pm] m.0.n.3.y -- Dem0nDem0n shouted: It's recommended to never use waits if you have hyper triggers. I can see why haha. They're so arduous. Thanks dude[2017-9-21. : 2:40 pm] m.0.n.3.y -- ALSO, ALSO: It seems like waits are completely useless. As in the example here: http://www.staredit.net/wiki/index.php?title=Wait_blocks ... if you only want to create 1 marine, and have a wait in the next trigger, the game wiill create 2 marines for the player instead of 1 because when the wait is reached the game reprocesses earlier triggers for the player. That seems completely broken and useless, I mean, you only wanted to create 1 marine and not 2![2017-9-21. : 2:22 pm] m.0.n.3.y -- ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?[2017-9-21. : 2:19 pm] m.0.n.3.y -- Mini Moose 2707Mini Moose 2707 shouted: Yes. Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it ![]() [2017-9-21. : 6:16 am] m.0.n.3.y -- NudeRaiderNudeRaider shouted: m.0.n.3.y just don't defeat that player. Thank you! NudeRaider m.0.n.3.y not sure about the exact effects when owned by a single player, but it doesn't matter when you make sure that player has no other waits. There's another hyper setup where you give the triggers to All Players which lifts the 'no wait' requirement a bit: As long as the hypers are below the other trigger with a wait (or right at the bottom to make sure) the players can have a wait running without problems, unless every player runs a wait at the same time, which also isn't as bad as regular wait blocks because it just stops the hypers until at least one player has no wait running anymore.NudeRaider shouted: This is useful if you want to use transmissions in your map. For most other timing needs death counters are preferable since the death counters slow down and speed up with game speed, while waits are always real time. Could be important in single player maps where players can dynamically change game speed. Wait so do sending transmissions cause wait blocks?[2017-9-21. : 5:59 am] NudeRaider -- This is useful if you want to use transmissions in your map. For most other timing needs death counters are preferable since the death counters slow down and speed up with game speed, while waits are always real time. Could be important in single player maps where players can dynamically change game speed.[2017-9-21. : 5:53 am] NudeRaider -- m.0.n.3.ym.0.n.3.y shouted: Vrael player 8 is a comp just don't defeat that player. m.0.n.3.ym.0.n.3.y shouted: Vrael Awesome. Thank you! Does it matter if the hypers are at the top or bottom of the triggers list for said player? not sure about the exact effects when owned by a single player, but it doesn't matter when you make sure that player has no other waits. There's another hyper setup where you give the triggers to All Players which lifts the 'no wait' requirement a bit: As long as the hypers are below the other trigger with a wait (or right at the bottom to make sure) the players can have a wait running without problems, unless every player runs a wait at the same time, which also isn't as bad as regular wait blocks because it just stops the hypers until at least one player has no wait running anymore.[2017-9-21. : 4:46 am] m.0.n.3.y -- VraelVrael shouted: oh obviously they can only be at the bottom of player 8's list if player 8 is in the game too, if p8 leaves or isn't in the game the hypers won't fire at all player 8 is a comp[2017-9-21. : 4:41 am] Vrael -- oh obviously they can only be at the bottom of player 8's list if player 8 is in the game too, if p8 leaves or isn't in the game the hypers won't fire at all[2017-9-21. : 4:33 am] m.0.n.3.y -- VraelVrael shouted: technically yes, I think there are some small details that matter, so I always kept them at the bottom of player 8's list Gotcha. Thanks a ton[2017-9-21. : 4:27 am] Vrael -- in general, I don't think there are any big problems with having them in other locations but triggers do execute in order[2017-9-21. : 4:26 am] Vrael -- technically yes, I think there are some small details that matter, so I always kept them at the bottom of player 8's list[2017-9-21. : 4:24 am] m.0.n.3.y -- VraelVrael shouted: the player with hypers can have other triggers, just not other 'wait' actions in their triggers Awesome. Thank you! Does it matter if the hypers are at the top or bottom of the triggers list for said player?[2017-9-21. : 4:22 am] Vrael -- the player with hypers can have other triggers, just not other 'wait' actions in their triggers[2017-9-21. : 4:12 am] m.0.n.3.y -- Quick question if anyone is here: Can the player with hyper triggers also have other triggers? Is there some nuances with this, or is it that the player can not have any triggers with "waits" if they also have the hyper triggers?[2017-9-21. : 4:11 am] m.0.n.3.y -- Mini Moose 2707Mini Moose 2707 shouted: Pr0nogo m.0.n.3.y has completed his own terrain despite requesting the assistance of others with it. I would imagine that he is working on the triggers for the map for which the previously referenced terrain was completed. Furthermore, it is amusing to think that his next goal will be to have Dem0n's head upon a silver platter, as retribution for implying that the map would never be completed. Haha poetic sir, poetic[2017-9-21. : 12:47 am] Pr0nogo -- Mini Moose 2707Mini Moose 2707 shouted: Perhaps he's succeeding where Dem0n fails. O_O see lil-Infernolil-Inferno shouted: ya [2017-9-20. : 10:12 pm] Dem0n -- Why would he do that when he can do something fulfilling that applies to the real world[2017-9-20. : 10:07 pm] Pr0nogo -- Mini Moose 2707Mini Moose 2707 shouted: Pr0nogo m.0.n.3.y has completed his own terrain despite requesting the assistance of others with it. I would imagine that he is working on the triggers for the map for which the previously referenced terrain was completed. Furthermore, it is amusing to think that his next goal will be to have Dem0n's head upon a silver platter, as retribution for implying that the map would never be completed. good, now make inferno do it too[2017-9-20. : 9:33 pm] jjf28 -- Mini Moose 2707Mini Moose 2707 shouted: Did he own damn terrain, now he gonna do he triggers, then he going for Dem0n's head O__________O https://m.youtube.com/watch?v=AiqCVt0t_L4[2017-9-20. : 8:21 pm] Moose -- Pr0nogoPr0nogo shouted: speak english m.0.n.3.y has completed his own terrain despite requesting the assistance of others with it. I would imagine that he is working on the triggers for the map for which the previously referenced terrain was completed. Furthermore, it is amusing to think that his next goal will be to have Dem0n's head upon a silver platter, as retribution for implying that the map would never be completed.[2017-9-20. : 7:09 pm] Moose -- Did he own damn terrain, now he gonna do he triggers, then he going for Dem0n's head O__________O[2017-9-20. : 4:34 pm] m.0.n.3.y -- Dem0nDem0n shouted: No point making terrain for a map that won't be done. I guess we'll see, won't we. Thanks for your support! ![]() [2017-9-20. : 9:19 am] Moose -- lil-Infernolil-Inferno shouted: Mini Moose 2707 Moose up at 9:30 on a weekday O_O O_______________________________________________________________________________________________O[2017-9-20. : 2:45 am] lil-Inferno -- Mini Moose 2707Mini Moose 2707 shouted: Can pay mappers, but only for approved maps with friendly communities Moose up at 9:30 on a weekday O_O![]() [2017-9-20. : 1:30 am] Moose -- Can pay mappers, but only for approved maps with friendly communities ![]() [2017-9-20. : 1:29 am] jjf28 -- m.0.n.3.ym.0.n.3.y shouted: Is there a terrain person who is bored/wants to do some terrraining for me? usually you can't even pay someone to terrain a map for you ![]() [2017-9-20. : 12:23 am] Jack -- Dem0nDem0n shouted: No point making terrain for a map that won't be done. it's the journey not the destination[2017-9-20. : 12:11 am] Voyager7456 -- Dem0nDem0n shouted: No point making terrain for a map that won't be done. oh snap[2017-9-19. : 11:47 pm] m.0.n.3.y -- lil-Infernolil-Inferno shouted: m.0.n.3.y lil-Inferno m.0.n.3.ym.0.n.3.y shouted: Vrael Mini Moose 2707 Vrael did it :'(![]() [2017-9-19. : 11:46 pm] lil-Inferno -- m.0.n.3.ym.0.n.3.y shouted: Vrael Mini Moose 2707 Vrael did it lil-Inferno![]() lil-Inferno shouted: w/e |
NudeRaider, Andrea Rosa