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[2017-9-23. : 3:04 am] jjf28 -- m.0.n.3.ym.0.n.3.y shouted: Dem0n Tests show yes. Just wanted to double check lil-Infernolil-Inferno shouted: Trust the tests imo ja, tests are best; most everything we know is from tests or educated based on programming knowledge (Heiner, FaRTy, and Neiv decompile some things, but I've never heard of anyone fully decompiling trigger conditions/actions)[2017-9-23. : 2:39 am] m.0.n.3.y -- jjf28jjf28 shouted: I think burrowed zerglings are typical, pretty sure air units work (but aren't invis) m.0.n.3.ym.0.n.3.y shouted: So what's the way to slow down a units speed temporarily. I tried creating and killing a hallucin burrowed unit under it repeatedly but it didn't work, it seems like this is what MA did in mini game party? Oh ok very interesting, I'll try some more things![2017-9-23. : 2:18 am] jjf28 -- I think burrowed zerglings are typical, pretty sure air units work (but aren't invis)[2017-9-23. : 2:17 am] jjf28 -- I think if you move something into a units collision box it stops moving for a frame[2017-9-23. : 1:55 am] m.0.n.3.y -- So what's the way to slow down a units speed temporarily. I tried creating and killing a hallucin burrowed unit under it repeatedly but it didn't work, it seems like this is what MA did in mini game party?[2017-9-23. : 1:18 am] m.0.n.3.y -- FaRTy1billionFaRTy1billion shouted: m.0.n.3.y DC's don't have a "null" value. they always start at 0 Thank you for the confirmation[2017-9-23. : 12:56 am] O)FaRTy1billion[MM] -- m.0.n.3.ym.0.n.3.y shouted: Question: When the game starts, no matter what unit, the player automatically starts with 0 deaths for that unit regardless if you have a trigger that sets it that way... as opposed to starting as like "null" or something. Correct? DC's don't have a "null" value. they always start at 0[2017-9-22. : 9:13 pm] m.0.n.3.y -- Dem0nDem0n shouted: m.0.n.3.y Test it Tests show yes. Just wanted to double check[2017-9-22. : 9:05 pm] Dem0n -- m.0.n.3.ym.0.n.3.y shouted: Question: When the game starts, no matter what unit, the player automatically starts with 0 deaths for that unit regardless if you have a trigger that sets it that way... as opposed to starting as like "null" or something. Correct? Test it[2017-9-22. : 8:57 pm] lil-Inferno -- Mini Moose 2707Mini Moose 2707 shouted: lil-Inferno lil-Inferno Because we don't know how to do text-wrapping with HTML and CSS and let long words distort pages FaRTy1billionFaRTy1billion shouted: just get a wider monitor ya, was fine on my monitor C|X^ D[2017-9-22. : 8:28 pm] m.0.n.3.y -- Question: When the game starts, no matter what unit, the player automatically starts with 0 deaths for that unit regardless if you have a trigger that sets it that way... as opposed to starting as like "null" or something. Correct?[2017-9-22. : 7:04 pm] Moose -- lil-Infernolil-Inferno shouted: Mini Moose 2707 why'd it get bopped lmao lil-Infernolil-Inferno shouted: y'all afraid of underscores smh Because we don't know how to do text-wrapping with HTML and CSS and let long words distort pages[2017-9-22. : 6:36 pm] m.0.n.3.y -- FaRTy1billionFaRTy1billion shouted: just uncheck any that say "ground" Ah, it was a different random condition that was making it now work. Thanks![2017-9-22. : 5:36 pm] m.0.n.3.y -- Hey what are the location elevation levels that must be used to only detect air flying units like scouts, wraiths, and flying bulidigns?[2017-9-22. : 4:53 pm] m.0.n.3.y -- FaRTy1billionFaRTy1billion shouted: you could constantly order it to the position with AI at Location "Set Generic Command Target" and "Make These Units Patrol" or whatever they are called Cool. Thank you sir[2017-9-22. : 4:35 pm] O)FaRTy1billion[MM] -- you could constantly order it to the position with AI at Location "Set Generic Command Target" and "Make These Units Patrol" or whatever they are called[2017-9-22. : 4:16 pm] m.0.n.3.y -- Hey question, is there a way to make a protoss interceptor stand still instead of patrol when it gets to a certain location[2017-9-22. : 1:14 pm] lil-Inferno -- Mini Moose 2707Mini Moose 2707 shouted: Oh, Inferno shout got deleted, guess there's nothing to quite then LMAO why'd it get bopped lmao[2017-9-22. : 9:21 am] Roy -- Execution order is the same as if the trigger were owned directly by the player(s).[2017-9-22. : 9:21 am] Roy -- VraelVrael shouted: like if you create it in the classic trigedit I don't know where staredit (or scmdraft) puts those triggers, before or after the individual player triggers I assume You can highlight multiple players in ScmDraft's Classic TrigEdit to see the trigger order.[2017-9-22. : 9:11 am] Moose -- Oh, Inferno shout got deleted, guess there's nothing to quite then LMAO[2017-9-22. : 7:05 am] m.0.n.3.y -- NudeRaiderNudeRaider shouted: m.0.n.3.y it's a question of organization. I like to use forces as owners so I know it's a generic trigger that has copies for other players. Something you don't necessarily immediately recognize if you have them owned by individual players. ok that makes perfect sense. thank you[2017-9-22. : 7:05 am] m.0.n.3.y -- VraelVrael shouted: like if you create it in the classic trigedit I don't know where staredit (or scmdraft) puts those triggers, before or after the individual player triggers I assume VraelVrael shouted: m.0.n.3.y also you'd want to double check where exactly in the master trigger list the Force 1 trigger is created, if it's the kind of trigger where its placement/order matters gotcha. I just use classic triger editior in scm draft[2017-9-22. : 5:46 am] NudeRaider -- jjf28jjf28 shouted: I was trying, then my lower intestine decided it was time for a fire drill and we had to get everyone out imagine a stream of shit flying towards and pressing the fire alarm button[2017-9-22. : 5:45 am] NudeRaider -- m.0.n.3.ym.0.n.3.y shouted: Hey so I know it doesn't matter technically. But if p1, p2, p3 are all in Force 1, and I have a trigger using all "current players", is it better to make the trigger for "Players 1, 2, 3" , or force just "Force 1". I know it will render the same way when the game reads it but is there a reason to do one or the other? it's a question of organization. I like to use forces as owners so I know it's a generic trigger that has copies for other players. Something you don't necessarily immediately recognize if you have them owned by individual players.[2017-9-22. : 4:52 am] jjf28 -- I was trying, then my lower intestine decided it was time for a fire drill and we had to get everyone out[2017-9-22. : 1:58 am] Moose -- Britain got the old bopperoo over 200 years ago, gotta speak FREEDOM now O_O[2017-9-22. : 1:08 am] Vrael -- like if you create it in the classic trigedit I don't know where staredit (or scmdraft) puts those triggers, before or after the individual player triggers I assume[2017-9-22. : 1:08 am] Vrael -- m.0.n.3.ym.0.n.3.y shouted: Hey so I know it doesn't matter technically. But if p1, p2, p3 are all in Force 1, and I have a trigger using all "current players", is it better to make the trigger for "Players 1, 2, 3" , or force just "Force 1". I know it will render the same way when the game reads it but is there a reason to do one or the other? also you'd want to double check where exactly in the master trigger list the Force 1 trigger is created, if it's the kind of trigger where its placement/order matters[2017-9-22. : 1:05 am] m.0.n.3.y -- Mini Moose 2707Mini Moose 2707 shouted: Not really, unless you think the players referenced by Force 1 will change at some point. Gotcha. Thanks[2017-9-22. : 12:53 am] Moose -- Not really, unless you think the players referenced by Force 1 will change at some point.[2017-9-22. : 12:51 am] m.0.n.3.y -- Hey so I know it doesn't matter technically. But if p1, p2, p3 are all in Force 1, and I have a trigger using all "current players", is it better to make the trigger for "Players 1, 2, 3" , or force just "Force 1". I know it will render the same way when the game reads it but is there a reason to do one or the other?[2017-9-21. : 11:57 pm] Excalibur -- Been training em for two days. Tomorrow is last day. Flying in to home airport at 5am Sat morning on a red eye. RIP.[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. |
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