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[2017-4-18. : 7:39 pm]
zsnakezz -- idk turning it off might have to be player by player
[2017-4-18. : 7:39 pm]
theskinsurf -- turning it on works perfectly which is why I'm stumped
[2017-4-18. : 7:38 pm]
theskinsurf -- so its run via force -> current player, and assigns vision to opposing team depending on force
[2017-4-18. : 7:36 pm]
zsnakezz -- it will give you a firm understanding of the mechanic
[2017-4-18. : 7:36 pm]
zsnakezz -- inverting mean, you might have to try multiple combos of that script on a player to see what works and what doesn't
[2017-4-18. : 7:35 pm]
zsnakezz -- you just check which one isn't working, see which player the script is interacting with, invert based on that
[2017-4-18. : 7:34 pm]
zsnakezz -- well the biggest thing is you might be running the script through the wrong player
[2017-4-18. : 7:34 pm]
theskinsurf -- I'll try inverting it I guess
[2017-4-18. : 7:32 pm]
zsnakezz -- i know you can google the vision thing, its a very common mistake
[2017-4-18. : 7:31 pm]
zsnakezz -- or just google and fix
[2017-4-18. : 7:30 pm]
zsnakezz -- but generally if that particular thing isn't working, just inverse whatever you were doing and it will work
[2017-4-18. : 7:30 pm]
zsnakezz -- i can't tell you exactly how to fix it, because i havn't made the mistake in like 8 months
[2017-4-18. : 7:29 pm]
theskinsurf -- i assume turning off uses same logic?
[2017-4-18. : 7:29 pm]
theskinsurf -- well it turns on just fine
[2017-4-18. : 7:28 pm]
zsnakezz -- which is the most common error for that script
[2017-4-18. : 7:28 pm]
zsnakezz -- you might have the vision logic backwards
[2017-4-18. : 7:28 pm]
theskinsurf -- gonna post my trigs
[2017-4-18. : 7:27 pm]
theskinsurf -- but the vision just stays on
[2017-4-18. : 7:27 pm]
theskinsurf -- well i know its firing cause i get the msg
[2017-4-18. : 7:27 pm]
zsnakezz -- have the conditions be super specific and use "exact" values
[2017-4-18. : 7:25 pm]
theskinsurf -- no idea why it wont turn off
[2017-4-18. : 7:25 pm]
theskinsurf -- this vision AI is driving me nuts
[2017-4-18. : 6:55 pm]
TF- -- yes they aren't experts, but still had things i hadn't seen, like the devourer cocoon and unused mission descriptions
[2017-4-18. : 6:46 pm]
Corbo -- Also this is a really incomplete unused list
[2017-4-18. : 6:45 pm]
Corbo -- "Can we convert .smk to png?" Lmao
[2017-4-18. : 6:45 pm]
Corbo -- TF-
TF- shouted: https://tcrf.net/StarCraft#Unused_Devourer_Cocoon what the fuck i never knew about this
lol at that page
[2017-4-18. : 6:43 pm]
TF- -- also how did you display the unused Biker portrait in-game again, if that was even possible (the one that doesn't animate)
[2017-4-18. : 6:43 pm]
TF- -- https://tcrf.net/StarCraft#Unused_Devourer_Cocoon what the fuck i never knew about this
[2017-4-18. : 6:38 pm]
theskinsurf -- no worries, gonna roll the dice again...
[2017-4-18. : 6:31 pm]
Ashamed -- Im using ptr - but I wont be available to test for quite some time ha.
[2017-4-18. : 6:26 pm]
theskinsurf -- I wish someone had PTR to help me test :'( bnet normies are the worst
[2017-4-18. : 6:26 pm]
Vrael -- lil-Inferno
lil-Inferno shouted: Now Moose quotes me and says "mad" or a synonym of it LMAO
MAD lmfao
[2017-4-18. : 6:24 pm]
Zoan -- My paper looks so dope :3
[2017-4-18. : 5:55 pm]
Zoan -- maybe the same with worse manners
[2017-4-18. : 5:54 pm]
Zoan -- I woulda turned out the same had I been raised by wolves probably
[2017-4-18. : 5:52 pm]
Dem0n -- wow who cares
[2017-4-18. : 5:40 pm]
TiKels -- TiKels
TiKels shouted: Clearly everyone starts out at a certain wealth, and starting out higher will make you statistically more likely to be more successful. But that doesn't mean you're excluded from being successful either
Excluded that is, if you were in a low bracket.
[2017-4-18. : 5:39 pm]
TiKels -- Wealth=well-being=quality of life=parental involvement for the purposes of this thought
[2017-4-18. : 5:39 pm]
TiKels -- Clearly everyone starts out at a certain wealth, and starting out higher will make you statistically more likely to be more successful. But that doesn't mean you're excluded from being successful either
[2017-4-18. : 5:37 pm]
TiKels -- I think the dissonance comes from the very loose idea of "blame" or fault
[2017-4-18. : 5:36 pm]
TiKels -- Pr0nogo
Pr0nogo shouted: yeah by the same degree it's fallacious to blame anyone for their faults since they're a product of their upbringing and environment (which they had no control over)
I find this to be an interesting question.
[2017-4-18. : 5:04 pm]
Zoan -- Here's a map showing how it's done (if anyone is interested. IDK, I didn't read the conversation lol)
[2017-4-18. : 5:02 pm]
Zoan -- That's very accurate
[2017-4-18. : 5:02 pm]
Zoan -- "sweatshop" :lol:
[2017-4-18. : 5:01 pm]
DarkenedFantasies -- DarkenedFantasies
DarkenedFantasies shouted: vision takes a second or 2 to update on its own. so a delay of a few milliseconds will often make it appear like the script has no effect, as the sight hasn't updated yet. otherwise, on a trigger standpoint, it should work as intended (but i haven't experienced much with turning vision on/off so quickly, so i can't confirm right now if there's any issues with that)
jjf28
jjf28 shouted: optical flare will cause vision to update immediately
lil-Inferno
lil-Inferno shouted: DarkenedFantasies You can make vision update instantly by having a medic cast optical flare O_O
Hence "on its own." :sly: I know Zoan had a sweatshop of medics on his horror RPG to get rid of the vision persisting behind when you move your unit.
[2017-4-18. : 4:03 pm]
TF- -- Dem0n
Dem0n shouted: ok
cucc reply imo
[2017-4-18. : 4:00 pm]
Dem0n -- ok
[2017-4-18. : 3:47 pm]
lil-Inferno -- Dem0n
Dem0n shouted: We won't
ya, cuz it doesn't matter for maps like Python or Fighting Spirit LMAO
[2017-4-18. : 2:57 pm]
TF- -- LoveLess
LoveLess shouted: TF- Also that's kinda suggesting that we never wanted the option prior to sc2
i dunno, i think it has that face stuck to the shop window feel for max heart-tugging
[2017-4-18. : 2:04 pm]
LoveLess -- TF-
TF- shouted: requests like that could be submitted in the form of "bring this sc2 trigger action to sc1"
Also that's kinda suggesting that we never wanted the option prior to sc2
[2017-4-18. : 2:02 pm]
LoveLess -- Well It's possible to do within the current engine. Unlike some of the ridiculous requests others made.
[2017-4-18. : 1:41 pm]
TF- -- requests like that could be submitted in the form of "bring this sc2 trigger action to sc1"
[2017-4-18. : 1:39 pm]
Dem0n -- We won't
[2017-4-18. : 1:28 pm]
LoveLess -- Such as making explored terrain unexplored constantly, really give a feeling of "darkness" or the illusion of a night time cycle w/o EUDs
[2017-4-18. : 1:27 pm]
LoveLess -- Also would be dope if we get fog of war trigger options. Would make for some really interesting possibilities.
[2017-4-18. : 1:26 pm]
lil-Inferno -- outlawpoet
outlawpoet shouted: in theory I'd just need to modify the arrays of locations and their values, death counts, etc. and I could make multiple diplo maps a week with different terrain
Wow, even .scx files are processed in factories now? What ever happened to handcrafted, quality, made in the USA triggers smh
[2017-4-18. : 1:24 pm]
LoveLess -- Terrain and my obsession with EUDs is what makes my projects always get delayed/cancelled
[2017-4-18. : 1:23 pm]
LoveLess -- idk after using draft for so long without any of the tools we have now, I just fly through draft's trigger syntax relatively quickly. Combined with regex and trigger duplicators, triggers are nothing to whine about.
[2017-4-18. : 1:02 pm]
lil-Inferno -- Now Moose quotes me and says "mad" or a synonym of it LMAO
[2017-4-18. : 1:02 pm]
lil-Inferno -- Wow fucc you jjf
[2017-4-18. : 1:02 pm]
lil-Inferno -- DarkenedFantasies
DarkenedFantasies shouted: vision takes a second or 2 to update on its own. so a delay of a few milliseconds will often make it appear like the script has no effect, as the sight hasn't updated yet. otherwise, on a trigger standpoint, it should work as intended (but i haven't experienced much with turning vision on/off so quickly, so i can't confirm right now if there's any issues with that)
You can make vision update instantly by having a medic cast optical flare O_O
[2017-4-18. : 11:56 am]
jjf28 -- optical flare will cause vision to update immediately
[2017-4-18. : 11:43 am]
LoveLess -- KrayZee kpop is infectious
[2017-4-18. : 8:59 am]
DarkenedFantasies -- vision takes a second or 2 to update on its own. so a delay of a few milliseconds will often make it appear like the script has no effect, as the sight hasn't updated yet. otherwise, on a trigger standpoint, it should work as intended (but i haven't experienced much with turning vision on/off so quickly, so i can't confirm right now if there's any issues with that)
[2017-4-18. : 8:12 am]
theskinsurf -- odd. if I turned on vision like a millisecond before, will it fail?
[2017-4-18. : 8:02 am]
DarkenedFantasies -- it should. p1 -> turn off shared vision for p2 = p1 loses vision of p2
[2017-4-18. : 7:56 am]
theskinsurf -- does turning off vision function the same way? it doesn't seem to turn off
[2017-4-18. : 5:50 am]
theskinsurf -- thanks

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