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Pages: < 1 « 851 852 853 854 8553571 >

[2017-4-16. : 12:59 am]
Fire_Kame -- most of the older stuff is on youtube tho
[2017-4-16. : 12:58 am]
Fire_Kame -- FaRTy1billion
FaRTy1billion shouted: only like a handful are on netflix
the new season came out yesterday
[2017-4-16. : 12:58 am]
Excalibur -- Thinking I might go see F8.
[2017-4-16. : 12:58 am]
O)FaRTy1billion[MM] -- only like a handful are on netflix
[2017-4-16. : 12:57 am]
Dem0n -- On Netflix? Saw it was on there
[2017-4-16. : 12:56 am]
Fire_Kame -- to the real fans
[2017-4-16. : 12:56 am]
Fire_Kame -- mystery science theater 3000
[2017-4-16. : 12:56 am]
lil-Inferno -- wut that
[2017-4-16. : 12:53 am]
Fire_Kame -- watching mst3k :wob: :wob: you?
[2017-4-16. : 12:52 am]
Excalibur -- sup Kame
[2017-4-16. : 12:51 am]
Fire_Kame -- :wob:
[2017-4-15. : 11:48 pm]
Zoan -- like a week ago I did that
[2017-4-15. : 11:48 pm]
Zoan -- :l lolol I am editing a paper I wrote and I spelled appropriate 'approporiate' in that paper too
[2017-4-15. : 11:45 pm]
Zoan -- I think there are times when it is approporiate to use the map to store some 'states' rather than DC's or Switches
[2017-4-15. : 11:44 pm]
Zoan -- Lanthanide
Lanthanide shouted: Zoan because it's very easy to write triggers forgetting about the physical units you placed on the map, leading to unexpected bugs and players being frustrated that your map doesn't work properly
Can't you argue the same thing about forgetting that you used this DC for this, or that Switch for that
[2017-4-15. : 11:41 pm]
jjf28 -- ohh my
[2017-4-15. : 11:41 pm]
Lanthanide -- there's much lower risk of that with purely logical controls, assuming you organise, comment, and compartmentalise your triggers sensibly
[2017-4-15. : 11:41 pm]
Lanthanide -- Zoan
Zoan shouted: wait if you get the physical controls to work anyway and are able to finish the map, who cares?
because it's very easy to write triggers forgetting about the physical units you placed on the map, leading to unexpected bugs and players being frustrated that your map doesn't work properly
[2017-4-15. : 11:23 pm]
Zoan -- wait if you get the physical controls to work anyway and are able to finish the map, who cares?
[2017-4-15. : 11:22 pm]
Zoan -- though it might've been create + move
[2017-4-15. : 11:21 pm]
Zoan -- NudeRaider
NudeRaider shouted: Zoan I'm not entirely sure on that, but iirc there needs to be some space initially because the burrowed property is added after creation. But i could be wrong. Still, physical units are depreciated over non-physical controls.
Then the standard create at remote location and move to location shouldn fix that anyway. I don't exactly remember, but I think I was able to just create hallucinated burrowed zerglings at my unit directly and kill it to get a cool poof effect
[2017-4-15. : 11:18 pm]
NudeRaider -- Zoan
Zoan shouted: I was thinking they would just be created burrowed underneath the beacon, meaning there would never be any unplacable warnings
I'm not entirely sure on that, but iirc there needs to be some space initially because the burrowed property is added after creation. But i could be wrong. Still, physical units are depreciated over non-physical controls.
[2017-4-15. : 11:16 pm]
NudeRaider -- i wonder why they changed the spawning engine in the first place. I made a pretty elegant one that was bug-free.
[2017-4-15. : 11:15 pm]
Zoan -- That does sound tricky lolol
[2017-4-15. : 11:14 pm]
Lanthanide -- eg when a 3v3 matchup becomes 3v2
[2017-4-15. : 11:14 pm]
Zoan -- NudeRaider
NudeRaider shouted: this is an entirely different method, why remove the first? You could've just added another post. now theres no way someone could try and improve the first method. also the new method relies on physical unit being created on the battlefield. this is not recommended at all. its bound to create unplacable messages at some point, and maybe break the entire system
Good point, I removed the first because it was incorrect, but I should've just edited it with a note saying it doesn't work or something
[2017-4-15. : 11:14 pm]
Lanthanide -- it was a pretty tricky piece of logic in the end; it correctly determines what player goes next, even if players leave the game
[2017-4-15. : 11:13 pm]
Lanthanide -- which could entirely break the game, so I replaced it with bug-free logic triggers instead
[2017-4-15. : 11:13 pm]
Zoan -- I was thinking they would just be created burrowed underneath the beacon, meaning there would never be any unplacable warnings
[2017-4-15. : 11:13 pm]
Lanthanide -- Desert Strike Night that I based DSNF of had units to determine player order, and they could get bugged / affected by other triggers in some cases
[2017-4-15. : 11:12 pm]
Zoan -- The two methods are the same though, it's like switching out switches for DC's
[2017-4-15. : 11:12 pm]
Lanthanide -- yeah, units on the battlefield is always a bad crutch that you should avoid where possible
[2017-4-15. : 11:12 pm]
NudeRaider -- this is an entirely different method, why remove the first? You could've just added another post. now theres no way someone could try and improve the first method. also the new method relies on physical unit being created on the battlefield. this is not recommended at all. its bound to create unplacable messages at some point, and maybe break the entire system
[2017-4-15. : 11:04 pm]
Zoan -- There I edited my post
[2017-4-15. : 11:03 pm]
Zoan -- UGH fine :P
[2017-4-15. : 11:02 pm]
Zoan -- I don't wanna remake those trigger blocks again.
[2017-4-15. : 11:02 pm]
NudeRaider -- why not post it publicly?
[2017-4-15. : 11:02 pm]
Zoan -- Hey we can't edit messages sent through PM's
[2017-4-15. : 11:02 pm]
Zoan -- er
[2017-4-15. : 11:01 pm]
Zoan -- using the P7 method I sent to theskinsurf
[2017-4-15. : 11:01 pm]
Zoan -- Here, I fixed it lul
[2017-4-15. : 11:00 pm]
NudeRaider -- jjf28
jjf28 shouted: randomize or lock in the first player to meet whatever conditions
its not just the first player, it favors lower player number in general
[2017-4-15. : 11:00 pm]
jjf28 -- if they both meet it on the same trigger cycle the first player still wins, but tbh don't worry about it
[2017-4-15. : 10:57 pm]
jjf28 -- randomize or lock in the first player to meet whatever conditions
[2017-4-15. : 10:56 pm]
Zoan -- well my bad :l
[2017-4-15. : 10:56 pm]
Zoan -- Wait nvm, I'm not sure how lol
[2017-4-15. : 10:55 pm]
Zoan -- Here, I'll fix it
[2017-4-15. : 10:55 pm]
Zoan -- Ohh, you are correct D:
[2017-4-15. : 10:54 pm]
NudeRaider -- #P2livesMatter
[2017-4-15. : 10:53 pm]
NudeRaider -- if im P1 and have a base, and P2 matches my unit count. I retain my base and get spammed with messages. But if I'm P2 and P1 matches my unit count the base will belong to nobody. While not gamebreaking, it gives P1 an advantage
[2017-4-15. : 10:48 pm]
Zoan -- Am I just confusing? :lol:
[2017-4-15. : 10:47 pm]
Zoan -- err, I didn't explain that well. Player 1 will run through all the Force 1 triggers, and after Player 1 has finished alllll of that, Player 2 will run through all of Force 1 triggers.
[2017-4-15. : 10:44 pm]
Zoan -- Keep in mind trigger ordering for forces: If Player 1 and Player 2 are in Force 1, then a trigger owned by Force 1 really just runs through all the triggers for Player 1 first and then it runs through all the triggers for Player 2
[2017-4-15. : 10:42 pm]
Zoan -- It goes through 2 trigger cycles. The first flags the base to be 'ready to be taken,' and the second actually gives the base to the player (it takes two trigger cycles because it has to go through all the other players too to see if they ALSO have "The Most" units at the base)
[2017-4-15. : 10:40 pm]
Zoan -- do you see how it ends up with the player owning the beacon and not P9?
[2017-4-15. : 10:39 pm]
Zoan -- P9 doesn't, the player does
[2017-4-15. : 10:39 pm]
Zoan -- NudeRaider
NudeRaider shouted: the condition you'd use to spawn units if you own a base
When you own the base, you own the beacon at that base
[2017-4-15. : 10:39 pm]
NudeRaider -- the condition you'd use to spawn units if you own a base
[2017-4-15. : 10:39 pm]
Zoan -- You bring "the most" units to the beacon AND currently don't own that beacon
[2017-4-15. : 10:38 pm]
Zoan -- Wait here lemme explain from the top (I think this will make more sense)
[2017-4-15. : 10:38 pm]
Zoan -- NudeRaider
NudeRaider shouted: [squote=1417998 ust the condition for now pls?
uhh, wait what
[2017-4-15. : 10:37 pm]
theskinsurf -- maybe I can just petition blizzard to correct the "command most" conditions :P
[2017-4-15. : 10:37 pm]
NudeRaider -- [squote=1417998 ust the condition for now pls?
[2017-4-15. : 10:37 pm]
Zoan -- then that implies that there are TWO people there with "the most" units
[2017-4-15. : 10:36 pm]
Zoan -- Then, all the other players will cycle through their triggers, and if they also have the most at that base and P9 has that beacon
[2017-4-15. : 10:36 pm]
NudeRaider -- or p11... unless the spawn triggers are ordered inbetween?
[2017-4-15. : 10:35 pm]
Zoan -- NudeRaider
NudeRaider shouted: zoan, whats your condiotion that spawns units / arms defenses when you own a base? the way i see it the beacon is P9 when you own it
So when you have the most at a base and don't own that bases beacon it gives the beacon to P9
[2017-4-15. : 10:35 pm]
theskinsurf -- wait nvm, it definitely does
[2017-4-15. : 10:35 pm]
Zoan -- theskinsurf
theskinsurf shouted: also, I don't think staredit lets me reference beacon units in triggers :(
You'll have to use a different building or something then D:

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