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Pages: < 1 « 853 854 855 856 8573571 >

[2017-4-15. : 9:11 pm]
O)FaRTy1billion[MM] -- Zoan
Zoan shouted: I know that DT's 'center' is like wayy off from their actual center
ya, up 6, down 19
[2017-4-15. : 9:11 pm]
Preach -- Are neutral critters' center off?
[2017-4-15. : 9:09 pm]
Zoan -- I know that DT's 'center' is like wayy off from their actual center
[2017-4-15. : 9:04 pm]
Preach -- Did not know vultures are 32x32
[2017-4-15. : 9:03 pm]
O)FaRTy1billion[MM] -- FaRTy1billion
FaRTy1billion shouted: though there is at least one unit, I think Lurker?, that is 1x1 but cannot be spawned on a 1x1 tile because it's center is wrong
looks like dragoon and lurker do it, but I didn't look at everything
[2017-4-15. : 9:00 pm]
Zoan -- also anything smaller than 32x32 is smaller than 1 tile, and anything bigger than 32x32 is BIGGER than 1 tile
[2017-4-15. : 9:00 pm]
O)FaRTy1billion[MM] -- though there is at least one unit, I think Lurker?, that is 1x1 but cannot be spawned on a 1x1 tile because it's center is wrong
[2017-4-15. : 8:59 pm]
O)FaRTy1billion[MM] -- any 32x32 are 1 tile
[2017-4-15. : 8:59 pm]
Preach -- thank you
[2017-4-15. : 8:59 pm]
Zoan -- tiles are 32x32 pixels for reference
[2017-4-15. : 8:58 pm]
Preach -- and yes, tiles
[2017-4-15. : 8:58 pm]
Zoan -- oh yea, you mean tiles lol
[2017-4-15. : 8:58 pm]
Zoan -- Preach
Preach shouted: to fit a 1x1 location
uhhhh the smallest unit is the Scarab, but that is still 5x5
[2017-4-15. : 8:58 pm]
Preach -- ah ty
[2017-4-15. : 8:57 pm]
O)FaRTy1billion[MM] -- 1x1 pixel or tile? because loads of units are 1x1 tile
[2017-4-15. : 8:57 pm]
Preach -- to fit a 1x1 location
[2017-4-15. : 8:56 pm]
Zoan -- Is this a trivia question?
[2017-4-15. : 8:56 pm]
O)FaRTy1billion[MM] -- how small, how square?
[2017-4-15. : 8:55 pm]
Preach -- Hey guys, which small unit has a square box?
[2017-4-15. : 8:53 pm]
jjf28 -- this is where psedo code would come in handy :)
[2017-4-15. : 8:51 pm]
Zoan -- I'm at school tho
[2017-4-15. : 8:51 pm]
O)FaRTy1billion[MM] -- I think you can. It's easy to test
[2017-4-15. : 8:42 pm]
Zoan -- Hey, I have a question: Can you say things like "Player 12 brings at least 1 whatever to location whatever?" Or do neutral players not let you do that?
[2017-4-15. : 8:15 pm]
Zoan -- or like "deathcounter >= p5gas" if you declare "p5gas = Resource("Player 5", "gas") beforehand :3
[2017-4-15. : 8:13 pm]
Zoan -- theskinsurf
theskinsurf shouted: what I wouldn't give for basic variables and comparisons :P
My trigger generator lets you literally type dc1 >= dc2 and w/e
[2017-4-15. : 7:56 pm]
O)FaRTy1billion[MM] -- negative minerals are fun
[2017-4-15. : 7:55 pm]
O)FaRTy1billion[MM] -- I don't remember if at least/at most are signed, but you can make negative values by adding a negative number
[2017-4-15. : 7:55 pm]
O)FaRTy1billion[MM] -- and +=, -=, or = a constant
[2017-4-15. : 7:54 pm]
O)FaRTy1billion[MM] -- no, you only get >= a constant, == a constant, or <= a constant
[2017-4-15. : 7:54 pm]
jjf28 -- death counters are pretty nice
[2017-4-15. : 7:53 pm]
theskinsurf -- what I wouldn't give for basic variables and comparisons :P
[2017-4-15. : 7:51 pm]
theskinsurf -- which is... not ideal
[2017-4-15. : 7:51 pm]
theskinsurf -- yeah it seems like equalities are counted as EVERYTHING...
[2017-4-15. : 7:51 pm]
O)FaRTy1billion[MM] -- both most and least *
[2017-4-15. : 7:51 pm]
O)FaRTy1billion[MM] -- except if 1:1 is simultaneously both and least ... xD
[2017-4-15. : 7:50 pm]
jjf28 -- meh but that's way down on my probablies list :P
[2017-4-15. : 7:50 pm]
theskinsurf -- yeah, a list of trigger "quirks" would be neat.
[2017-4-15. : 7:50 pm]
O)FaRTy1billion[MM] -- and allied players control the least (there's not really a very clean way to say "all but current players")
[2017-4-15. : 7:50 pm]
jjf28 -- we should probably make a little psedo-code wiki for all the conditions/actions
[2017-4-15. : 7:50 pm]
theskinsurf -- I'll try that out, would be simplest.
[2017-4-15. : 7:49 pm]
O)FaRTy1billion[MM] -- then maybe you could do like current player controls the most / foes control the least
[2017-4-15. : 7:49 pm]
theskinsurf -- kinda counterintuitive tbh.
[2017-4-15. : 7:48 pm]
theskinsurf -- well, I know "controls the most" counts 0 :P I had to also add in a "brings at least one"
[2017-4-15. : 7:47 pm]
O)FaRTy1billion[MM] -- does "controls the least" count 0? you might be able to say if current player controls the most at and other players control the least at, but it would need some testing to find the exact mechanics of how that works
[2017-4-15. : 7:45 pm]
theskinsurf -- thats the gist of it, I made a thread in UMS forum too
[2017-4-15. : 7:44 pm]
O)FaRTy1billion[MM] -- (I didn't read what you are actually doing, I just saw "ties with controls the most at" xD)
[2017-4-15. : 7:44 pm]
theskinsurf -- but ill give it a shot
[2017-4-15. : 7:44 pm]
theskinsurf -- its gonna be convoluted no matter what method i choose
[2017-4-15. : 7:44 pm]
O)FaRTy1billion[MM] -- which having actual units probably isn't the best, but it might work better if there are more than one of whatevery ou are doing
[2017-4-15. : 7:43 pm]
O)FaRTy1billion[MM] -- or create a burrowed unit for a neutral/computer player for each player that has the most, and as long as there is only 1 then it's safe to do whatever action
[2017-4-15. : 7:41 pm]
theskinsurf -- basically a failsafe
[2017-4-15. : 7:41 pm]
theskinsurf -- that could work farty
[2017-4-15. : 7:41 pm]
O)FaRTy1billion[MM] -- I typed that in the wrong order, but hopefully it makes sense
[2017-4-15. : 7:41 pm]
O)FaRTy1billion[MM] -- or a slightly less convoluted system where on the first trigger cycle it clears the switch, then on the next it sets a switch if a player has the most, and then if the player has the most and the switch is set that means there is a tie
[2017-4-15. : 7:41 pm]
theskinsurf -- I appreciate all the help
[2017-4-15. : 7:39 pm]
theskinsurf -- gonna ruminate on this over some food
[2017-4-15. : 7:39 pm]
theskinsurf -- god that sounds awful XD
[2017-4-15. : 7:39 pm]
O)FaRTy1billion[MM] -- you could do some crazy convoluted system where it sets a switch for each player and only works if 1 switch is set
[2017-4-15. : 7:38 pm]
O)FaRTy1billion[MM] -- I don't think I've ever used commands the most at xD
[2017-4-15. : 7:38 pm]
theskinsurf -- i need some way to create a tiebreaker...
[2017-4-15. : 7:36 pm]
jjf28 -- as the person who has most recently used the condition, you'd be the expert :)
[2017-4-15. : 7:36 pm]
O)FaRTy1billion[MM] -- that might be the case
[2017-4-15. : 7:35 pm]
theskinsurf -- or am I misunderstanding?
[2017-4-15. : 7:34 pm]
theskinsurf -- thats fine I suppose, the true culprit is the fact that it equates equal command with both players having the "most" at location
[2017-4-15. : 7:33 pm]
jjf28 -- theskinsurf
theskinsurf shouted: but if theres a 1:1 ratio it still fires? :(
if it's preserved and it belongs to a force then every trigger cycle it will: fire for the first player in the force, fire for the next player in the force, etc.
[2017-4-15. : 7:16 pm]
theskinsurf -- but i need a volunteer ;)
[2017-4-15. : 7:16 pm]
theskinsurf -- ill do a quick test
[2017-4-15. : 7:15 pm]
lil-Inferno -- you can try it
[2017-4-15. : 7:15 pm]
theskinsurf -- so its definitely a force trigger issue and not a problem with "command most at"?

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