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[2017-4-16. : 1:33 am] O)FaRTy1billion[MM] -- Fire_KameFire_Kame shouted: FaRTy1billion netflix o neat. I'll watch it later, I'm doing end-of-semester homework while waiting for my friends to show up to hang out and play games[2017-4-16. : 1:23 am] Fire_Kame -- FaRTy1billionFaRTy1billion shouted: Fire_Kame where is it available? or do I need some kind of premium cable service netflix[2017-4-16. : 1:09 am] O)FaRTy1billion[MM] -- Fire_KameFire_Kame shouted: FaRTy1billion the new season came out yesterday where is it available? or do I need some kind of premium cable service[2017-4-16. : 1:09 am] O)FaRTy1billion[MM] -- netflix added a bunch and I was like "Oh I've seen these"[2017-4-16. : 1:09 am] O)FaRTy1billion[MM] -- Fire_KameFire_Kame shouted: most of the older stuff is on youtube tho ya, I've watched it at work :![]() [2017-4-16. : 1:01 am] Fire_Kame -- ExcaliburExcalibur shouted: Thinking I might go see F8. can't believe there's 8 of them[2017-4-16. : 12:58 am] Fire_Kame -- FaRTy1billionFaRTy1billion shouted: only like a handful are on netflix the new season came out yesterday[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 -- LanthanideLanthanide 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] 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 -- ZoanZoan 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. : 11:21 pm] Zoan -- NudeRaiderNudeRaider 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 -- ZoanZoan 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. : 11:14 pm] Zoan -- NudeRaiderNudeRaider 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. : 11:00 pm] NudeRaider -- jjf28jjf28 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. : 10:53 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. : 10:47 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 -- NudeRaiderNudeRaider 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 |
Heinermann, fasswawds