Music
Apr 18 2008, 4:27 pm
By: Brontobyte  

Apr 18 2008, 8:45 pm Falkoner Post #21



Well, Hyper Triggers rely on trigger runs, not on the wait times, so it makes sense they go faster, since triggers run faster on Fastest.



None.

Apr 18 2008, 8:51 pm NudeRaider Post #22

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

btw. using the wait's independency of speed you can detect the game speed. There was a even a map around that used this.




Apr 18 2008, 8:52 pm DaMiNaToR Post #23



But that's the thing. They don't run faster on fastest... Or do they? I'm confused.



None.

Apr 18 2008, 9:00 pm NudeRaider Post #24

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

You're right.

You make these triggers: (using hypers)

Always
wait (5000)
Create Marine

Commands 0 Marine
add 1 to deaths of 'dc1'
preserve

commands 1 marine
and dc1 is exactly 60
set switch 'speed 7'

commands 1 marine
and dc1 is exactly 40
set switch 'speed 5'

... and so on for every speed. It's just a quick example to explain the principle. You'll probably have to alter it a little to make it actually work.




Apr 19 2008, 4:19 am Brontobyte Post #25



Quote from Falkoner
I'll make a test map really quick, so gimme a second. Okay, I tested it, and you are right, but IMO, there is truly no problem since everyone tends to use Fastest anyway, but if you're really picky, waits work better at any speed.

Here's the test map:
[attach=886]

The top beacon uses Waits, the bottom uses Deaths. You'll notice that if you put the speed on slowest, the bottom beacon takes massive amounts of time before it loops.

Wow! It was a Wait win by a landslide! By the way, the music was cool as well.

Attachments:
Wait vs. Death.scm
Hits: 2 Size: 74.88kb



None.

Apr 20 2008, 3:02 pm Falkoner Post #26



Lol, PM me if you want a whole bunch of music just like it :P



None.

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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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