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Jan 8 2011, 5:49 am
By: WhiteChedderPopCorn  

Jan 8 2011, 5:49 am WhiteChedderPopCorn Post #1



So I have been away a very long time and I am trying to find the tutorials. I forgot how to do random item drops. Specifically I can't remember how to get the random switches right. Also, I am curious about the DC method. Been a year and I don't remember. If you could point me to the tutorials that would be great since I can't navigate this site anymore.

I remember little things like a repeating death counter and splitting something into increments with one, but that's about it.



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Jan 8 2011, 6:21 am poison_us Post #2

Master has given Dobby a doctorate! Dobby is free!

The wiki is rather hard to get to nowadays, I don't remember how to myself. Anyways, for randomization:

Triggers


The first trigger will randomize a single switch. The following two detect the switch's state, and would require additional conditions to prevent constantly dropping items. I put the Always condition in because I've found it's much easier for a switch to be constantly randomized, rather than wait for a pre-existing condition make it run. Of course, you can put multiple switches in, but this is a simple example giving only two outcomes.





Jan 8 2011, 6:25 am DevliN Post #3

Woah

This will help find the old Wiki articles/tutorials: http://www.staredit.net/topic/13129/



:devlin: Currently Working On: :devlin:
Myself

Jan 8 2011, 5:23 pm NudeRaider Post #4

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

Randomization with switches is pretty easy actually. You randomize a bunch of switches and for each possible combination of set and cleared states of the switches you make a trigger with actions of one of your random events.

Number of possible combinations is 2^n where n is the number of switches. So if you need 10 combinations you need 4 switches (2^3 = 8, which isn't enough). Those 4 switches have 16 possible combinations so either make triggers for only 10 combinations and re-randomize if none of those combinations has been hit or use the 6 additional combinations to boost probability of a trigger getting selected by copying it and changing the condition to one of the 6 unused combinations.




Jan 8 2011, 11:56 pm DavidJCobb Post #5



Quote from NudeRaider
Randomization with switches is pretty easy actually. You randomize a bunch of switches and for each possible combination of set and cleared states of the switches you make a trigger with actions of one of your random events.

Number of possible combinations is 2^n where n is the number of switches. So if you need 10 combinations you need 4 switches (2^3 = 8, which isn't enough). Those 4 switches have 16 possible combinations so either make triggers for only 10 combinations and re-randomize if none of those combinations has been hit or use the 6 additional combinations to boost probability of a trigger getting selected by copying it and changing the condition to one of the 6 unused combinations.
If you understand binary, you may find this explanation a bit easier: you are randomizing each bit of an N-bit number, where N is the number of switches you use.



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[06:28 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.
[06:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[06:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[02:28 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
[02:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[08:51 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
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
[2026-7-14. : 11:03 pm]
Vrael -- :teach:
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