00:00.00 | P_R_Deltoid | I know. |
00:00.05 | P_R_Deltoid | Oh |
00:00.07 | Alpha_vst | you can move dialogs pretty like with some math |
00:00.09 | P_R_Deltoid | Yeah, then you have reso problems |
00:00.11 | P_R_Deltoid | ugh |
00:00.18 | P_R_Deltoid | pretty like, huh |
00:00.28 | Alpha_vst | a card game recently shown does that |
00:00.33 | Alpha_vst | its looks awesome |
00:00.34 | P_R_Deltoid | Ohh yeah |
00:00.34 | P_R_Deltoid | that |
00:00.36 | P_R_Deltoid | CardCraft |
00:00.38 | P_R_Deltoid | I saw that video |
00:00.57 | RodOfNOD | i cant belvie not everyone is running around going hurrah hurrah catalog to the rescue |
00:01.43 | Sixen | lol |
00:01.55 | `MindWorX | You didn't know about the catalog natives Rod? |
00:02.05 | Helral | hmmmm? why should they be doing that Rod? |
00:02.51 | RodOfNOD | hell no |
00:02.54 | RodOfNOD | cuz its god |
00:02.58 | RodOfNOD | seriously its god |
00:03.04 | P_R_Deltoid | I don't even know what they are |
00:03.12 | RodOfNOD | its what u wanted earlier P_R_Deltoid |
00:03.19 | RodOfNOD | the ability to change anything during run time |
00:03.29 | `MindWorX | It's what i've hacked in to WC3 :P |
00:03.30 | P_R_Deltoid | Can't... IU do that anyways |
00:03.31 | RodOfNOD | u want ur weapon to have double damage bam it has it without any upgrades etc |
00:03.36 | `MindWorX | Too bad my hacking project was so late :P |
00:03.39 | P_R_Deltoid | oh |
00:03.56 | RodOfNOD | its what i was looking for all this time and just didnt realize i had it |
00:04.14 | RodOfNOD | now if bliz would fix the banks life would be almost perfect |
00:04.17 | Sixen | Catalog Natives? |
00:04.25 | P_R_Deltoid | well, apparently CardCraft is protected |
00:04.28 | RodOfNOD | the ability to change anything yes |
00:04.28 | P_R_Deltoid | so I can't see how they did it |
00:08.09 | *** join/#sc2mapster Fatal5101 (~Fatal510@c-98-238-144-217.hsd1.ca.comcast.net) |
00:09.12 | RodOfNOD | wow how did they protect the map lol |
00:09.45 | P_R_Deltoid | vOv |
00:09.49 | P_R_Deltoid | Just says it couldn't load triggers |
00:09.57 | P_R_Deltoid | but on their forum, one of the devs is explaining it or something |
00:10.05 | P_R_Deltoid | it's actually really easy, apparently |
00:11.01 | RodOfNOD | probably just ripped the triggers file out checking |
00:11.13 | `MindWorX | Localization bugs caused maps to not work for me |
00:11.13 | *** join/#sc2mapster wt (~wt@adsl-67-116-252-123.dsl.pltn13.pacbell.net) |
00:11.15 | P_R_Deltoid | the dev also says it isn't protected, which makes this doubly odd. |
00:11.39 | RodOfNOD | yep thats thwa they did |
00:11.49 | RodOfNOD | they just ripped out the triggers |
00:12.01 | *** join/#sc2mapster Shadowsong (~fhbjsdbkj@adsl-66-140-34-237.dsl.rcsntx.swbell.net) |
00:12.01 | P_R_Deltoid | :< |
00:12.16 | P_R_Deltoid | phase 2 |
00:12.31 | Jum-Jum | I wonder if you have to redownload the client again |
00:12.32 | RedWraith | Is not out yet. |
00:12.33 | Jum-Jum | for phase 2 |
00:13.30 | RodOfNOD | good news bad news P_R_Deltoid :> |
00:13.33 | RodOfNOD | which u want first |
00:13.40 | P_R_Deltoid | oh man |
00:13.42 | P_R_Deltoid | >< |
00:13.43 | P_R_Deltoid | same time |
00:13.48 | RodOfNOD | lol no pick |
00:13.50 | RodOfNOD | be more fun |
00:13.52 | P_R_Deltoid | splice the words together, alternating as you go |
00:13.56 | RodOfNOD | lol |
00:13.56 | ProzaicMuze | w |
00:13.57 | ProzaicMuze | t |
00:13.58 | ProzaicMuze | f |
00:14.00 | Helral | whispers the bad news first. |
00:14.00 | P_R_Deltoid | I will figure it out |
00:14.01 | RodOfNOD | pick one |
00:14.06 | P_R_Deltoid | bad news |
00:14.12 | Helral | hahaha he listened ;p |
00:14.12 | P_R_Deltoid | bad news best news that is what my dad always to ld me |
00:14.14 | RodOfNOD | ok bad news is the triggers are all galaxy |
00:14.18 | RodOfNOD | good news i have the triggers |
00:14.24 | P_R_Deltoid | from the map? |
00:14.26 | RodOfNOD | yep |
00:14.27 | P_R_Deltoid | http://forum.cardcraftsc.com/board14-cardcraft-related/board15-cardcraft-related/52-triggers/#post405 |
00:14.29 | P_R_Deltoid | check that |
00:14.30 | P_R_Deltoid | real quick |
00:14.30 | ProzaicMuze | So Alpha, I got your teleport working |
00:14.32 | RodOfNOD | they did what wc3 did |
00:14.37 | ProzaicMuze | BUT |
00:14.38 | *** join/#sc2mapster casperb_ (51bf6a9e@gateway/web/freenode/ip.81.191.106.158) |
00:14.43 | ProzaicMuze | everything teleports into the SW corner of the map |
00:14.51 | RodOfNOD | just ripped out the triggers gui but had to leave the j file or in this case the galaxy file |
00:15.27 | RodOfNOD | so as long as u like reading shit galaxy code ur good to go :> |
00:16.03 | onetwo | back |
00:16.19 | RodOfNOD | hiya |
00:16.44 | `MindWorX | I bet someone will make an obfuscator for the galaxy |
00:16.56 | `MindWorX | If not, someone should |
00:17.13 | `MindWorX | It might not be perfect, but it sure makes everything that much more annoying |
00:17.19 | Sixen | There is one |
00:17.25 | RodOfNOD | P_R_Deltoid -- http://pastebin.com/nXK7MLik theres the code for cardcraft |
00:17.33 | P_R_Deltoid | Well |
00:17.38 | Sixen | GalaxyEditor's "locked" function obfuscates Galaxy |
00:17.43 | RodOfNOD | hehe im sure that my old bud vex is on that |
00:17.50 | Sixen | Vexorian iirc? |
00:18.00 | RodOfNOD | ya |
00:18.02 | `MindWorX | Your old "bud" ? :P He's noones bud, he's an angry old man |
00:18.06 | RodOfNOD | agreed |
00:18.07 | `MindWorX | Well |
00:18.12 | `MindWorX | An angry young man :P |
00:18.13 | RodOfNOD | thats why i said it that way but we go way back so |
00:18.28 | onetwo | anyone know a way to make the game go slower than "Slower" game mode |
00:18.29 | RodOfNOD | like 2003 way back |
00:18.34 | onetwo | i saw a thread a while ago but he never said how |
00:18.35 | RodOfNOD | yes i do |
00:18.39 | RodOfNOD | run it on a 8088 |
00:18.46 | `MindWorX | xD |
00:18.49 | onetwo | but i need to fraps at same time |
00:19.24 | Helral | onetwo: go check out the gameplay data stuff... I think it's there |
00:19.29 | RodOfNOD | onetwo - i find this weird: http://pastebin.com/VwTpS1wG 2 command card deals one is set all on one line other is split out |
00:19.34 | onetwo | didnt see it |
00:19.36 | RodOfNOD | care to guess why they are doing that>? |
00:20.01 | `MindWorX | lol |
00:20.12 | Sixen | Oh, at first rod, I was like wtf |
00:20.12 | Helral | ow wait it was weaponspeed stuff that I read.... |
00:20.18 | onetwo | sorry im a bit confused rod |
00:20.20 | onetwo | i dont use xml |
00:20.21 | Sixen | Probably just because they have more values in the second one |
00:20.36 | RodOfNOD | nope |
00:20.46 | Sixen | nope? |
00:20.47 | RodOfNOD | at least i dont think thats the reason |
00:20.48 | `MindWorX | Longer values in the second one |
00:20.54 | Sixen | that too |
00:20.57 | RodOfNOD | i took it and hand did it |
00:21.00 | RodOfNOD | and it worked |
00:21.05 | `MindWorX | Ofc it works |
00:21.09 | RodOfNOD | so while that might be why they did it its not a good excuse |
00:21.10 | Sixen | It's just longer on one line |
00:21.10 | `MindWorX | It's prolly split up for readability |
00:21.14 | Sixen | Mhmm |
00:21.20 | Sixen | lol |
00:21.22 | RodOfNOD | well my excel doesnt read it as the same |
00:21.25 | RodOfNOD | really blows |
00:21.28 | Sixen | =| |
00:21.32 | RodOfNOD | <PROTECTED> |
00:21.32 | RodOfNOD | <PROTECTED> |
00:21.38 | `MindWorX | pats RodOfNOD |
00:21.43 | Sixen | Rod, there's a ton of constants. |
00:21.47 | Sixen | Is that all you're looking for? |
00:21.53 | RodOfNOD | no |
00:21.53 | Sixen | They're in the GameData Galaxy files |
00:21.55 | Sixen | oic.. |
00:22.03 | RodOfNOD | i am looking at making a xml generator reader |
00:22.07 | `MindWorX | ... My router sucks |
00:22.21 | `MindWorX | After about 15min at 2MB/s download speed, it reboots |
00:22.29 | RodOfNOD | ie a way for you to make template units and then just fill down certain values |
00:22.30 | onetwo | <PROTECTED> |
00:22.30 | onetwo | interesting |
00:22.32 | `MindWorX | I so need to get a new one |
00:22.35 | onetwo | i wonder if i put like |
00:22.37 | onetwo | 0.1 |
00:22.38 | onetwo | in there |
00:22.42 | onetwo | does it take reals |
00:22.42 | Sixen | Oh that'd be interesting |
00:22.48 | `MindWorX | The constant is likely an integer |
00:22.51 | RodOfNOD | i was just tryuing to look at what that value =s |
00:22.52 | onetwo | i need it for slowmos |
00:22.57 | P_R_Deltoid | yeah, alright, well, idea screwed again, failed to realize that the x,y of a unit is not the same as the x,y of the screen for dialogs |
00:22.57 | onetwo | cause im recording videos |
00:22.57 | `MindWorX | Want to hear something funny about Speed and Blizzard? |
00:23.10 | `MindWorX | In wc3, you had 5 speeds, Slowest, Slow, Normal, Fast and Fastest |
00:23.12 | `MindWorX | But |
00:23.20 | `MindWorX | Normal, Fast and Fastest were all the same speed |
00:23.23 | `MindWorX | They never fixed it |
00:23.26 | Sixen | Were they really..? |
00:23.30 | `MindWorX | Internally, theres only speeds 0, 1 and 2 |
00:23.40 | `MindWorX | I remember stumbling upon it while reversing the SetGameSpeed natives |
00:23.48 | `MindWorX | Then i did a test |
00:23.49 | Sixen | lol... |
00:23.58 | `MindWorX | And true enough, the 3 higher speeds don't have any difference |
00:24.57 | `MindWorX | Yea, it's odd isn't it? The game is so old, released with a feature to select high speed.. but it never worked |
00:25.13 | Sixen | =| |
00:25.31 | onetwo | haha |
00:25.40 | `MindWorX | That's also when i learned that just changing values doesn't nessecarily make it work. Forcing it to use speeds above froze the game completely |
00:25.41 | onetwo | so how do you find out what c_gameSpeedSlower is? |
00:25.56 | onetwo | i dont know anything about this interal galaxy stuff |
00:25.58 | onetwo | i just use triggers |
00:25.59 | onetwo | lol |
00:26.02 | `MindWorX | And changing the "replay" speed, while not watching a replay only caused the game to lag more |
00:26.17 | `MindWorX | With no apparent speed increase |
00:26.32 | RodOfNOD | onetwo apparently -1 is ignored and 0 is slowest :P |
00:26.53 | onetwo | so there must be somewhere |
00:26.57 | onetwo | that its setting a percentage |
00:26.57 | Helral | http://paste.sc2mapster.com/1979.txt <-- contains c_gamespeedslower with a value of 0 |
00:27.02 | onetwo | based on c_gameSpeedSlower |
00:27.31 | RodOfNOD | -1 as i said appeared to be ignored :P |
00:27.36 | RodOfNOD | im afraid 0 is all ur gonna get |
00:27.57 | ProzaicMuze | Mmk, so this is being silly |
00:28.09 | ProzaicMuze | Anyone have any ideas why a teleport effect would send everything to the SW corner of the map when used? |
00:28.21 | Helral | hmmmm? |
00:28.26 | Helral | you haven't set the target correct? |
00:28.35 | Helral | the target for the effect that is. |
00:28.38 | TheLaughingMan | ProzaicMuze |
00:28.40 | `MindWorX | Depending on how you might have resized the map, SW corner might be the coords 0, 0 |
00:28.48 | ProzaicMuze | I've cycled throguh every Target option Hel :( |
00:28.50 | ProzaicMuze | yes TLM? |
00:28.51 | onetwo | http://forums.sc2mapster.com/development/map-development/4372-question-concerning-game-speed/#p6 |
00:28.53 | Helral | Bottom Left = 0,0 |
00:28.55 | onetwo | Pretty sure it's 0.6, 0.8. 1.0, 1.2, 1.4 (i.e. at 'fastest' 1.4 seconds of gametime occur every 1 second of real time). At least those are the values for the presets of 'Game Speed - Rates'. |
00:28.57 | RodOfNOD | agreed 0,0 |
00:29.00 | casperb | SW corner is always origin |
00:29.01 | onetwo | thats a quote |
00:29.03 | RodOfNOD | means the target isnt properly set |
00:29.32 | TheLaughingMan | http://i740.photobucket.com/albums/xx46/7H3LaughingMan/Merlin-1.png |
00:29.37 | RodOfNOD | well try 0 see if its slow enough onetwo |
00:29.51 | ProzaicMuze | None of the effects in the series target the Origin though |
00:30.02 | ProzaicMuze | it's all Caster Unit, Source Unit, Target Unit and Target Point |
00:30.08 | Alpha_vst | yeah |
00:30.10 | onetwo | http://forums.sc2mapster.com/development/project-workplace/2398-full-gamespeed-control-usefull-for-bullettime-stuff/#p1 |
00:30.12 | onetwo | remember that post |
00:30.15 | onetwo | the guy made the game go really slow |
00:30.17 | onetwo | unless he was faking it |
00:30.21 | onetwo | but he never really said how |
00:30.23 | Alpha_vst | hey ProzaicMuze i got it working |
00:30.28 | ProzaicMuze | @TLM cool beans :D |
00:30.30 | ProzaicMuze | The teleport? |
00:30.39 | Alpha_vst | yeah |
00:30.42 | ProzaicMuze | Since I was JUST working on that lol |
00:30.46 | ProzaicMuze | Did you chance it from the setup? |
00:30.51 | Alpha_vst | sorta |
00:31.25 | Alpha_vst | i used the postion of the set effect to as teh target and i didnt use a persistent at all |
00:31.40 | ProzaicMuze | For either end? |
00:31.51 | Alpha_vst | for the location of the teleport |
00:31.51 | onetwo | well, anyways the reason i need slower |
00:31.53 | onetwo | is more my cinematic |
00:31.55 | onetwo | heres a preview |
00:31.57 | onetwo | http://www.youtube.com/watch?v=hVGCRXtb1eo&hd=1 |
00:32.00 | onetwo | its going down soon |
00:32.03 | onetwo | so watch it now :D |
00:32.31 | Alpha_vst | WTF |
00:32.32 | ProzaicMuze | So yeh have Ability > Set [Search + ______]? |
00:32.43 | onetwo | for* |
00:32.55 | onetwo | i wanted it slower without jerkiness |
00:32.58 | onetwo | on the hits |
00:33.03 | onetwo | that was about as much as i could go |
00:33.32 | ProzaicMuze | Oh, TLM, is that with lighting changed or the same? Since it looks slightly different than before. |
00:35.36 | Alpha_vst | i use ability > Effect (set) the effect set does Effect Search > Search apply behavior and the behavior uses the effect of teleport and the target is from the effect set |
00:36.00 | *** part/#sc2mapster slightlyrandom (~random@port451.ds1-ba.adsl.cybercity.dk) |
00:36.03 | ProzaicMuze | lol, so you don't have a 2nd effect in the set? |
00:36.07 | Alpha_vst | nope |
00:36.34 | Alpha_vst | it works so im not fucking with it :P |
00:36.42 | ProzaicMuze | lol well |
00:36.55 | onetwo | so Helral |
00:36.56 | Vulfe | it wouldn't otherwise have a target |
00:36.57 | Vulfe | would it |
00:36.59 | onetwo | how would i edit |
00:37.02 | onetwo | the game spee |
00:37.03 | onetwo | d |
00:37.03 | ProzaicMuze | It's exactly the same as mine (now working finally) |
00:37.05 | onetwo | with an int |
00:37.07 | onetwo | like in galaxy |
00:37.09 | ProzaicMuze | Save I have 2 persistents |
00:37.14 | ProzaicMuze | One at the search and one at the target |
00:37.15 | `MindWorX | CustomCode |
00:37.18 | onetwo | ah damn |
00:37.19 | ProzaicMuze | That way you can have cool effects if you want. |
00:37.20 | *** part/#sc2mapster Barter (~Bart@189.4.113.213) |
00:37.23 | `MindWorX | Or CustomScript |
00:37.25 | onetwo | can i just do a custom line from a trigger? |
00:37.28 | *** join/#sc2mapster slightlyrandom (~random@port451.ds1-ba.adsl.cybercity.dk) |
00:37.28 | `MindWorX | Yea |
00:37.29 | RodOfNOD | onetwo i think the guy is pulling ur leg |
00:37.31 | onetwo | oh cool |
00:37.40 | onetwo | :( |
00:37.41 | `MindWorX | RodOfNOD, I think so too |
00:37.44 | RodOfNOD | i just tried his code |
00:37.46 | RodOfNOD | it didnt work |
00:37.52 | onetwo | my video would really benefit from slowerererer |
00:37.52 | `MindWorX | It seems that there's a few different speeds |
00:38.03 | `MindWorX | But you'll have to hack it to get the speeds he's getting |
00:38.03 | onetwo | hmm |
00:38.04 | RodOfNOD | however it doesnt matter cuz he did SLOW It down somehow |
00:38.13 | onetwo | im thinking he just slowed the camera |
00:38.15 | onetwo | and animation times |
00:38.16 | onetwo | in actor |
00:38.17 | onetwo | for nuke |
00:38.18 | onetwo | but i dont know |
00:38.22 | RodOfNOD | yes i agree |
00:38.37 | `MindWorX | http://pastebin.com/cGUQzFbM |
00:38.47 | `MindWorX | That's the internals of the set speedy native |
00:39.11 | RodOfNOD | how do u get that>? |
00:39.19 | P_R_Deltoid | does real to int round or just drop decimals |
00:39.19 | `MindWorX | IDAPro |
00:39.21 | P_R_Deltoid | ? |
00:39.28 | `MindWorX | I've done a shitload of reversing, so finding that was trivial |
00:39.33 | onetwo | lol wtf do those numbrs mean |
00:39.34 | RodOfNOD | i bet |
00:39.39 | onetwo | the last one is less |
00:39.42 | RodOfNOD | anyway to hack that so he can take his video? |
00:39.43 | onetwo | weird |
00:39.55 | `MindWorX | It should be easy i guess |
00:39.59 | onetwo | i mean its not too big of a deal... i got it pretty slow |
00:40.17 | onetwo | but that video you just saw... the slow parts were short on SLOWER at 30 FPS and then additionally slowed by stretching to 24 FPS |
00:40.19 | `MindWorX | But it wouldn't be usable in a playable map, unless he'd be willing to also distribute a 3rd party launcher |
00:40.25 | onetwo | but i think its still relatively fast |
00:40.27 | onetwo | compared to like 300 |
00:40.36 | RodOfNOD | he just wants it slow for his movie |
00:40.43 | RodOfNOD | i dont think he cares about during real games |
00:40.46 | onetwo | yeah just so i can do what i linked |
00:40.49 | onetwo | from youtube |
00:40.51 | onetwo | except slower |
00:40.56 | onetwo | dont need playable |
00:40.59 | onetwo | on bnet |
00:41.02 | `MindWorX | Hmm |
00:41.11 | `MindWorX | Lemme see, maybe i can make something quick with CheatEngine |
00:41.14 | RodOfNOD | just wants to bring sc2 to a crawl :> |
00:41.19 | onetwo | lol |
00:41.36 | onetwo | best for me is that i can just set something in my map |
00:41.38 | onetwo | and hit test document |
00:41.39 | onetwo | if not |
00:41.43 | onetwo | dont worry about it too much guys |
00:41.44 | onetwo | thanks though |
00:41.47 | RodOfNOD | can u then speed it up one two using the video editor and get it to look regular speed but have all the quality? |
00:42.46 | onetwo | well my plan is record everything in Slower at ~40 fps. but I could only handle 30 fps with high settings |
00:42.48 | onetwo | but yeah |
00:42.53 | onetwo | if i need regular speed |
00:42.55 | onetwo | i can just speed up |
00:42.59 | onetwo | but slowing down starts to get choppy |
00:43.04 | onetwo | if i dont have enough FPS initially |
00:43.05 | RodOfNOD | gotcha |
00:43.25 | onetwo | final delivery is 24 fps... but if i record game at 30 fps |
00:43.29 | onetwo | i can slow it by 0.8 in video editing |
00:43.32 | onetwo | and still be smooth |
00:43.33 | onetwo | like 300 |
00:43.40 | onetwo | otherwise itll get jerky |
00:44.16 | Alpha_vst | HAHAHAHAHHAHA AWESOME |
00:44.58 | *** join/#sc2mapster redmarine (504d8add@gateway/web/freenode/ip.80.77.138.221) |
00:45.07 | Helral | hey marine |
00:45.14 | redmarine | hello |
00:45.22 | Helral | you were working on that dk map right? |
00:45.24 | Alpha_vst | I just did something so cool |
00:45.29 | redmarine | Yeah |
00:45.31 | Alpha_vst | that will work perfect for my map |
00:45.35 | Helral | how's it progressing? |
00:45.47 | Alpha_vst | that will take teh headache out of this ui shit |
00:45.49 | Alpha_vst | WOOT |
00:45.55 | redmarine | Helral, remade the entire tile thingy |
00:46.01 | Helral | hehehe |
00:46.05 | redmarine | Helral, so I could avoid using units |
00:46.10 | redmarine | and just make virtual ones |
00:46.16 | redmarine | basically it's all variables now |
00:46.21 | redmarine | the location is variables |
00:46.29 | redmarine | and the visuals is actors |
00:46.32 | Helral | ahhh. |
00:46.39 | RodOfNOD | grr i gotta reboot brb |
00:46.41 | redmarine | So it isn't as stressful to the computers |
00:46.51 | *** join/#sc2mapster scvrory (~rory@12.156.9.2) |
00:46.53 | redmarine | need to debug some stuff though with the drag selection |
00:47.08 | redmarine | Kinda was a setback |
00:47.33 | P_R_Deltoid | All my dreams hav ebeen crushed |
00:47.49 | *** join/#sc2mapster Beider (~Beider@p4FC0B48A.dip0.t-ipconnect.de) |
00:47.49 | *** mode/#sc2mapster [+v Beider] by ChanServ |
00:49.19 | Vulfe | drag selection? |
00:49.20 | Vulfe | sounds cool |
00:49.29 | redmarine | It's basically selecting |
00:49.39 | redmarine | multiple units |
00:49.39 | onetwo | never before seen in the rts world |
00:49.41 | onetwo | drag selection |
00:49.42 | redmarine | in my case tiles |
00:49.48 | Vulfe | tiles |
00:49.49 | Vulfe | no way |
00:49.53 | Vulfe | tell me more |
00:50.01 | redmarine | I had to make a custom one. |
00:50.08 | redmarine | In order to get it to work in my map |
00:50.42 | Vulfe | that's obnoxious |
00:51.33 | *** join/#sc2mapster RodOfNOD (~rodofnod@pool-71-112-197-158.sttlwa.dsl-w.verizon.net) |
00:51.41 | Helral | wb Rod |
00:52.09 | `MindWorX | Funny |
00:52.17 | `MindWorX | Uber speed works |
00:52.21 | `MindWorX | Time to test very slow speeds :P |
00:52.46 | onetwo | whoa |
00:52.47 | onetwo | im excited |
00:52.48 | onetwo | :D:D |
00:53.01 | `MindWorX | Uber slow works too :P |
00:53.05 | `MindWorX | Funny stuff :P |
00:53.47 | `MindWorX | And you'd get the result you want, very slow speed, while keeping a full framerate |
00:55.00 | onetwo | omgomgmogmgogmogm |
00:55.04 | onetwo | can i do it from within my map? |
00:55.07 | onetwo | plz say yes |
00:55.07 | onetwo | lol |
00:55.41 | `MindWorX | Hmm, it's deffinitly possible |
00:55.48 | `MindWorX | Lemme try a little trick, and see if it works as intended |
00:55.53 | RodOfNOD | ty Helral |
00:56.03 | Helral | MindWorX how did you change the speed for super slow? |
00:56.15 | `MindWorX | I modified the internal constants |
00:56.16 | RodOfNOD | magic |
00:56.26 | `MindWorX | http://pastebin.com/cGUQzFbM |
00:56.31 | `MindWorX | That's the internal function for speed changing |
00:56.35 | `MindWorX | Well |
00:56.38 | `MindWorX | It's more complex than that |
00:56.39 | `MindWorX | But still |
00:56.46 | `MindWorX | I just changed the constants |
00:56.51 | onetwo | http://www.studiodaily.com/main/searchlist/ECinema-Debuts-$8000-10-Bit-Monitor_10512.html |
00:56.53 | onetwo | theres 10 bit |
00:56.55 | onetwo | getting tere.. |
00:56.57 | `MindWorX | So 2457 was changed to 0x100 |
00:57.02 | onetwo | oops |
00:57.02 | `MindWorX | Aka 256 |
00:57.04 | onetwo | haha |
00:57.08 | onetwo | meant to pm prozaic |
00:57.22 | RodOfNOD | food time:> |
00:57.55 | onetwo | the great thing about recording uber slow |
00:57.59 | onetwo | is i can always speed it up later if need be |
00:58.02 | onetwo | but have huge slowmo room |
00:58.03 | `MindWorX | Anyways, onetwo, if i make something to help you with this, just remember that you should never use it online, as in ever never |
00:58.05 | onetwo | if needed |
00:58.10 | Helral | so basicly you've overwritten the default function that sc2 uses? |
00:58.12 | onetwo | i wont ever |
00:58.17 | onetwo | just for this cinematic |
00:58.18 | `MindWorX | Helral, Yea |
00:58.19 | onetwo | then im done |
00:58.27 | onetwo | and our game is being overwritten in a few days |
00:58.34 | Helral | nice |
00:58.49 | `MindWorX | And by never ever, i don't mean it's a problem, you'll prolly just get DC'ed, BUT there's a chance your account will get banned if you use it online |
00:59.04 | `MindWorX | So it's for your own safety |
00:59.39 | ProzaicMuze | What, Blizzard doesn't want us to make moments of bullettime in games? |
00:59.47 | onetwo | lol |
00:59.50 | ProzaicMuze | As opposed to simulated bullet time where only the animations and mover speeds are slowed? |
01:03.15 | Alpha_vst | lol |
01:05.51 | `MindWorX | Hmm |
01:05.54 | `MindWorX | onetwo, Still around? |
01:06.24 | onetwo | yes |
01:06.36 | Helral | MindWorX: I'm wondering if you could pass that change on in a map so you can use it for cinematics stuff without problems. ;p |
01:06.50 | `MindWorX | Helral, That's what onetwo wants to do |
01:06.57 | `MindWorX | And yes, possible |
01:07.12 | onetwo | wow |
01:07.15 | onetwo | <3 |
01:07.17 | `MindWorX | Alright, what i'm going to do is make a small application, you'll run that application. In that, you'll be able to change what the 5 different gamespeeds are |
01:07.35 | `MindWorX | I imagine you'll only really need 3, bullet time, normal time and speed time |
01:07.42 | `MindWorX | But you'll be able to change all 5 |
01:07.50 | `MindWorX | Then i'll tell you how to use it in your map script |
01:07.52 | `MindWorX | should be easy |
01:08.26 | `MindWorX | I make it sound harder than it is :P Don't worry |
01:08.41 | `MindWorX | I should be able to reuse some of the memory code from my old WoW bot |
01:09.21 | onetwo | oh boy |
01:09.22 | onetwo | haha |
01:14.07 | Shadowsong | anyone know how to do this? http://forums.sc2mapster.com/development/project-workplace/4360-wip-2d-3d-sprite-rpg/ |
01:14.40 | ProzaicMuze | yes, rrowland does |
01:14.49 | ProzaicMuze | but I thnk he's afk atm |
01:15.08 | Shadowsong | He won't share, hence why i asked the room. |
01:15.23 | depthsofchaos | hes using text tags that i never tryed |
01:15.33 | depthsofchaos | obviously they can use gifs |
01:15.33 | ProzaicMuze | Ahh |
01:15.42 | Shadowsong | text tags aren't images |
01:16.02 | Shadowsong | text tags are text. duh |
01:16.05 | depthsofchaos | obviously they can be :o |
01:16.18 | Fatal5101 | omg its muze |
01:16.20 | Fatal5101 | he is alive |
01:16.37 | depthsofchaos | but if you dont care about the answer dont ask kthxbye |
01:16.38 | ProzaicMuze | I'm actually dead |
01:16.41 | ProzaicMuze | move along |
01:16.43 | ProzaicMuze | don't mind me |
01:17.06 | Fatal5101 | :( |
01:17.13 | ProzaicMuze | Shadow, rrowland has done a LOT of mpq editing to the base files |
01:17.22 | ProzaicMuze | Thus while you might "think" text tags are text, you can really maek them whatever you want |
01:17.33 | ProzaicMuze | Test Tags could actually be animations. |
01:17.41 | redmarine | 4Chan got an epic StarCraft thread going |
01:18.04 | ProzaicMuze | but Fatal, I'm workin' out the kinks in yoru tower right now. Got a check list of things to do today lol Xp |
01:18.27 | onetwo | really redmarine? |
01:18.30 | ProzaicMuze | linky? |
01:18.32 | redmarine | Yeah |
01:18.40 | redmarine | The site haz adult content |
01:18.44 | redmarine | Not sure if I can link |
01:18.52 | redmarine | the ID is 247986145 |
01:18.59 | Fatal5101 | every website i try to goto just returns "This webpage is not available." |
01:19.02 | redmarine | just enter a thread and replace the id with that one |
01:19.05 | Fatal5101 | but my internet is working fine |
01:19.06 | Fatal5101 | obviously |
01:19.15 | redmarine | that is... on B ofc. |
01:19.17 | Fatal5101 | not even google loads! |
01:19.44 | Shadowsong | its sad how people figure out how to do something yet won't share |
01:19.59 | onetwo | redmarine just link it |
01:20.04 | onetwo | lol |
01:20.10 | redmarine | lol http://boards.4chan.org/b/res/247986145#247986395 |
01:20.12 | ProzaicMuze | Well, in his case it makes sense because he's tryign to make premium content for that whole Blizzard deal |
01:20.13 | redmarine | Don't want to get banned xD |
01:20.21 | onetwo | ill take the hit |
01:20.23 | redmarine | I made sure that it scrolled down |
01:20.23 | onetwo | for you |
01:20.25 | onetwo | k |
01:20.27 | onetwo | lol |
01:20.29 | onetwo | nice ads |
01:20.32 | redmarine | lol |
01:20.34 | ProzaicMuze | zomg banned |
01:20.44 | ProzaicMuze | How dare you link stuff that is less offensive than the topics in this channel |
01:20.47 | redmarine | Enjoy the StarCraft epic thread |
01:21.02 | redmarine | ProzaicMuze, there might be 12 year olds here :D |
01:21.12 | redmarine | They'll "What is this I don't even.." |
01:21.19 | ProzaicMuze | Then they'll have already been chased out by OTHER stuff we've said |
01:21.59 | redmarine | They're attracted by our awesomeness |
01:21.59 | onetwo | yeah some of the stuff we say is pretty R rated already |
01:21.59 | onetwo | lol |
01:21.59 | redmarine | http://images.4chan.org/b/src/1278291537623.jpg |
01:22.04 | redmarine | http://images.4chan.org/b/src/1278290713566.jpg |
01:22.20 | onetwo | http://forums.sc2mapster.com/general/general-chat/3904-the-people-of-sc2mapster-irc/#p1 |
01:22.25 | onetwo | look at some of the quotes ive gathered |
01:22.26 | onetwo | lol |
01:22.44 | redmarine | http://images.4chan.org/b/src/1278292193155.jpg |
01:22.47 | redmarine | my fav |
01:23.15 | onetwo | links dont work |
01:23.17 | ProzaicMuze | lol, just take a look at my quote to get the general tone of our topics ;) |
01:23.35 | ProzaicMuze | Or Alpha's lmao |
01:24.21 | Fatal5101 | lol looks like ragnarok models in that video |
01:24.58 | Shadowsong | I guess no one whom is willing to share knows how to do this. http://forums.sc2mapster.com/development/project-workplace/4360-wip-2d-3d-sprite-rpg/ |
01:25.10 | Fatal5101 | ragnarok sprite! |
01:25.11 | onetwo | all i heard him say |
01:25.13 | onetwo | is he used text tags |
01:25.19 | onetwo | they can display images |
01:25.20 | onetwo | somehow |
01:25.24 | onetwo | background image |
01:25.25 | onetwo | i think |
01:25.29 | Shadowsong | text tags aren't images though |
01:25.48 | Fatal5101 | they can be if you want thme to! |
01:26.03 | redmarine | Exactly. |
01:26.16 | ProzaicMuze | Shadowsong, did you even read what I said? |
01:26.35 | redmarine | However, I haven't figured out how since the Editor hides all functions, variables etc. for me. Meaning that I have to guess when I need to call them. |
01:28.42 | Helral | huh the editor hides stuff for you??? different language? |
01:29.27 | redmarine | Well, I'm using a EU version of the game |
01:29.34 | Helral | same here. |
01:29.47 | redmarine | Maybe it fucked up when I tried to run a US version? |
01:29.50 | redmarine | http://images.4chan.org/b/src/1278291275480.jpg win! |
01:30.18 | Helral | scratches head. |
01:30.30 | Helral | can you show me a screeny of your trigger editor then? |
01:30.34 | redmarine | Sure. |
01:30.41 | ProzaicMuze | lmao, Fatal |
01:30.42 | ProzaicMuze | I fixed it :) |
01:31.18 | casperb | EU editor doesn't hide anything.. o.o |
01:31.23 | `MindWorX | onetwo, Around? |
01:31.37 | onetwo | yes |
01:31.44 | `MindWorX | Alright, got the speed tool ready for you |
01:32.10 | redmarine | http://dl.dropbox.com/u/802709/Bugs%21.PNG |
01:32.16 | onetwo | wow awesome |
01:32.18 | `MindWorX | Only thing, you can't have any custom speeds in triggers that use the event "Game - Map initialization" |
01:32.18 | onetwo | super thanks |
01:32.34 | `MindWorX | But i assume the speeds are changed after starting the map yes? |
01:32.40 | `MindWorX | During other events |
01:32.45 | onetwo | i just set it to slower on game init |
01:32.48 | onetwo | but i can delay it |
01:32.51 | Helral | redmarine: go to file --> dependencies |
01:33.00 | `MindWorX | Just a Time Elapsed 0.00 will be perfect |
01:33.15 | redmarine | Helral, am there. |
01:33.17 | Helral | check if the Liberty (Mod) and Liberty Multi (Mod) are loaded. |
01:33.37 | redmarine | Helral, how to do that? |
01:33.43 | redmarine | Helral, they're both there. |
01:33.48 | Helral | hmmm |
01:34.14 | redmarine | I even reinstalled. |
01:34.23 | onetwo | k |
01:34.34 | Helral | and if you hit ctrl+shift+l in the trigger editor, does it show the libraries: Built-In and Liberty? |
01:35.46 | redmarine | Helral, ofc. |
01:35.49 | Shadowsong | i guess rrowland is the only one who knows then. sadly, he is unwilling to share though. |
01:36.02 | Helral | hmmmm.... |
01:36.06 | `MindWorX | Share what? |
01:36.18 | redmarine | I'm not sure. When I first opened the editor and looked it first appeared for a coupld of milliseconds |
01:36.21 | redmarine | then it went away |
01:36.27 | Shadowsong | he's not even willing to tell you how it drew the graphics on the screen |
01:36.40 | redmarine | and it seems to be gone afterwards |
01:36.43 | `MindWorX | onetwo |
01:36.52 | `MindWorX | You should set your map to wait for a keypress in the loadscreen |
01:36.58 | Shadowsong | `MindWorX: This http://forums.sc2mapster.com/development/project-workplace/4360-wip-2d-3d-sprite-rpg/ |
01:37.21 | ProzaicMuze | Shadow, the sprites themselves he snagged from a free 2d site |
01:37.23 | onetwo | k |
01:38.02 | `MindWorX | http://dl.dropbox.com/u/992656/StarcraftIISpeedModifier.zip |
01:38.05 | `MindWorX | There you go onetwo |
01:38.12 | `MindWorX | What you do is, launch the map |
01:38.22 | `MindWorX | When it's done loading, and waiting for a keypress, you go an start the program |
01:38.26 | `MindWorX | Now you can change the values all you want |
01:38.35 | `MindWorX | Once you're done, you go back and hit a key to start the map |
01:38.44 | `MindWorX | Presto, you can have any speed you want |
01:38.47 | `MindWorX | Except for negatives |
01:38.57 | Helral | redmarine: if you create a new map the problem persists? |
01:39.06 | redmarine | Helral, yes. |
01:39.07 | onetwo | whats uber slow |
01:39.09 | onetwo | what number |
01:39.14 | `MindWorX | 256 is pretty slow |
01:39.14 | onetwo | or is it set up |
01:39.15 | Shadowsong | ProzaicMuze: i know that, I'm talking about how he drew the images onto the screen. |
01:39.21 | `MindWorX | It'll show you the default numbers when you start the program |
01:39.22 | onetwo | wow awesome mindworx |
01:39.23 | redmarine | Helral, I'm guessing it somehow wipes the list |
01:39.24 | onetwo | thanks a ton |
01:39.31 | `MindWorX | No problem, just let me know if it works |
01:39.36 | `MindWorX | It works for me |
01:39.47 | onetwo | i can run it from desktop? |
01:39.50 | `MindWorX | Yea |
01:39.55 | `MindWorX | Doesn't matter where it's located |
01:41.48 | `MindWorX | Does it work onetwo? |
01:41.50 | Helral | redmarine: aaargh just noticed something which I missed. ;p |
01:41.59 | redmarine | Helral, hm? |
01:42.00 | Helral | redmarine: the items are there, but the texts are missing... |
01:42.04 | Helral | didn't notice that ;p |
01:42.07 | redmarine | Helral, exactly |
01:42.28 | Xapti | you guys heard about the sc2 leak? |
01:42.32 | Helral | hmmmm that should be fixable.... lemme think how was it again.... |
01:42.35 | `MindWorX | Xapti? |
01:42.36 | `MindWorX | What leak? |
01:42.47 | Xapti | SC2 got leaked |
01:42.55 | redmarine | I've heard there are leaks. But it rarely happens |
01:42.55 | Xapti | 1 guy's trying to uplaod it at 30KB/S |
01:43.02 | Helral | redmarine: which locale of the editor are you using? |
01:43.11 | Shadowsong | I wish someone knew how to do This http://forums.sc2mapster.com/development/project-workplace/4360-wip-2d-3d-sprite-rpg/ and was willing to share. |
01:43.12 | redmarine | Helral, enGB |
01:43.22 | redmarine | English version |
01:43.31 | Helral | ok then I think I know how to fix it. |
01:43.32 | Xapti | there's like 25mb mpq file, another 20MB mpqe file I think, and a 7.3GB mpqe file |
01:43.42 | Helral | I'll open private chat with ya. so not to spam this channel. |
01:43.57 | Xapti | you think it's easy to open up mpque files to look at the infor inside, and import it into the map editor, or something else? |
01:44.18 | Xapti | *MPQE |
01:45.07 | `MindWorX | onetwo? |
01:45.10 | onetwo | sec |
01:45.14 | onetwo | im in the middle of editing something |
01:45.14 | `MindWorX | Alright :P |
01:45.16 | onetwo | ill try in a sec |
01:45.16 | onetwo | sorry |
01:45.20 | `MindWorX | No worries |
01:45.28 | `MindWorX | Just curious wether it works as intended |
01:47.00 | `MindWorX | Ehm |
01:47.03 | `MindWorX | There's a chance i made a small error |
01:47.06 | `MindWorX | I'll fix it asap :P |
01:47.40 | *** join/#sc2mapster RodOfNOD (~rodofnod@pool-71-112-197-158.sttlwa.dsl-w.verizon.net) |
01:47.52 | RodOfNOD | i love it when my computer reboots itself |
01:49.34 | `MindWorX | Alright, fixed |
01:49.38 | `MindWorX | Please redownload onetwo: |
01:49.38 | `MindWorX | http://dl.dropbox.com/u/992656/StarcraftIISpeedModifier.zip |
01:49.44 | onetwo | haha k |
01:49.44 | Shadowsong | :( |
01:49.45 | onetwo | thanks |
01:50.11 | `MindWorX | It accidently set all speeds except slower to 0 |
01:50.18 | `MindWorX | Which reminds me i need to test that :P |
01:50.19 | RodOfNOD | so u got it working eh `MindWorX? |
01:50.22 | `MindWorX | Yea |
01:50.25 | `MindWorX | It's not perfect |
01:50.26 | `MindWorX | But it works |
01:50.31 | RodOfNOD | hehe nice |
01:50.36 | `MindWorX | It changes what the 5 different speeds represent |
01:50.53 | RodOfNOD | do how come the default isnt one of the 5? |
01:51.11 | `MindWorX | So you could change it so whenever you do SetGameSpeedValue(slower); it'll be 256 instead of 2457 |
01:51.26 | onetwo | so run me through this again |
01:51.27 | RodOfNOD | hehe real slow i imagine |
01:51.27 | onetwo | i run my map |
01:51.28 | onetwo | wait for key |
01:51.29 | onetwo | alt tab |
01:51.30 | `MindWorX | It's prolly an uptimizer thing |
01:51.38 | onetwo | run your exe? |
01:51.38 | `MindWorX | start the program |
01:51.45 | `MindWorX | change the speeds you want |
01:51.46 | onetwo | ok |
01:51.49 | `MindWorX | return and start the map |
01:51.57 | `MindWorX | You don't even have to leave the program running |
01:52.06 | onetwo | what happens after i quit though |
01:52.07 | RodOfNOD | cuz its just altering memorty? |
01:52.08 | onetwo | is my game Fed? |
01:52.14 | onetwo | or jsut temporary |
01:52.22 | `MindWorX | It's only tempoary |
01:52.24 | `MindWorX | Yes rod |
01:52.31 | RodOfNOD | im guessing he did it so it only effects it during that session |
01:52.35 | onetwo | do i need to do anything in my map |
01:52.35 | RodOfNOD | man i type slow |
01:52.39 | `MindWorX | onetwo, Not at all |
01:52.42 | onetwo | nice |
01:52.51 | onetwo | ill give you credit at the end |
01:52.57 | `MindWorX | Just use the regular "Game - Set the game speed to Slower" |
01:53.02 | RodOfNOD | good forever or till the next update from bliz? |
01:53.03 | onetwo | k |
01:53.05 | `MindWorX | Give it a try, and let me know how it works out |
01:53.05 | onetwo | at map init still fine? |
01:53.19 | `MindWorX | Avoid Map Init |
01:53.24 | `MindWorX | Use Time Elapsed 0 seconds |
01:53.32 | onetwo | k |
01:53.35 | onetwo | going to test |
01:53.38 | `MindWorX | RodOfNOD, It'll break next patch :) |
01:53.39 | RodOfNOD | in wc3 it mattered for certain elements |
01:53.41 | RodOfNOD | is that true? |
01:53.46 | RodOfNOD | for sc2? |
01:53.54 | RodOfNOD | map init vs 0 secs |
01:54.00 | `MindWorX | Well, in this case, it's because Map Init happens while the map loads |
01:54.15 | `MindWorX | So if he waits till it says "press a key", it'll have already called the SetGameSpeed native |
01:54.21 | RodOfNOD | ah |
01:54.21 | `MindWorX | And the changes the app makes wont be used |
01:54.26 | `MindWorX | Until next time he calls SetGameSpeed |
01:54.43 | RodOfNOD | ah ha i c how u did it then |
01:54.48 | onetwo | uh so i set slower to be 256 |
01:54.51 | onetwo | what do i press |
01:54.52 | onetwo | now |
01:54.59 | `MindWorX | Enter |
01:55.02 | `MindWorX | Or nothing |
01:55.09 | `MindWorX | Should change on the run |
01:55.11 | RodOfNOD | mind anyway to get a multiplayer map to use local files? |
01:55.20 | `MindWorX | What do you mean? |
01:55.29 | RodOfNOD | well say i want to have a dds |
01:55.32 | `MindWorX | onetwo, I could add an OK button if it would make you feel better :P |
01:55.35 | RodOfNOD | that resides in a folder in my sc2 folder |
01:55.47 | RodOfNOD | can i use that like i could in wc3? |
01:55.51 | RodOfNOD | ie allowlocalfiles |
01:55.54 | `MindWorX | Yea i think so |
01:55.59 | `MindWorX | Haven't fiddled much with that yet |
01:56.58 | onetwo | haha wow this is awesome |
01:57.01 | onetwo | i made it 15 |
01:57.04 | onetwo | the song is soo slow |
01:57.05 | onetwo | sounds cool |
01:57.33 | `MindWorX | It modifies the speed of the sounds too? :D |
01:57.35 | P_R_Deltoid | wait |
01:57.38 | P_R_Deltoid | what is going on |
01:57.42 | onetwo | only music |
01:57.46 | P_R_Deltoid | onetwo, what are you doing. |
01:57.55 | `MindWorX | Ah |
01:57.56 | Vulfe | he's not doing anything |
01:58.00 | onetwo | i wanted SUPER slow motion for my cinematic |
01:58.00 | P_R_Deltoid | who is doing something |
01:58.02 | P_R_Deltoid | and what is it |
01:58.05 | onetwo | mindworx gave me it |
01:58.07 | onetwo | so mindworx |
01:58.10 | P_R_Deltoid | good job mindworx. |
01:58.11 | onetwo | theres no way to just do a custom script in my map |
01:58.13 | P_R_Deltoid | proud of you |
01:58.14 | onetwo | i have to run this app |
01:58.17 | onetwo | yeah awesome job |
01:58.17 | `MindWorX | Hehe :P |
01:58.22 | P_R_Deltoid | ooo, apps |
01:58.23 | P_R_Deltoid | scary |
01:58.30 | P_R_Deltoid | the app has something to do with game speed? Can it pause the game? |
01:58.36 | onetwo | it makes it SOOO slow |
01:58.37 | onetwo | so awesome |
01:58.38 | P_R_Deltoid | Or make the game pausable. |
01:58.42 | onetwo | sprites like water splashes dont look good |
01:58.44 | onetwo | but |
01:58.49 | onetwo | animations are so smooth |
01:58.50 | onetwo | and sexy |
01:58.51 | onetwo | at 1000 fps |
01:59.11 | `MindWorX | :D |
01:59.16 | `MindWorX | I'm glad it works :D |
01:59.20 | onetwo | haha |
01:59.22 | onetwo | this is great |
01:59.26 | onetwo | i better record this all before phase 2 |
01:59.28 | onetwo | got 4 more heroes |
01:59.32 | onetwo | to make a cutscene for |
01:59.40 | `MindWorX | P_R_Deltoid, It changes the internal gamespeed constants |
01:59.43 | *** join/#sc2mapster Triceron (60313557@gateway/web/freenode/ip.96.49.53.87) |
01:59.43 | `MindWorX | At runtime |
01:59.49 | Triceron | hey homeys |
01:59.55 | P_R_Deltoid | so do people playing the game need the app as well |
02:00.07 | P_R_Deltoid | when you say at runtime, I assume you mean after the game has started or something |
02:00.07 | `MindWorX | Yea, but you shouldn't use it for a game |
02:00.14 | `MindWorX | This would be a "cinematic tool" |
02:00.20 | P_R_Deltoid | for recording cinematics? |
02:00.29 | `MindWorX | He uses it for bullettime scenes in his cinematic |
02:00.33 | P_R_Deltoid | Why not just slow it down in post-process |
02:01.04 | `MindWorX | You'd still be limited to 30fps of pictures |
02:01.16 | `MindWorX | This way he can have scenes like if you record using a highspeed camera |
02:01.29 | P_R_Deltoid | can't you record higher than 30fps |
02:01.41 | `MindWorX | You know how recording a bullet shooting an apple with a regular camera and slowing it down wont look very good |
02:01.46 | `MindWorX | As you don't have enough frames |
02:01.46 | P_R_Deltoid | Yeah, I gotcha |
02:02.00 | P_R_Deltoid | I know what you mean, we tried that kinda thing in my highschool video editing class, never turned out good |
02:02.03 | onetwo | deltoid |
02:02.09 | P_R_Deltoid | but can't you record at more than 30fps |
02:02.10 | onetwo | i wanted to record at 40 fps |
02:02.16 | onetwo | and slower game mode |
02:02.18 | P_R_Deltoid | filesize was insane or something? |
02:02.23 | onetwo | for maximum ability to get 24 fps slowmo's |
02:02.27 | onetwo | 24fps delivery |
02:02.31 | onetwo | but it wasnt good enough |
02:02.35 | onetwo | sorry i already took down the small clip |
02:02.36 | onetwo | i showed |
02:02.37 | P_R_Deltoid | aw alright |
02:02.38 | onetwo | SO |
02:02.40 | onetwo | with this |
02:02.44 | onetwo | i can get what seems like 1000 fps |
02:02.46 | P_R_Deltoid | naw, I gotcha, it's cool |
02:02.46 | onetwo | by using super slow game mode |
02:02.53 | onetwo | its gonna be a big file yes |
02:02.56 | P_R_Deltoid | Alright |
02:02.56 | onetwo | but im used to it for my tutorials haha |
02:02.59 | P_R_Deltoid | That makes sense |
02:03.10 | onetwo | and i discovered sony vegas has velocity envelopes |
02:03.12 | onetwo | lets me ramp FPS |
02:03.13 | P_R_Deltoid | Yeah, I did some videogame recording, 30 minutes was like 30gig |
02:03.13 | onetwo | up and down |
02:03.14 | P_R_Deltoid | it was insane |
02:03.14 | onetwo | smoothly |
02:03.19 | onetwo | yeah with default cameras |
02:03.22 | onetwo | 30 fps slowed down |
02:03.23 | onetwo | just gets jerky |
02:03.34 | P_R_Deltoid | Well then, good job |
02:03.35 | P_R_Deltoid | everyone involved |
02:03.36 | onetwo | in real life you need a $100,000 slow mo cam |
02:03.37 | onetwo | :( |
02:03.37 | P_R_Deltoid | including myself |
02:03.40 | onetwo | lol |
02:03.41 | P_R_Deltoid | pats himself on the back |
02:04.36 | P_R_Deltoid | Can anyone do Seens? |
02:04.39 | P_R_Deltoid | ~seen Smokazzi |
02:04.40 | purl | i haven't seen 'smokazzi', P_R_Deltoid |
02:04.43 | P_R_Deltoid | alright! |
02:04.47 | P_R_Deltoid | guess that is my answer. |
02:05.30 | P_R_Deltoid | quick question that I don |
02:05.36 | P_R_Deltoid | t really need explain: Can you give units custom variables |
02:05.54 | P_R_Deltoid | like adding a variable to unit, that is contained inside that unit, just a number that could be referenced by triggers or something |
02:06.02 | P_R_Deltoid | Like OO stuff |
02:06.13 | `MindWorX | onetwo, You make sure to link or email me the cinematic, so i can see my tool in action :) |
02:06.34 | onetwo | when its done |
02:06.36 | onetwo | youll know about it |
02:06.37 | onetwo | for sure |
02:06.38 | onetwo | :D |
02:06.46 | onetwo | deltoid |
02:06.50 | onetwo | all units have custom variables |
02:07.00 | onetwo | unit - set custom value |
02:07.07 | onetwo | if you didnt know about that |
02:07.13 | P_R_Deltoid | I didn't. |
02:07.15 | casperb_ | array bounds unknown atm tho |
02:07.15 | P_R_Deltoid | That helps quite a bit |
02:07.19 | onetwo | yeah |
02:07.21 | P_R_Deltoid | is that.. DE or triggers? |
02:07.25 | onetwo | triggers |
02:07.25 | onetwo | only |
02:07.29 | P_R_Deltoid | Poop :( |
02:07.44 | onetwo | you could hide the value |
02:07.47 | onetwo | in a unit's vespene cost |
02:07.49 | casperb_ | data just do behaviour - attribute |
02:07.51 | onetwo | or terrazine cost |
02:07.58 | onetwo | repair resource |
02:08.01 | onetwo | i mean |
02:08.23 | P_R_Deltoid | Oh, I think that might work better, Casperb |
02:08.27 | P_R_Deltoid | although I got what you mean, onetwo |
02:12.11 | RodOfNOD | i dont get what casperb means :P |
02:12.23 | `MindWorX | Casper is a name |
02:12.29 | `MindWorX | So maybe he is Casper B. |
02:12.31 | RodOfNOD | no i mean |
02:12.37 | RodOfNOD | what he said about behavior -attribute |
02:12.38 | P_R_Deltoid | Yeah that actually didn't do what I thought |
02:12.40 | `MindWorX | Oh |
02:12.47 | casperb_ | ye it's my name |
02:12.52 | RodOfNOD | are u trying to store data by unit type or unit |
02:12.57 | RodOfNOD | P_R_Deltoid |
02:12.57 | `MindWorX | I don't read anything above last line, to make it more confusing for people |
02:12.57 | RodOfNOD | ? |
02:13.06 | `MindWorX | :P |
02:13.19 | P_R_Deltoid | I want it to be different depending on unit type but changable per unit |
02:13.25 | P_R_Deltoid | like energy shields or health |
02:13.29 | P_R_Deltoid | but a different stat |
02:13.39 | RodOfNOD | how will the info be shown to the user? |
02:13.51 | `MindWorX | Psychic link :D |
02:13.59 | RodOfNOD | ah yes the good ole pl |
02:14.03 | P_R_Deltoid | Well |
02:14.07 | P_R_Deltoid | I was thinking those text things |
02:14.10 | P_R_Deltoid | that float above heads |
02:14.12 | P_R_Deltoid | and stuff |
02:14.16 | P_R_Deltoid | but I forgot what those are called to. |
02:14.21 | RodOfNOD | text tags |
02:14.25 | P_R_Deltoid | I am really half-baked on most of this stuff, to be honest. \ |
02:14.31 | RodOfNOD | lol |
02:14.36 | P_R_Deltoid | I've already forgotten why I wanted this |
02:14.41 | P_R_Deltoid | but now I wanted it even more |
02:14.41 | RodOfNOD | what are you trying to lol |
02:14.42 | RodOfNOD | nm |
02:14.50 | RodOfNOD | lol |
02:14.51 | P_R_Deltoid | well, at the moment, I am thinking a point system |
02:14.53 | P_R_Deltoid | for movement |
02:15.01 | RodOfNOD | explain... |
02:15.01 | P_R_Deltoid | Ie when it's 0 they can't move, and it goes down as they move |
02:15.10 | P_R_Deltoid | like a turn based thing |
02:15.12 | RodOfNOD | k |
02:15.18 | P_R_Deltoid | but not isometric grid based |
02:15.22 | P_R_Deltoid | but free roaming 3d |
02:15.37 | RodOfNOD | k so player moves and somehow u see the count? |
02:16.05 | P_R_Deltoid | when a player moves a unit, I want that unit to get a -distance moved on the counter and display it above the units head |
02:16.05 | RodOfNOD | can items have multiplies like wc3? ie can i have 4 of the same item stacked in with a # over the top? |
02:16.18 | ProzaicMuze | Jcup, you around? |
02:16.19 | P_R_Deltoid | or on a bar, it doesn't matter, I want it to work in the backend before I care about how to display it |
02:16.32 | RodOfNOD | k well that should be easy with custom value |
02:16.39 | P_R_Deltoid | RodOfNOD, yeah, they can. It's uhm |
02:16.42 | P_R_Deltoid | whos tutorial was it |
02:16.53 | P_R_Deltoid | it was a biffuu one where he did items, and the health pack had charges |
02:16.55 | RodOfNOD | was it fake #s or real #s |
02:17.04 | P_R_Deltoid | I dunno if they show stacks though 1 sec |
02:17.14 | RodOfNOD | well charges is what i meant |
02:17.23 | RodOfNOD | so u could use that |
02:17.29 | P_R_Deltoid | it has charges, not sure if it displays them on the item or whatnot, I have the example map right here |
02:17.31 | P_R_Deltoid | aw, naw |
02:17.33 | P_R_Deltoid | well |
02:17.47 | P_R_Deltoid | I don't think I need to, that is a pretty big workaround |
02:17.59 | RodOfNOD | do u have armor in ur game? |
02:18.19 | P_R_Deltoid | I don';t have much of a "game" to speak of |
02:18.29 | P_R_Deltoid | just testing out small mechanics |
02:18.30 | RodOfNOD | actually the attribute system should be fine that people use for heroes |
02:18.33 | P_R_Deltoid | or trying to test them out |
02:18.39 | RodOfNOD | i understand |
02:18.43 | RodOfNOD | i am doing the same thing |
02:18.52 | RodOfNOD | testing what is possible before i really start to code |
02:19.03 | P_R_Deltoid | usually my ideas crash and burn pretty quick |
02:19.06 | P_R_Deltoid | :< |
02:19.11 | RodOfNOD | lol |
02:19.19 | P_R_Deltoid | not being able to change the size of arrays kills me |
02:19.20 | P_R_Deltoid | but oh well |
02:19.26 | RodOfNOD | how? |
02:19.28 | P_R_Deltoid | hopefully they add it in the release or something |
02:19.36 | P_R_Deltoid | Dynamically, after the map is in runtime, adding slots to arrays |
02:19.46 | P_R_Deltoid | ie if unit is created add 1 slot to array and place unit id in that slot |
02:19.50 | P_R_Deltoid | or whatever they refrence units by |
02:20.00 | P_R_Deltoid | there are quite a few different uses |
02:20.09 | RodOfNOD | i dont get why u cant predeclare a big size |
02:20.19 | P_R_Deltoid | Waste of space/might not be enough |
02:20.23 | P_R_Deltoid | but it's a last resort, I suppose. |
02:20.23 | RodOfNOD | lol |
02:20.27 | P_R_Deltoid | You also can't get the size of the array |
02:20.27 | RodOfNOD | trust me |
02:20.29 | RodOfNOD | its nothing |
02:20.32 | P_R_Deltoid | to determine how much you have in it |
02:20.37 | RodOfNOD | u dont need to |
02:20.40 | RodOfNOD | u keep a global for that |
02:20.41 | P_R_Deltoid | I don't mean space as in size of the map |
02:20.46 | P_R_Deltoid | I mean how much RAM it eats |
02:20.47 | RodOfNOD | i know u mean ram |
02:20.49 | RodOfNOD | nothing |
02:20.51 | P_R_Deltoid | alright |
02:21.04 | RodOfNOD | 8000 array size of string is like 32k |
02:21.07 | RodOfNOD | nothing |
02:21.12 | P_R_Deltoid | :o |
02:21.14 | P_R_Deltoid | oh well |
02:21.20 | P_R_Deltoid | guess that is an alternative |
02:21.20 | Vulfe | an array of strings is an array of arras |
02:21.21 | Vulfe | arrays |
02:21.23 | Vulfe | true story |
02:21.27 | RodOfNOD | heres what u do |
02:21.32 | P_R_Deltoid | well I don't need that |
02:21.33 | P_R_Deltoid | haha |
02:21.34 | RodOfNOD | as units are created |
02:21.46 | P_R_Deltoid | is this fore the array thing or the units with stats thing |
02:21.46 | RodOfNOD | u have an event that increments a global and assigns this to the custom value |
02:22.04 | RodOfNOD | now u can use this value to reference any arrrays u want for any amount of data u want |
02:22.23 | RodOfNOD | follow |
02:22.23 | RodOfNOD | ? |
02:22.31 | P_R_Deltoid | Yeah, but I don't really need that right now |
02:22.36 | RodOfNOD | k |
02:22.57 | P_R_Deltoid | I want the simpliest way to track/edit/display 1 variable unique to each unit |
02:23.08 | P_R_Deltoid | that is, in summary, the goal of what I am trying to do |
02:23.14 | RodOfNOD | thats customvalue |
02:23.30 | Helral | what kind of variable and display how ;p |
02:23.32 | RodOfNOD | as long as the value is integer or real its simple |
02:23.37 | P_R_Deltoid | next task: make it expandable to more than 1 value |
02:23.43 | RodOfNOD | if its string then u have to use an array but still simple |
02:23.49 | RodOfNOD | that simple too |
02:23.52 | P_R_Deltoid | Helral, display is irrelevant, but it'll be a number |
02:23.53 | RodOfNOD | custom has unlmited reals |
02:23.54 | P_R_Deltoid | an int |
02:24.07 | P_R_Deltoid | wait, what |
02:24.10 | P_R_Deltoid | gotta relook at custom |
02:24.11 | P_R_Deltoid | I think |
02:24.17 | Helral | then just use custom unit values |
02:24.25 | Vulfe | pwnt |
02:24.27 | Helral | since that is already an array on it's own. |
02:24.44 | Vulfe | Shoot it with your array gun |
02:24.46 | P_R_Deltoid | custom... unit... values |
02:24.57 | P_R_Deltoid | editor is freezing up |
02:25.03 | P_R_Deltoid | ugh |
02:25.05 | P_R_Deltoid | oh it crashed |
02:25.06 | P_R_Deltoid | good good |
02:25.07 | RodOfNOD | <PROTECTED> |
02:25.13 | `MindWorX | Extremely high speeds work :P |
02:25.15 | RodOfNOD | u cant beat that for simplicity |
02:25.20 | RodOfNOD | lol |
02:25.27 | RodOfNOD | so mind what happens if u do that in mp mode? |
02:25.33 | `MindWorX | Like 25x |
02:25.35 | `MindWorX | No lag |
02:25.49 | RodOfNOD | but i mean u do it i dont in MP mode |
02:25.53 | RodOfNOD | it desyncs right? |
02:26.13 | `MindWorX | It wouldn't desync if everyone changed to the same speed |
02:26.18 | `MindWorX | Tho using it online would be bad |
02:26.19 | RodOfNOD | correct |
02:26.21 | RodOfNOD | but if not |
02:26.32 | `MindWorX | Since there's a chance Warden will rape you if you do |
02:26.37 | RodOfNOD | ah |
02:26.43 | P_R_Deltoid | yeah |
02:26.47 | P_R_Deltoid | just gonna get dced probably |
02:26.50 | P_R_Deltoid | like in wc3 |
02:27.07 | Helral | nn all |
02:27.16 | RodOfNOD | nite bud |
02:27.38 | P_R_Deltoid | Ohhh |
02:27.39 | P_R_Deltoid | woops |
02:27.40 | Vulfe | sleep |
02:27.41 | Vulfe | what's that |
02:27.44 | P_R_Deltoid | I thought that custom value was a range |
02:27.47 | P_R_Deltoid | but it's an array |
02:27.50 | P_R_Deltoid | and then a value |
02:27.53 | P_R_Deltoid | woopsy |
02:27.58 | RodOfNOD | lol |
02:28.45 | P_R_Deltoid | oh oh oh |
02:28.57 | P_R_Deltoid | problem 2: units don't start with it, I have to set every unit manually. |
02:29.08 | RodOfNOD | right i told u how |
02:29.15 | P_R_Deltoid | oh where |
02:29.17 | RodOfNOD | how are ur units generated |
02:29.21 | RodOfNOD | trained? |
02:29.23 | RodOfNOD | created? |
02:29.24 | RodOfNOD | wht? |
02:29.39 | P_R_Deltoid | Created |
02:29.45 | RodOfNOD | by you? |
02:29.52 | P_R_Deltoid | but it won't always be the same, it's done before the game really starts |
02:29.54 | RodOfNOD | ie trigger |
02:29.57 | P_R_Deltoid | lets say there is a dialog for team building |
02:29.58 | *** join/#sc2mapster Corbo (~thecorbo@190.87.70.9) |
02:30.00 | P_R_Deltoid | you build that team |
02:30.01 | P_R_Deltoid | and then it is place |
02:30.07 | P_R_Deltoid | but all enemies are placed by hand |
02:30.11 | Corbo | ohi |
02:30.11 | RodOfNOD | u create by trigger yes? |
02:30.14 | P_R_Deltoid | ie the situation is static, the team is not. |
02:30.14 | RodOfNOD | hi |
02:30.19 | `MindWorX | A speed of 2147483647 is insane :D |
02:30.21 | P_R_Deltoid | Yes. |
02:30.24 | RodOfNOD | lol |
02:30.25 | P_R_Deltoid | Through triggers |
02:30.27 | RodOfNOD | make a video of it mind |
02:30.32 | RodOfNOD | ok so all u do is |
02:30.38 | `MindWorX | It wouldn't be much of a videio :P |
02:30.41 | `MindWorX | video* |
02:30.44 | P_R_Deltoid | but other units are placed, fyi. Everything needs this counter |
02:30.45 | RodOfNOD | have a global variable that starts a 0 |
02:30.48 | `MindWorX | A speed of 20k would be better |
02:30.49 | RodOfNOD | and i +1 |
02:30.58 | RodOfNOD | and assign that value right after u create |
02:31.13 | RodOfNOD | ok |
02:31.18 | RodOfNOD | well then simple if it works like wc3 |
02:31.20 | RodOfNOD | give me asec |
02:31.21 | `MindWorX | 2147483647 is a speed of 524287X |
02:31.35 | `MindWorX | Silly |
02:31.45 | `MindWorX | Wc3 replays could hardly go above 8x |
02:34.15 | RodOfNOD | http://pastebin.com/gakZ4Ywf this should work no matter how u make the unit P_R_Deltoid |
02:34.44 | P_R_Deltoid | any unit enters map applies to units just sitting inside? |
02:34.53 | RodOfNOD | if it doesnt then sc2 is different than wc3... |
02:34.55 | P_R_Deltoid | who never truly "enter" |
02:34.58 | RodOfNOD | what do u mean sitting inside? |
02:35.07 | RodOfNOD | when u craete unit u have to place it somewhere dont u? |
02:35.20 | P_R_Deltoid | these units are placed in the editor |
02:35.30 | RodOfNOD | ah ha |
02:35.36 | P_R_Deltoid | so if the game starts, they never enter the region, but more so just sit there |
02:35.38 | P_R_Deltoid | in the region |
02:35.39 | RodOfNOD | well then i have another way to do it but yes |
02:35.44 | RodOfNOD | 2 ways to do it |
02:37.23 | RodOfNOD | http://pastebin.com/AKRCkCJS |
02:37.26 | RodOfNOD | way #1 |
02:37.56 | RodOfNOD | ohhhhhh noooooo |
02:37.58 | P_R_Deltoid | wait wait back up |
02:37.59 | *** join/#sc2mapster SiNiquity (~chatzilla@pool-173-74-61-73.dllstx.fios.verizon.net) |
02:38.02 | RodOfNOD | blizzard u bastards |
02:38.17 | RodOfNOD | they dont have starting units with hp < 100% on a per unit basis wtf |
02:38.21 | RodOfNOD | yes? |
02:38.29 | P_R_Deltoid | 1 sec |
02:38.33 | P_R_Deltoid | <PROTECTED> |
02:38.37 | P_R_Deltoid | shouldn't it be |
02:38.48 | P_R_Deltoid | <PROTECTED> |
02:38.58 | P_R_Deltoid | although this raises more problems because it sholuld depend on unit type as well |
02:39.04 | RodOfNOD | thats what nextunit is |
02:39.11 | P_R_Deltoid | the 0 is the index |
02:39.13 | P_R_Deltoid | the 100 is the value |
02:39.26 | RodOfNOD | nextunit is from 0 to as many units as u have |
02:39.28 | P_R_Deltoid | so arn't you trying to incriment the index and apply a straight value over and over |
02:39.30 | RodOfNOD | thats why im incing it |
02:39.34 | *** join/#sc2mapster axlyin (d0365538@gateway/web/freenode/ip.208.54.85.56) |
02:39.50 | axlyin | JAKLSDFAKJDFF |
02:39.53 | RodOfNOD | no i did what i wanted to do |
02:39.55 | axlyin | Prozaic |
02:40.04 | axlyin | i needed you last night >< |
02:40.14 | P_R_Deltoid | I know, the thing is, the Custom Value function has index, THEN value, yet you are setting the value to the incriment and the index to 0, over and over |
02:40.21 | P_R_Deltoid | so you'd be editing the same unit and adding 1 to it's value |
02:40.32 | P_R_Deltoid | Set Unit Custom Value |
02:40.32 | P_R_Deltoid | <PROTECTED> |
02:40.33 | P_R_Deltoid | <PROTECTED> |
02:40.33 | P_R_Deltoid | <PROTECTED> |
02:40.33 | axlyin | ProzaicMuze |
02:40.36 | RodOfNOD | damn u blizzard why would u take that away from me |
02:40.44 | RodOfNOD | yes thats the default |
02:40.52 | P_R_Deltoid | you are doing this |
02:40.58 | RodOfNOD | yes thats the action |
02:41.10 | RodOfNOD | but not those values |
02:41.10 | P_R_Deltoid | Set Unit Custom Value |
02:41.11 | P_R_Deltoid | <PROTECTED> |
02:41.11 | P_R_Deltoid | <PROTECTED> |
02:41.18 | RodOfNOD | no |
02:41.35 | P_R_Deltoid | The first number is the index, right? |
02:41.38 | RodOfNOD | nope |
02:41.48 | RodOfNOD | not the one we care about |
02:41.52 | RodOfNOD | think of it like this |
02:42.03 | RodOfNOD | custom 0 = group of data that u want for slot 0 |
02:42.09 | RodOfNOD | custom 1 = another gorup of data |
02:42.25 | RodOfNOD | so if u wanted to store say INT and STR you would use 0 for INT and 1 for STR |
02:42.35 | RodOfNOD | but the VALUE would be from 1-18 or whatever |
02:43.12 | P_R_Deltoid | oh hmm |
02:43.51 | RodOfNOD | omg who has played with decals |
02:44.27 | P_R_Deltoid | so why do you need that inc |
02:44.28 | P_R_Deltoid | ? |
02:44.39 | RodOfNOD | first time we run it what will the value of nextunit be? |
02:44.50 | P_R_Deltoid | well you didn't really start it at anything |
02:44.55 | RodOfNOD | sure i did |
02:44.57 | RodOfNOD | its at 0 |
02:44.59 | P_R_Deltoid | http://pastebin.com/AKRCkCJS |
02:45.12 | P_R_Deltoid | but, yes, it would be 1 |
02:45.12 | P_R_Deltoid | 2 |
02:45.13 | P_R_Deltoid | 3 |
02:45.15 | P_R_Deltoid | for each unit |
02:45.16 | P_R_Deltoid | correct? |
02:45.30 | RodOfNOD | it would be 1 after u did first one |
02:45.39 | P_R_Deltoid | but... now I am a bit confused, because you are assigning the custom value at index 0 to 1 2 3 4 5 etc. |
02:45.53 | P_R_Deltoid | When that value should be static, or only depend on unit type, ie 100 for drones, 150 for attacking units |
02:46.00 | RodOfNOD | ok lets make this simple |
02:46.05 | RodOfNOD | u have 3 units |
02:46.07 | RodOfNOD | abc ok? |
02:46.08 | P_R_Deltoid | right |
02:46.16 | RodOfNOD | we are going to assign a as value 0 |
02:46.18 | RodOfNOD | b = 1 |
02:46.20 | RodOfNOD | c = 2 |
02:46.28 | P_R_Deltoid | but why? I don't want them to have those values |
02:46.36 | RodOfNOD | so when u do a get customvalue( 0) on unit b it will return what? |
02:46.42 | P_R_Deltoid | 1 |
02:46.46 | RodOfNOD | very good ok |
02:46.48 | P_R_Deltoid | but I don't want it to... |
02:46.52 | RodOfNOD | now lets pretend for as sec |
02:46.59 | P_R_Deltoid | okay. |
02:46.59 | RodOfNOD | i understand but im showing u more power |
02:47.19 | RodOfNOD | u then create an array called specialnumber[ 8000] |
02:47.40 | RodOfNOD | u then assign specialnumber[0] 100, 1 = 200, 2 = 500 ok? |
02:47.49 | P_R_Deltoid | Alright |
02:48.15 | RodOfNOD | so now if something happens to a unit and an event runs and i get customvalue( triggeringunit, 0) and that unit is b what will it return? |
02:48.33 | P_R_Deltoid | 1? |
02:48.39 | RodOfNOD | yes 1.0 a real |
02:48.47 | RodOfNOD | now i can then get the value i WANT ie the 200 by getting |
02:49.01 | RodOfNOD | specialnumber[ int( all that crap above)] |
02:49.04 | RodOfNOD | and it will then give me 200 |
02:49.09 | P_R_Deltoid | but I can't control the order it takes units from Pick each unit in (Any units in (Entire map) |
02:49.17 | RodOfNOD | this way i can have tons of different arrays |
02:49.19 | RodOfNOD | u dont have to |
02:49.39 | P_R_Deltoid | Well then lets say |
02:49.41 | P_R_Deltoid | I have 3 units |
02:49.45 | P_R_Deltoid | a marine, a marine, and a probe |
02:49.50 | P_R_Deltoid | and the marines hsould have 100 as their value |
02:49.51 | RodOfNOD | k |
02:49.53 | P_R_Deltoid | the probe should have 50 |
02:50.05 | RodOfNOD | is there any time a marine wouldnt have 100? |
02:50.19 | P_R_Deltoid | Constantly. It will be dipping all the time, but their initial value shuld be 100 |
02:50.24 | RodOfNOD | ok cool so yes |
02:50.44 | P_R_Deltoid | now it goes through them in a random order as they spawn or whatever the computer clock happens to do when selecting units using Pick each unit in (Any units in (Entire map) |
02:50.45 | RodOfNOD | is there any more than one bit of data per unit than this 100 or 50? |
02:50.53 | P_R_Deltoid | they get put into index 0 with custom value i+1 |
02:50.56 | P_R_Deltoid | and then I say |
02:51.03 | P_R_Deltoid | specialnumber 0 = 100 (marines) |
02:51.03 | RodOfNOD | i understand ... |
02:51.07 | P_R_Deltoid | 1 = 50 (probes) |
02:51.29 | P_R_Deltoid | how do I KNOW that when I check the custom value against he special number, that what I am comparing is a marine or a probe |
02:51.35 | RodOfNOD | good ? |
02:51.44 | RodOfNOD | in this case u dont need to use an array |
02:51.46 | RodOfNOD | i would do this |
02:51.54 | RodOfNOD | slot 0 of the custom put ur max ie 100 or 50 |
02:51.58 | RodOfNOD | slot 1 put the current |
02:52.11 | RodOfNOD | then u can always heal or whatever back to 100 |
02:52.14 | P_R_Deltoid | but I need a way to assign it and have it editable |
02:52.23 | RodOfNOD | editable in what way? |
02:52.39 | P_R_Deltoid | when I place a probe, I shouldn't hav eto add the probe manually to the code and initialize it at 50, all probes should just be 50 |
02:53.04 | P_R_Deltoid | all marines should have 100. I want to be able to add or subtract units in the terrain without having to dig through the code and add them with their value |
02:53.12 | RodOfNOD | agreed |
02:53.19 | RodOfNOD | u could easily use switch |
02:53.31 | P_R_Deltoid | Hmmm |
02:53.36 | P_R_Deltoid | like how |
02:53.50 | Tehwildcard | I assign individual var. names to all of my units. |
02:53.54 | P_R_Deltoid | switch for the unit type, and assign the custom value based on what it is |
02:54.00 | RodOfNOD | yep |
02:54.17 | P_R_Deltoid | Tehwildcard, are yuou doing something similar? |
02:54.32 | Tehwildcard | ? I haven't been reading |
02:54.38 | Tehwildcard | Just being a smart ass |
02:54.42 | Repo | New map: http://www.sc2mapster.com/maps/storm-pass/. Storm to Pass. Trufire (Manager/Author). Experimental. Approved by sixen. |
02:55.11 | Repo | New map: http://www.sc2mapster.com/maps/ancient-shrine-1v1-2v2-ffa/. Ancient Shrine - 1v1, 2v2, FFA. Gemini19 (Manager/Author). Approved by sixen. |
02:55.23 | RodOfNOD | P_R_Deltoid http://pastebin.com/aagPCMPn |
02:55.25 | P_R_Deltoid | is there a conditional way to check unit type, not unit id |
02:55.33 | P_R_Deltoid | oh |
02:55.34 | P_R_Deltoid | there you go |
02:55.37 | P_R_Deltoid | unit type... |
02:56.12 | P_R_Deltoid | okay this could work |
02:56.22 | P_R_Deltoid | messier than I'd hoped but it could work |
02:56.23 | RodOfNOD | has anyone played with unit decals? |
02:57.27 | *** join/#sc2mapster RedWraith (~daviddavi@ip98-164-199-113.oc.oc.cox.net) |
02:57.34 | RedWraith | AMERICA |
02:57.37 | RodOfNOD | man unit decals are so awesome |
02:57.39 | RedWraith | ~seen tehwildcard |
02:57.40 | purl | tehwildcard is currently on #sc2mapster (8h 40m 50s). Has said a total of 12 messages. Is idling for 3m 2s, last said: 'Just being a smart ass'. |
02:57.52 | RedWraith | goddamn tehwildcard |
02:57.56 | ProzaicMuze | I should make a melee map just so that I'm an author and I get a cool green border |
02:57.57 | RedWraith | Just being a smart ass |
02:58.17 | Tehwildcard | yo |
02:58.25 | RedWraith | How's map development going, homie? |
02:58.35 | Tehwildcard | I need more ideas, sec |
02:59.38 | *** join/#sc2mapster wt_ (~wt@adsl-67-116-252-123.dsl.pltn13.pacbell.net) |
03:01.54 | ProzaicMuze | pew pews fireworks into teh air! |
03:02.01 | RedWraith | meh |
03:02.08 | ProzaicMuze | Happy 4th! |
03:02.09 | RedWraith | I don't really care about the 4th of july. |
03:02.24 | ProzaicMuze | To all you non-american folks, your country sucks! No explosives for yoU! |
03:02.24 | RedWraith | Now, Constitution Day, that's a great day indeed! |
03:02.25 | ProzaicMuze | <.< |
03:02.26 | ProzaicMuze | >.> |
03:02.45 | RedWraith | Name one holiday that's better than Constitution Day. |
03:02.48 | RedWraith | That's right, you can't. |
03:02.51 | ProzaicMuze | Christmas |
03:02.54 | ProzaicMuze | My birthday |
03:02.59 | ProzaicMuze | New Year |
03:03.05 | ProzaicMuze | Valentine's Day |
03:03.22 | slightlyrandom | Next thursday |
03:03.42 | ProzaicMuze | Sounds like your holiday sucks Red >:P |
03:04.47 | RodOfNOD | is constitution day the day where people get out their dnd board and try to roll double 0s so they can have a good constitution? :P |
03:05.03 | slightlyrandom | No, thats next thursday |
03:05.48 | RodOfNOD | hehe |
03:05.57 | RodOfNOD | so seriously has anyone played with unit decals? |
03:06.15 | slightlyrandom | Not at all |
03:06.26 | slightlyrandom | Is it as awesome as DND ? |
03:06.41 | RodOfNOD | no but its close |
03:07.03 | slightlyrandom | Close didn't get us to the moon and back |
03:08.56 | RodOfNOD | no but it got us close |
03:09.36 | onetwo | do you guys get monday off? |
03:10.50 | ProzaicMuze | Why exactly are decals so exciting Rod? |
03:11.16 | RodOfNOD | well |
03:11.31 | RodOfNOD | u know how people like clans right? |
03:11.53 | RodOfNOD | u could put the clan logo on the side of their guys |
03:12.07 | ProzaicMuze | And it would only show up in UMS games |
03:12.25 | RodOfNOD | well we dont know for sure what blizz will do about that |
03:12.33 | RodOfNOD | and i only care about ums games |
03:12.37 | RodOfNOD | did u mean single player? |
03:12.39 | ProzaicMuze | Given that decals were only unlocked by playing MP |
03:12.49 | ProzaicMuze | I doubt they're gonna say "have fun with decals" |
03:12.49 | RodOfNOD | im talking about UNIT decals |
03:13.04 | RodOfNOD | not player decals |
03:13.08 | ProzaicMuze | Yeah, the little icons next to buildings, on the shoulders etc |
03:13.13 | RodOfNOD | yep |
03:13.23 | ProzaicMuze | Unit decals were unlocked the same way portraits were |
03:13.29 | RodOfNOD | so normally the game uses whatever decal u have is that correct? |
03:13.45 | ProzaicMuze | Whatever you've chosen in yoru BNet profile |
03:13.48 | RodOfNOD | thats why i was asking.... |
03:13.50 | RodOfNOD | gotcha |
03:13.51 | Triceron | a bit of a shame you can't make your own |
03:13.59 | RodOfNOD | well replace with new ones |
03:14.01 | RodOfNOD | for ur map |
03:14.02 | ProzaicMuze | You certainly can for single player and UMS |
03:14.06 | ProzaicMuze | just not for MP |
03:14.11 | Triceron | custom decals would be nice, but someone's prolly gonna ruin it by drawing a penis or a swastika |
03:14.19 | RodOfNOD | well when u say ums do u mean MP ums? |
03:14.22 | ProzaicMuze | However, you could easily "replace" the decall with your own similar to texture mods |
03:14.27 | ProzaicMuze | So that only you see the decal change |
03:14.37 | ProzaicMuze | I mean ANY Use Map Setting maps |
03:14.44 | RodOfNOD | right well thats cool |
03:14.48 | RodOfNOD | idc about melee |
03:14.53 | ProzaicMuze | lol |
03:14.58 | RodOfNOD | melee needs normal decals cuz thats part of melee |
03:15.03 | RodOfNOD | everything i make is mostly ums |
03:15.13 | RodOfNOD | except i will be making some killer micro fastest maps :> |
03:15.15 | RodOfNOD | and a bb |
03:15.22 | RodOfNOD | if noone else does |
03:15.45 | RodOfNOD | well the 50$k question is will blizzard allow non blizzard maps to be ladder maps |
03:16.15 | RodOfNOD | or at least be found in the map matching service if not ladder |
03:16.22 | Triceron | So my demonhunter's mostly done now |
03:16.33 | Triceron | thinking of doing maybe one or two more war3 heros |
03:17.03 | RodOfNOD | figure out the uvwrap shit? |
03:17.18 | Triceron | it was Skin modifier, for rigging |
03:17.19 | Triceron | and no |
03:17.30 | Triceron | but I sent it off to NiNtoxicated01, the guy who made the exporter |
03:17.32 | RodOfNOD | what about the big bug |
03:17.44 | RodOfNOD | the big BUG whats it called |
03:17.48 | RodOfNOD | bzzz |
03:17.52 | RodOfNOD | flap flap |
03:18.05 | RodOfNOD | damn i cant remember dotn make me open my editopr |
03:18.10 | Triceron | crypt lord? |
03:18.14 | RodOfNOD | yeah |
03:18.15 | RodOfNOD | thats it |
03:18.18 | RodOfNOD | hey u know what |
03:18.20 | Triceron | was it crypt lord? |
03:18.24 | RodOfNOD | tea |
03:18.25 | Triceron | that guy's kinda cool |
03:18.28 | Triceron | tea? |
03:18.28 | RodOfNOD | i know |
03:18.31 | RodOfNOD | and he could be |
03:18.32 | RodOfNOD | YEA |
03:18.37 | Triceron | make some tea? |
03:18.37 | RodOfNOD | he could be zergafied |
03:18.40 | RodOfNOD | real easy |
03:18.45 | Triceron | ooh |
03:18.49 | Triceron | oh man |
03:18.53 | RodOfNOD | infested crypt lord! |
03:19.07 | Triceron | actually i've already made something similar already haha |
03:19.14 | Triceron | I have to revamp it tho |
03:19.17 | Triceron | old model I made last year |
03:19.42 | Triceron | http://img.photobucket.com/albums/v293/Triceron/Tyrant.jpg |
03:19.49 | Triceron | but that gives me a GREAT idea |
03:19.52 | RodOfNOD | i dont get how corrupter even came into being i mean bliz arleady ripped off so much shit how they gonna rip of the matrix |
03:19.57 | Triceron | I'm gonna use the Crypt Lord's animations :D |
03:20.04 | RodOfNOD | fun |
03:20.18 | Triceron | as soon as I figure out what that problem is with Skin modifier -_- |
03:20.43 | RodOfNOD | i think u could turn the infestor into a reaver :> |
03:20.55 | Triceron | Reaver model already exists |
03:21.01 | RodOfNOD | in theory |
03:21.01 | RodOfNOD | :P |
03:21.09 | Triceron | Hmm, I wonder if they would remake the original looking one tho |
03:21.14 | Triceron | I hate the SC2 version |
03:21.17 | Triceron | looks like garbage |
03:21.27 | RodOfNOD | u think we will get it all in a week or on the 27th? |
03:21.30 | RodOfNOD | where is a pick? |
03:21.30 | Triceron | doesnt look anything like the Ohmu they were based on |
03:21.31 | RodOfNOD | pic? |
03:21.39 | Triceron | in a week? |
03:21.46 | RodOfNOD | yeah when they open beta |
03:22.00 | RodOfNOD | what good is it testing if we dont get all the shit to test |
03:22.04 | Triceron | http://www.geocities.jp/colorcraftdesigns/ohmu3_01.jpg from Nausicaa |
03:22.06 | RodOfNOD | someone has to test singlplayer |
03:22.10 | Triceron | that's what the Reaver was based on |
03:22.16 | Triceron | and 27th |
03:22.21 | Triceron | open beta is multiplay only |
03:22.29 | Triceron | all the units are gonna come back in singlepplay |
03:22.37 | RodOfNOD | u think:> i hope |
03:22.41 | Triceron | I know :P |
03:22.46 | RodOfNOD | well where is the pic of the sc2 reaver? |
03:22.52 | Triceron | it might not be all. I think there's a few zergs missing |
03:23.03 | Triceron | oh |
03:23.03 | RodOfNOD | i so want lurks back |
03:23.04 | RodOfNOD | :P |
03:23.20 | Triceron | http://images2.wikia.nocookie.net/__cb20081026015504/starcraft/images/2/22/Reaver_SC2_DevRend1.png |
03:23.25 | Triceron | looks like craaaaaap |
03:23.44 | RodOfNOD | hmm it does |
03:23.50 | RodOfNOD | im sure they will fix it |
03:23.56 | RodOfNOD | how do we even know thats legit? |
03:24.19 | ScytheBlade1 | it fits with the earlier artwork |
03:24.30 | Triceron | it used to be part of protoss army |
03:24.39 | Triceron | they removed it sometime in alpha |
03:24.43 | RodOfNOD | ic |
03:24.46 | Triceron | along with the Phase Cannons, the Soul hunter |
03:24.51 | *** join/#sc2mapster Hjalte (~chatzilla@cpe.ge-0-2-0-835.arcnqu2.customer.tele.dk) |
03:25.07 | Triceron | Soulhunter was sucky |
03:25.08 | RodOfNOD | well my point being infestor looks alot like living reaver |
03:25.11 | Triceron | dunno what they were thinking |
03:25.14 | Triceron | yeah |
03:25.17 | Triceron | infester does |
03:25.36 | RodOfNOD | maybe ill do a little cnp |
03:25.38 | RodOfNOD | with mr infester |
03:25.45 | RodOfNOD | see if i can make me a reaver |
03:25.46 | RodOfNOD | hehe |
03:26.34 | RodOfNOD | i wonder if that red tinge is an emitter :P |
03:26.49 | RodOfNOD | i havent cnp in years might be fun |
03:27.02 | Triceron | haha |
03:27.17 | P_R_Deltoid | do text tags automatically update if their text is set to a variable |
03:27.25 | RodOfNOD | no |
03:27.30 | RodOfNOD | i would doubt |
03:27.37 | RodOfNOD | but let me look at the action |
03:27.57 | P_R_Deltoid | tere is a set text of text tag function |
03:27.59 | P_R_Deltoid | so it seems likely |
03:29.22 | RodOfNOD | nope |
03:29.25 | RodOfNOD | thats a one timer |
03:29.27 | RodOfNOD | set it forget it |
03:29.32 | P_R_Deltoid | that sucks |
03:29.39 | RodOfNOD | easy to update |
03:29.44 | RodOfNOD | either do it when u change the number |
03:29.49 | RodOfNOD | or just use a perioidc |
03:29.53 | RodOfNOD | if i could spell |
03:30.16 | P_R_Deltoid | I have a text tag for each unit, so I'd have to put each text tag into a text tag array and then somehow find a system to determine what unit is in what slot of the array |
03:30.24 | RodOfNOD | shit i cant find a trigger to set decals on units... |
03:30.43 | RodOfNOD | thats custom |
03:30.44 | P_R_Deltoid | Too bad you can't do "Text Tag Attached to Unit" |
03:30.51 | RodOfNOD | put all the units in a bag |
03:31.04 | RodOfNOD | then as u pull them out u look at the custom |
03:31.27 | RodOfNOD | and then change that tag to that value |
03:31.38 | RodOfNOD | when do ur values change is another way to do it |
03:31.45 | P_R_Deltoid | when a character moves |
03:31.46 | RodOfNOD | as u DEC the coutner just update it |
03:32.00 | P_R_Deltoid | but there are like 10 text tags and counters |
03:32.05 | RodOfNOD | if u use slot 2 it can contain an index into a text tag arrray |
03:32.17 | P_R_Deltoid | yeah, I was thinking that |
03:32.20 | P_R_Deltoid | sucks |
03:32.24 | P_R_Deltoid | Arrays always mess me up |
03:32.25 | RodOfNOD | no its good |
03:32.27 | RodOfNOD | lol |
03:32.30 | RodOfNOD | easy peasy |
03:33.13 | *** join/#sc2mapster Hjalte (~chatzilla@cpe.ge-0-2-0-835.arcnqu2.customer.tele.dk) |
03:33.36 | RodOfNOD | man i dont get it there are fireworks going off is this a holiday or something ???? hehe |
03:33.42 | slightlyrandom | ^^ |
03:33.47 | `MindWorX | 4th of july? :P |
03:34.04 | RodOfNOD | why not the 3rd why not the 5th! |
03:34.29 | `MindWorX | Cause the 3rd is too far from my birthday, and the 5th is too close |
03:34.29 | slightlyrandom | Blind chance |
03:34.30 | `MindWorX | Simple |
03:34.55 | RodOfNOD | P_R_Deltoid i saw heroes having attributes on their units however they do that would also work for you |
03:35.01 | RodOfNOD | hehe |
03:35.05 | RodOfNOD | ur bday today? |
03:35.11 | `MindWorX | Nah, 17th |
03:35.24 | RodOfNOD | ah well happy pre bday |
03:35.50 | RodOfNOD | dammit how can i trigger the damn decals |
03:37.14 | slightlyrandom | P_R_Deltoid: What are you trying to do? |
03:37.22 | RodOfNOD | drive me crazy |
03:37.25 | slightlyrandom | Still working on that turn based thing? |
03:37.35 | P_R_Deltoid | assign an updatable text tag to each unit describing a point system used to move the unit. |
03:37.37 | P_R_Deltoid | Yes. |
03:37.39 | P_R_Deltoid | Badly |
03:37.40 | P_R_Deltoid | at that |
03:37.47 | P_R_Deltoid | Mostly just been having RodOfNOD do it for me |
03:37.50 | P_R_Deltoid | because I suck |
03:37.51 | P_R_Deltoid | :< |
03:37.51 | slightlyrandom | Hehe |
03:37.55 | slightlyrandom | Want a hand? |
03:38.06 | slightlyrandom | I can't figure out the data editor, but that sort of stuff is right up my alley |
03:38.11 | P_R_Deltoid | Gotta learn some time, if I get stuck again, I am surely going to ask. |
03:38.25 | P_R_Deltoid | And I am about to embark on this array.custom value adventure |
03:38.27 | RodOfNOD | well its how we all learn P_R_Deltoid |
03:38.31 | RodOfNOD | fun |
03:38.31 | P_R_Deltoid | Indeed\ |
03:38.51 | RodOfNOD | i get as much knowledge from helping as i do from just coding atm |
03:38.56 | slightlyrandom | I want someone to do my data editing for me |
03:38.57 | RodOfNOD | cuz my lack of knowledge is huge |
03:39.02 | RodOfNOD | lol |
03:39.06 | slightlyrandom | My life is too short for learning that stuff |
03:39.11 | RodOfNOD | lol |
03:39.12 | P_R_Deltoid | A Pick Each Unit From Unit Group is like a loop, right? If I put a Modify Variable as a counter at the top and then a switch after it, it will do the counter modify, then the switch, then the counter, then the switch, right? |
03:39.16 | P_R_Deltoid | Until it has done every unit? |
03:39.19 | slightlyrandom | I intend to live forever, and I still feel that way |
03:39.24 | RodOfNOD | yes except its picking from a bag |
03:39.25 | slightlyrandom | Yeah |
03:39.27 | slightlyrandom | Well |
03:39.35 | P_R_Deltoid | Only has to do it once, I think |
03:39.53 | RodOfNOD | well not sure what ur really asking there |
03:40.01 | RodOfNOD | whats ur goal in general terms |
03:40.04 | slightlyrandom | Can't you just tell it to update the tag whenever it updates the value ? |
03:40.33 | RodOfNOD | wow infestors have actual footprints like in wc3 |
03:40.34 | P_R_Deltoid | I dunno, slightlyrandom, but I don't see a way |
03:40.43 | P_R_Deltoid | here is what I am basing it off of: http://forums.sc2mapster.com/development/map-development/410-text-tag/ |
03:40.50 | slightlyrandom | No, I mean right after your trigger that updates the value |
03:40.51 | P_R_Deltoid | I only see a Set, no Update. |
03:40.53 | P_R_Deltoid | Which is a shame |
03:41.06 | P_R_Deltoid | yes, but I have to reference the tag above the unit whos value is being edited |
03:41.16 | P_R_Deltoid | so I have to put all the tags into a text tag array |
03:41.23 | slightlyrandom | Yeah |
03:41.24 | P_R_Deltoid | and then check the position in that array wit a second custom value on the unit |
03:41.24 | RodOfNOD | easy peasy |
03:41.26 | slightlyrandom | That part is easy |
03:41.29 | P_R_Deltoid | just annoying |
03:41.36 | P_R_Deltoid | I always get confused |
03:41.37 | slightlyrandom | You dont need a custom value |
03:41.42 | P_R_Deltoid | jesus christ |
03:41.44 | P_R_Deltoid | @_@ |
03:41.47 | slightlyrandom | Not if you find it too confusing :) |
03:41.49 | RodOfNOD | tell us how |
03:42.01 | slightlyrandom | Well, you could stick it in a unit group array |
03:42.02 | RodOfNOD | i live to learn |
03:42.23 | RodOfNOD | stick what? |
03:42.31 | slightlyrandom | It's the same thing, though |
03:42.39 | slightlyrandom | You need numeric values that corrospond |
03:42.46 | RodOfNOD | i wasnt aware of any arrays but integer ones |
03:42.47 | slightlyrandom | +e |
03:42.53 | slightlyrandom | Naw, you can do arrays of anything |
03:42.55 | slightlyrandom | Any variable |
03:43.00 | RodOfNOD | no i mean the index |
03:43.15 | slightlyrandom | The index is an integer |
03:43.37 | slightlyrandom | But if TextTag1 corresponds to UnitGroup1, then all is fine in disneyland |
03:43.37 | P_R_Deltoid | okay, got it so the second custom value (index 1) is the same as the index in the text tag holder |
03:43.39 | RodOfNOD | he assigns a unique number to each unit then he has that number directly correlate to an index number in a text tag aray |
03:44.01 | *** join/#sc2mapster greg (d03a751d@gateway/web/freenode/ip.208.58.117.29) |
03:44.08 | RodOfNOD | well i only know that in wc3 unitgroup wasnt guarnateed in its order so |
03:44.12 | RodOfNOD | idk how good that would be |
03:44.17 | slightlyrandom | Yeah, it isnt |
03:44.22 | slightlyrandom | You'd need multiple groups |
03:44.25 | slightlyrandom | Thus, an array |
03:44.38 | RodOfNOD | :P |
03:44.39 | slightlyrandom | Which means it is largely the same thing, although possibly with less conversion |
03:44.51 | RodOfNOD | i dont get what u mean by multiple groups |
03:44.58 | slightlyrandom | An array of groups |
03:45.02 | RodOfNOD | and? |
03:45.14 | slightlyrandom | Nevermind, it's different flavours of the same thing |
03:45.19 | RodOfNOD | hehe |
03:45.44 | greg | hi everyone. i am having a problem with duplicating entities. for example, when i duplicate fungal growth it no longer has a model when placed (no green goo over enemy units). i noticed this happening with many things.. such as the photon cannon no longer having a halo on its projectile.. i guess this is a bug with the editor? does anyone know of a work around for this? |
03:45.44 | RodOfNOD | i havent looked but how do the guys making hero shit make the attributes show on the console? |
03:46.06 | RodOfNOD | no its cuz of the way units are made |
03:46.26 | slightlyrandom | You need to update some events |
03:46.26 | P_R_Deltoid | done |
03:46.27 | RodOfNOD | hard for me to explain but basically u need to create new actors that use same stuff |
03:46.29 | P_R_Deltoid | that was actually really easy |
03:46.30 | P_R_Deltoid | nevermind |
03:46.34 | RodOfNOD | lol |
03:46.36 | RodOfNOD | told u |
03:46.38 | slightlyrandom | Logic always is |
03:46.40 | P_R_Deltoid | Custom values are pretty cool |
03:46.44 | slightlyrandom | You just have to think logically |
03:46.44 | RodOfNOD | lol yes |
03:46.46 | RodOfNOD | now u get it |
03:46.47 | RodOfNOD | weeee |
03:46.52 | RodOfNOD | they kick ass |
03:46.54 | P_R_Deltoid | Yeah, I usually have to write this stuff out |
03:46.58 | P_R_Deltoid | in lamens |
03:47.02 | P_R_Deltoid | just to understand how it should be |
03:47.06 | P_R_Deltoid | but I am too lazy to do that right now |
03:47.12 | P_R_Deltoid | in fact, I am naming my variables and everything quite bad |
03:47.16 | greg | i am not sure who is responding to me.. |
03:47.25 | RodOfNOD | i tried |
03:47.26 | P_R_Deltoid | Oh, not me |
03:47.39 | P_R_Deltoid | <slightlyrandom> You need to update some events |
03:47.39 | greg | it's a problem with the actors? |
03:47.40 | P_R_Deltoid | <RodOfNOD> hard for me to explain but basically u need to create new actors that use same stuff |
03:47.41 | slightlyrandom | The problem is that the actors are created in game with events |
03:47.43 | P_R_Deltoid | I think it was these two |
03:47.52 | slightlyrandom | and that stuff isn't duplicated, or done for you |
03:47.59 | RodOfNOD | well can u be specific |
03:48.20 | greg | personally i'm just trying to make a hero with the ability fungal growth that increases in damage every level |
03:48.28 | greg | i have that working but the model doesn't show up past level 1 |
03:48.36 | RodOfNOD | did u go through the hero tutorials? |
03:48.39 | greg | yeah |
03:48.42 | RedWraith | hey guys |
03:48.46 | RedWraith | spoiler alert |
03:48.51 | RodOfNOD | spoiler? |
03:48.54 | slightlyrandom | Jesus dies ? |
03:49.00 | RedWraith | AiurOvermindTerrainObject_00 |
03:49.00 | RodOfNOD | its independance day? |
03:49.03 | RedWraith | .m3 |
03:49.11 | RedWraith | :O |
03:49.12 | RodOfNOD | er what is that |
03:49.18 | RedWraith | OVERMIND ON AIUR |
03:49.31 | RodOfNOD | sorry it escapes me |
03:49.33 | slightlyrandom | Wasn't that kinda obvious? |
03:49.39 | RodOfNOD | ive read all the books and i still dont get or care :P |
03:50.09 | RodOfNOD | RedWraith have u found a way to TRIGGER a decal onto a unit? |
03:50.19 | RedWraith | No. |
03:50.23 | RedWraith | Why would I care about that? |
03:50.30 | RodOfNOD | idk just asking cuz i do |
03:50.33 | RedWraith | lame |
03:50.52 | RedWraith | I was hoping you'd say like 'IT LETS YOU COMPLETELY RESKIN UNITS WITHOUT IMPORTING NEW MODELS' |
03:50.57 | RedWraith | or you know, something interesting |
03:51.02 | slightlyrandom | greg: What you need to do is find the actor that spawns the model for Fungal Growth, then have a look at the Events for that actor |
03:51.04 | RedWraith | well, actually, I bet you could do it using catalogs. |
03:51.21 | greg | slightlyrandom: ok i will try that now brb |
03:52.08 | RodOfNOD | yes i think u might redwraith |
03:52.44 | slightlyrandom | I wish there was someone who'd take my maps and make them more awesome |
03:52.54 | P_R_Deltoid | aww crap |
03:52.56 | RodOfNOD | there is a triger called setunitvariation that might also do that |
03:52.59 | P_R_Deltoid | text tags persist in fog of war |
03:52.59 | P_R_Deltoid | wtf |
03:53.03 | slightlyrandom | Then I could continue to make half-done maps, that basically work but haven't gotten all the polishing done |
03:53.09 | slightlyrandom | hehe |
03:53.13 | P_R_Deltoid | seriouslty, wait, what the fuck is up with that, that is retarded |
03:53.26 | RodOfNOD | are you attaching them to a unit? |
03:53.29 | P_R_Deltoid | yeah |
03:53.32 | P_R_Deltoid | and the unit is now in the fog of war |
03:53.34 | RodOfNOD | well that blows |
03:53.35 | P_R_Deltoid | and not visisble |
03:53.41 | P_R_Deltoid | I hope this is a bug or something >:( |
03:53.57 | slightlyrandom | It's not a flag on the Text Tag trigger? |
03:54.03 | slightlyrandom | Or, an option sort of thing |
03:54.12 | *** join/#sc2mapster `MindWorX (~Nikolaj.M@93.166.203.126) |
03:54.35 | greg | slightlyrandom: i am looking at the list of actors for fungal growth and there is FungalGrowth, FungalGrowthAttack, FungalGrowthAttackMissile, FungalGrowthCursorSplat, and FungalGrowthImpact. I am not sure which one is responsible for the actual model |
03:54.56 | RodOfNOD | P_R_Deltoid - Text Tag - Set as to wether Text Tag enforces false |
03:54.56 | RodOfNOD | <PROTECTED> |
03:55.00 | RoarMan | Hi guys! |
03:55.07 | P_R_Deltoid | yeah, that was... confusing |
03:55.09 | RodOfNOD | ROAR! |
03:55.34 | slightlyrandom | greg: find the one that has the Art - Model set to FungalGrowth.m3 :) |
03:55.38 | slightlyrandom | Or something similar |
03:55.41 | greg | ok |
03:55.45 | RoarMan | RODOFNOD! |
03:56.11 | P_R_Deltoid | that does nothing, RodOfNOD |
03:56.14 | P_R_Deltoid | as far as I can tell |
03:56.24 | P_R_Deltoid | just switched it to true for a uinit and nothing happened |
03:56.30 | P_R_Deltoid | still keeps the text tag in fog of war |
03:56.40 | RodOfNOD | grr |
03:56.58 | slightlyrandom | Next step, check whether unit is visible, then set tag accordingly :) |
03:57.10 | P_R_Deltoid | Yeah, I was thinking that. Man that sucks |
03:57.18 | P_R_Deltoid | I might just wait until the game is released and see if it changes |
03:57.24 | P_R_Deltoid | I mean, it's attached the unit, why is it even shown |
03:57.56 | slightlyrandom | I'll bet you someone would be sitting where you're sitting now if it did it the other way around, swearing about the fact that it should obviously show the tag |
03:58.14 | slightlyrandom | Since he is using it for something that obviously needs to be shown all the time |
03:58.43 | P_R_Deltoid | hah |
03:58.44 | P_R_Deltoid | yeah |
03:58.47 | P_R_Deltoid | I suppose |
03:58.48 | P_R_Deltoid | I mean |
03:59.04 | P_R_Deltoid | usually it's used to denote unit stats or names, so it seems to make more sense that it should only be seen when the unit is seen |
03:59.34 | greg | slightlyrandom: it's either FungalGrowth (Art - Model: FungalGrowth) or FungalGrowthImpact (Art - Mode; FungalGrowthImpact), both of ActorType Model. i am looking inside the events window for both. what now? |
03:59.34 | P_R_Deltoid | There is also no event when a unit enters FOW, and I don't want to continually check, that seems a waste of cpu |
03:59.51 | P_R_Deltoid | Should just be a built in tag |
03:59.57 | slightlyrandom | Find the .m3 file, then take a look at what it looks like |
03:59.57 | P_R_Deltoid | "visible through fog of war true false" |
03:59.59 | P_R_Deltoid | easy peasy |
04:00.15 | slightlyrandom | I'll be the Impact one is an explosion while the FungalGrowth one is the lingering goo |
04:00.23 | *** join/#sc2mapster zrbecker (~zrbecker@ip72-219-187-70.oc.oc.cox.net) |
04:00.27 | slightlyrandom | Well, see what makes the art show up |
04:00.39 | slightlyrandom | Thats the events that cause Create to happen |
04:00.43 | greg | slightlyrandom: i am not sure where to find these .m3 files =/ |
04:00.56 | *** join/#sc2mapster Muffin_ (42b73639@gateway/web/freenode/ip.66.183.54.57) |
04:00.59 | Muffin_ | 16.062 |
04:01.00 | slightlyrandom | Just doubleclick the value of the Art - Model field |
04:01.01 | Muffin_ | 16.062 |
04:01.06 | slightlyrandom | then click view |
04:01.24 | *** part/#sc2mapster zrbecker (~zrbecker@ip72-219-187-70.oc.oc.cox.net) |
04:01.35 | greg | ah ok |
04:01.36 | greg | found it |
04:01.41 | greg | next step? |
04:01.47 | *** join/#sc2mapster zrbecker (~zrbecker@ip72-219-187-70.oc.oc.cox.net) |
04:02.32 | RodOfNOD | P_R_Deltoid i cant get the tag to be attached :LP |
04:02.44 | P_R_Deltoid | What do you mean? |
04:02.47 | slightlyrandom | That's what creates the art. You need to do the same for your spell, either by linking it to the same actor, or by duplicating the necessary fields |
04:02.48 | P_R_Deltoid | <PROTECTED> |
04:02.57 | greg | ok thanks i'll try that now |
04:03.06 | RodOfNOD | have u miooved the unit? |
04:03.12 | P_R_Deltoid | Yes. It follows |
04:03.19 | RodOfNOD | show me ur create? |
04:03.35 | P_R_Deltoid | http://pastebin.com/xcnVADiJ |
04:03.44 | P_R_Deltoid | that is the first switch |
04:04.16 | P_R_Deltoid | also, the true/false thing is irrelevant, I ahve tried it both ways, it seems to effect nothing |
04:04.29 | RodOfNOD | doesnt work for me :P |
04:04.30 | slightlyrandom | All Players |
04:04.35 | P_R_Deltoid | Copy yours out |
04:04.42 | slightlyrandom | Can't you do something along All Players With Unit Visible |
04:05.18 | P_R_Deltoid | Not that I can see |
04:05.52 | slightlyrandom | Well, alternatively you need to set it to initially hidden, then only flag it visible when unit enters field of vision |
04:06.06 | P_R_Deltoid | How should I check for unit enters fov |
04:06.18 | slightlyrandom | Take a look through the events, is my guess |
04:06.24 | RodOfNOD | hold on |
04:06.30 | RodOfNOD | P_R_Deltoid do u want ur enemies to see this tag? |
04:06.40 | P_R_Deltoid | Consider this singleplayer at the moment |
04:06.46 | P_R_Deltoid | but yes |
04:06.48 | P_R_Deltoid | they should |
04:06.49 | P_R_Deltoid | when in fov |
04:06.53 | RodOfNOD | ok |
04:06.56 | P_R_Deltoid | everyone should see every units value |
04:07.29 | *** join/#sc2mapster Megalon (~Megalon@d86-32-171-137.cust.tele2.at) |
04:09.25 | RodOfNOD | kwell that enforce means if i cant see u initially i wont see it but once i do see u it wont go away |
04:09.53 | RodOfNOD | which as u said is lamo |
04:10.14 | P_R_Deltoid | maybe it will get fixed or something |
04:10.19 | P_R_Deltoid | might as well wait and see |
04:10.30 | P_R_Deltoid | because no special flags for that = dumb |
04:11.55 | RedWraith | happy 4th, people |
04:12.16 | slightlyrandom | It's the 5th now |
04:12.47 | slightlyrandom | Hm, I need an email and slightlyrandom@gmail.com isn't available |
04:13.15 | RodOfNOD | for now P_R_Deltoid you can use this event: Unit - Any Unit Enters a distance of 1.0 from Unit |
04:13.15 | RodOfNOD | <PROTECTED> |
04:13.28 | greg | slightlyrandom: i cannot figure it out.. |
04:13.31 | slightlyrandom | rightlyslandom@gmail.com it is |
04:13.52 | P_R_Deltoid | 1.0? |
04:14.06 | P_R_Deltoid | The viewing distance? I want units to have different values so that is pretty roundabout |
04:14.10 | P_R_Deltoid | and it wouldn't work |
04:22.59 | *** join/#sc2mapster Alpha_vst (~Alpha_vst@c-24-5-9-172.hsd1.ca.comcast.net) |
04:23.11 | Alpha_vst | OMG i almost had a heart attack 0.o |
04:24.23 | slightlyrandom | Damn, so close |
04:24.44 | slightlyrandom | greg: What is it you're having trouble understanding? :) |
04:24.54 | Alpha_vst | my computer froze so i forced quit and it wouldnt restart :( |
04:25.08 | greg | slightlyrandom: i just cannot find what i am supposed to re-reference back to the original model |
04:25.30 | Alpha_vst | i had a stuck cd in my drive so i couldnt do anything |
04:25.37 | P_R_Deltoid | haha |
04:25.40 | P_R_Deltoid | this is going quite well |
04:25.40 | P_R_Deltoid | ! |
04:25.47 | greg | also, to all of irc: what are some popular characters (tv/movie) made on mousepads? |
04:25.58 | Alpha_vst | everyone |
04:26.18 | P_R_Deltoid | I have a Triumph the Insult Dog mousepad |
04:26.25 | greg | trying to get slightlyrandom his gmail account. lol |
04:26.45 | slightlyrandom | I already picked one |
04:26.48 | slightlyrandom | rightltslandom |
04:26.53 | slightlyrandom | rightlyslandom* |
04:27.03 | P_R_Deltoid | so I need a way for the player character to determin ehte cost of a move before making the move |
04:27.10 | greg | yeah but guessing security answers is so much fun |
04:27.13 | P_R_Deltoid | since you can't detect the mouse position passively |
04:27.14 | slightlyrandom | Oh |
04:27.20 | slightlyrandom | That'll take you a while |
04:27.20 | P_R_Deltoid | I need a complete work around |
04:27.23 | greg | maybe |
04:27.27 | greg | i can try googling slightlyrandom |
04:27.33 | greg | maybe he'll have a facebook with interests |
04:27.34 | slightlyrandom | Not much there |
04:27.42 | slightlyrandom | I invented the thing for Starcraft |
04:27.45 | slightlyrandom | 2 |
04:27.56 | slightlyrandom | Making maps, more specifically |
04:28.17 | slightlyrandom | Some bastard had nicked the name random on here already, that has been my handle with various modifications for ages now |
04:28.21 | RoarMan | Hi slightlyrandom |
04:28.33 | RoarMan | Wait are you a LoL player? |
04:28.33 | slightlyrandom | Oh, piss off RoarMan |
04:28.39 | RoarMan | SUP BUDDY! <333 |
04:28.39 | slightlyrandom | Nope |
04:28.43 | RoarMan | Hmm k nvm :p |
04:28.56 | ProzaicMuze | Go die |
04:28.58 | ProzaicMuze | All of you |
04:28.59 | ProzaicMuze | but first |
04:29.04 | ProzaicMuze | Go enter da creature contest! |
04:29.04 | RoarMan | HAI PROZAICMUZE! |
04:29.05 | slightlyrandom | I think I considered it, but I don't generally do games that doesn't run on Linux |
04:29.10 | slightlyrandom | Can't be arsed to boot |
04:29.17 | RoarMan | LoL was fun in beta, boring now. |
04:29.20 | RoarMan | Not missing out :/ |
04:29.20 | ProzaicMuze | HAI ROARMAN! |
04:29.24 | slightlyrandom | ^^ |
04:29.25 | RoarMan | HAIHAI^^ |
04:32.00 | P_R_Deltoid | We;; |
04:32.01 | P_R_Deltoid | well |
04:32.06 | P_R_Deltoid | I figured out that I need to round every thing |
04:32.08 | P_R_Deltoid | because reals are dumb |
04:32.12 | RoarMan | Lol |
04:32.13 | P_R_Deltoid | and I don't want decimals |
04:32.18 | RoarMan | Convert to Integer? |
04:32.25 | P_R_Deltoid | Unfortunately |
04:32.33 | P_R_Deltoid | that is a lot of backtrack, poop |
04:32.35 | RoarMan | :/ |
04:32.39 | RoarMan | That's a shame. |
04:32.44 | RoarMan | Although I think there's a formula for rounding. |
04:32.47 | RoarMan | Don't remember where.. |
04:33.46 | P_R_Deltoid | will it drop the extra? I assume so |
04:34.17 | slightlyrandom | Rounding is always down |
04:34.23 | slightlyrandom | Unless you tricks it by adding .5 |
04:34.49 | Alpha_vst | http://i46.tinypic.com/29sj92.jpg <--- NEW UI YEAH ITS AWESOME (STILL NEEDS SOME TEXTURE WORK MAYBE A SHADOW EFFECT LIKE) |
04:35.07 | ProzaicMuze | Xp |
04:35.19 | RoarMan | Alpha if you keep showing off I'm gonna strangle you D:< |
04:35.20 | slightlyrandom | How's you make the thing go away? Thats awesome |
04:35.29 | Triceron | Can I call you Giffy Joe now? |
04:35.37 | Alpha_vst | http://i48.tinypic.com/2q3dkdy.jpg with units selected |
04:36.04 | ProzaicMuze | Likely he made an image that was transparent as the UI image |
04:36.20 | P_R_Deltoid | why did you have to make this in 3ds |
04:36.20 | Alpha_vst | no its custom work |
04:36.31 | slightlyrandom | Deffo some shadow, but that is quite fucking impressive |
04:36.35 | *** join/#sc2mapster AgentPaper (~chatzilla@adsl-76-199-107-49.dsl.pltn13.sbcglobal.net) |
04:36.41 | Alpha_vst | but i figured out how to make it not show the black boader |
04:36.49 | slightlyrandom | You also need someone to make you black and white buttons |
04:36.49 | Alpha_vst | on the bottom |
04:36.54 | Alpha_vst | i do |
04:36.56 | Triceron | that's a hgue blood splotch |
04:37.01 | RoarMan | Hi Triceron! |
04:37.03 | Alpha_vst | thats the medium one |
04:37.13 | Triceron | hey roar |
04:37.17 | P_R_Deltoid | just convert all the current icons to greyscale! |
04:37.19 | P_R_Deltoid | the perfect plan |
04:37.26 | RoarMan | Yoyo! |
04:37.37 | ProzaicMuze | To be completely honest, Alpha, i don't like the paper images you're using for the Minimap and Command Bar |
04:37.45 | ProzaicMuze | I love the transparent BG fro the selected units though |
04:38.15 | ProzaicMuze | Possibly add a low opacity black behind the number area though for tho blind folk |
04:38.39 | Alpha_vst | yeah |
04:39.05 | Alpha_vst | i agree :P |
04:40.25 | Alpha_vst | i want to get rid of the mini map buttons but cant :( |
04:41.15 | ProzaicMuze | Replace the buttons.dds with your own buttons that are invisible? |
04:41.24 | ProzaicMuze | those 3 in particular |
04:41.26 | P_R_Deltoid | so .9 is 0? |
04:41.31 | P_R_Deltoid | if I don't show any decimal places |
04:41.35 | P_R_Deltoid | It will just show 0 |
04:41.50 | P_R_Deltoid | I should probably just show decimals to the first place for debugging, in retrospect |
04:42.21 | slightlyrandom | Heh |
04:42.24 | slightlyrandom | It rounds down |
04:42.27 | Alpha_vst | yeah but ProzaicMuze 2 things they dont always get overwritten and the fucking thing will always be green |
04:42.32 | slightlyrandom | Add .5 before rounding to round properly |
04:42.36 | P_R_Deltoid | well |
04:42.38 | P_R_Deltoid | what I am doing is this |
04:42.48 | P_R_Deltoid | <PROTECTED> |
04:42.52 | P_R_Deltoid | if it is below 1 |
04:42.56 | P_R_Deltoid | ie 0 or below displayed |
04:43.01 | P_R_Deltoid | then cut off command |
04:43.14 | P_R_Deltoid | else, say you don't have enough to move to there, but still allow them to command (to somewhere closer, likely) |
04:43.15 | ProzaicMuze | lol |
04:43.18 | P_R_Deltoid | it seems to work right now |
04:43.24 | P_R_Deltoid | but I dunno if it's bulletproof |
04:44.54 | *** join/#sc2mapster Dkrchris (46b085d7@gateway/web/freenode/ip.70.176.133.215) |
04:45.02 | Dkrchris | Hey is SC2 back up? |
04:45.12 | RoarMan | Dkrchris no :/ |
04:45.13 | P_R_Deltoid | don't think so |
04:45.30 | Dkrchris | ah logged on and it says "client data" or something |
04:45.33 | P_R_Deltoid | aw i have to convert in and out of reals for this to work, I think |
04:45.33 | Dkrchris | and no server msg |
04:45.49 | Dkrchris | when does beta2 come back? |
04:45.50 | slightlyrandom | That'll round for you P_R_Deltoid :D |
04:45.53 | slightlyrandom | 13th |
04:45.57 | P_R_Deltoid | what will |
04:45.59 | P_R_Deltoid | yeah |
04:46.01 | P_R_Deltoid | that is what I hope |
04:46.02 | Dkrchris | kk |
04:46.02 | P_R_Deltoid | i gotcha |
04:46.12 | slightlyrandom | *Snigger* |
04:46.16 | P_R_Deltoid | the problem I have now, is that you have to command it again for it to take away command |
04:46.18 | slightlyrandom | He has no idea, does he? |
04:46.23 | slightlyrandom | goes back to playing SC2 |
04:46.46 | slightlyrandom | Command it to stop, you mean? |
04:47.18 | P_R_Deltoid | yteah, I got a bunch of nested ifs checking the state of the variable on the unit that determines if it can move, and how far |
04:47.34 | P_R_Deltoid | so it can't move higher than it's own amount of units (deteremined by difference in poosition from order to unit) |
04:48.17 | P_R_Deltoid | so I move, lets say I have 10, and I move 9.7 distance, I end up with .3, and the unit still has a command card, but if you no decimals on, it says 0, and the player tries to move again and THEN it will take command away |
04:48.26 | P_R_Deltoid | ugh |
04:48.45 | slightlyrandom | Take it away as you set the value |
04:48.58 | slightlyrandom | If Value < 1, Remove Command |
04:49.52 | slightlyrandom | Why do you allow movement in .1 of a space, anyway? |
04:49.59 | P_R_Deltoid | I don't want to |
04:50.01 | P_R_Deltoid | I want it to be rounded |
04:50.04 | P_R_Deltoid | hence... rounding |
04:50.04 | P_R_Deltoid | heh |
04:50.17 | P_R_Deltoid | gonna see if rounding solves anything before I try to wrap my brain around anything new |
04:50.20 | slightlyrandom | Then check the distance as the command is issued, and round it |
04:50.54 | P_R_Deltoid | okay, that created more issuew |
04:50.55 | P_R_Deltoid | s |
04:50.56 | P_R_Deltoid | issues |
04:51.10 | P_R_Deltoid | now it can scoot along for some reason if the movement is rounded to 0 |
04:51.21 | slightlyrandom | I just did something similar, actually, if you issue a move order, instead of going to that stop, the unit goes in that direction to the edge of the playable map area |
04:51.30 | slightlyrandom | spot* |
04:54.02 | *** join/#sc2mapster `MindWorX (~Nikolaj.M@93.166.203.126) |
04:54.56 | P_R_Deltoid | wanna check it out, bro? I can't figure out wher eI should check |
04:55.17 | P_R_Deltoid | http://pastebin.com/td3xiCfM |
04:55.21 | P_R_Deltoid | it's 37 lines, nothing big |
04:55.24 | P_R_Deltoid | just lots of ifs |
04:55.40 | P_R_Deltoid | custom value is how much a unit should be able to move in units |
04:55.47 | P_R_Deltoid | starts at 10, but that is irrelevant, just for testing purposes |
04:56.39 | slightlyrandom | Heh, I'd really like to take a stab at making a movement system for you |
04:56.45 | slightlyrandom | But not right now, too tired, need some sleep |
04:57.38 | P_R_Deltoid | No problem |
05:00.25 | slightlyrandom | :) |
05:07.08 | Repo | New map: http://www.sc2mapster.com/maps/paradisecorners/. Paradise Corners. Tissu3 (Manager/Author). Experimental. Approved by sixen. |
05:07.19 | Repo | New map: http://www.sc2mapster.com/maps/slylinejungle/. Slyline Jungle. kraemahz (Manager/Author). Approved by sixen. |
05:07.24 | Repo | New map: http://www.sc2mapster.com/maps/creepy-crawlers/. Creepy Crawlers. slightlyrandom (Manager/Author). Approved by sixen. |
05:07.34 | P_R_Deltoid | whoa whoa whoa sixen |
05:07.35 | P_R_Deltoid | slow down |
05:07.36 | RodOfNOD | P_R_Deltoid when the player orders it to move why dont u move it an even number so if it orders 9.7 figure out what 10 is and move that instead |
05:07.51 | P_R_Deltoid | tried that, ended very weird |
05:08.00 | P_R_Deltoid | it was able to move around at 0 for some reason |
05:08.04 | RodOfNOD | its because u didnt ignore the order |
05:08.35 | RodOfNOD | when u reissue the new order u have to turn off paying attention to this or else make sure that u dont reissue order if its perfectly integer |
05:09.03 | RodOfNOD | once unit starts to move can u stop it before it arrives? |
05:09.07 | P_R_Deltoid | No |
05:09.11 | P_R_Deltoid | You lose command |
05:09.18 | P_R_Deltoid | Until it reaches |
05:09.19 | RodOfNOD | ok then that should work |
05:09.24 | P_R_Deltoid | http://pastebin.com/td3xiCfM |
05:09.29 | P_R_Deltoid | that is what I've got |
05:09.36 | P_R_Deltoid | I dunno when to round it, the results are always really weird |
05:09.37 | Sixen | :P |
05:09.42 | P_R_Deltoid | I also don't know.. how |
05:09.47 | P_R_Deltoid | I just converted to int and back to real |
05:09.53 | P_R_Deltoid | but that might have been the cause of hte problem int he first place. |
05:10.11 | RodOfNOD | ok but u have a problemo |
05:10.17 | P_R_Deltoid | that is? |
05:10.55 | RodOfNOD | u ddint do what i said |
05:11.04 | RodOfNOD | i said to reorder the unit so it takes a full step |
05:11.07 | RodOfNOD | u dont do that |
05:11.17 | P_R_Deltoid | I made that code before you said that |
05:11.19 | P_R_Deltoid | that is from earlier |
05:11.23 | P_R_Deltoid | well, not that much earlier |
05:11.31 | RodOfNOD | well did u ignore the 2nd order? |
05:11.43 | P_R_Deltoid | I don't get what you mean |
05:11.44 | P_R_Deltoid | a full step? |
05:11.55 | RodOfNOD | ok the players sends our hero 1.2 |
05:11.59 | RodOfNOD | u force it to go 1 |
05:12.13 | RodOfNOD | when u force it u are going to use the identical event to move it right? |
05:12.18 | P_R_Deltoid | I have no idea how to do that. That sounds like I'd have to do a bunch of differences and shit |
05:12.19 | RodOfNOD | so the trigger will refire |
05:12.27 | P_R_Deltoid | Because I just let the move play, I dunno how to edit move distances |
05:12.35 | RodOfNOD | hehe |
05:12.42 | RodOfNOD | well is this a square thing? |
05:12.44 | RodOfNOD | a hex thing? |
05:12.50 | RodOfNOD | how does player see what he can move |
05:12.54 | P_R_Deltoid | No, it's free form |
05:13.01 | P_R_Deltoid | that has yet to be determines |
05:13.03 | RodOfNOD | why dont u have squares or hex |
05:13.15 | P_R_Deltoid | I am hopefully going to find a way to display how far from the unit the cursor is |
05:13.18 | P_R_Deltoid | so the player knows |
05:13.30 | RodOfNOD | hehe |
05:13.41 | P_R_Deltoid | Because that isn't the system I am trying to go for. This is far more like Jagged Alliance or Men of War than Final Fantasy Tactics |
05:13.46 | RodOfNOD | well ive seen someone do somehting like this |
05:13.50 | P_R_Deltoid | it's free form, but each unit can only do so much before the end of the turn |
05:14.02 | RodOfNOD | idk those games |
05:14.06 | Alpha_vst | http://i50.tinypic.com/9aa5ao.jpg <--- hwo the fuck do i get rid of that boarder shit? |
05:14.28 | P_R_Deltoid | I can only think that I need to get the angle of the order from the unit |
05:14.31 | P_R_Deltoid | and then round that |
05:14.33 | P_R_Deltoid | but man that is .... |
05:14.35 | P_R_Deltoid | advanced for me |
05:14.36 | P_R_Deltoid | :p |
05:14.36 | RodOfNOD | alpha |
05:14.49 | RodOfNOD | why dont u remove the entire ui and make ur own |
05:14.54 | Alpha_vst | becasue |
05:15.05 | Alpha_vst | its not the same |
05:15.12 | P_R_Deltoid | how did you end up making those squares, Alpha_vst |
05:15.24 | P_R_Deltoid | ain't cliffs, is it? |
05:15.29 | Alpha_vst | what squares? |
05:15.34 | Alpha_vst | oh its a custom model |
05:15.36 | P_R_Deltoid | The randomly spawned ones |
05:15.36 | P_R_Deltoid | yeah |
05:15.40 | P_R_Deltoid | nice |
05:15.56 | Alpha_vst | im talking about the minimap buttons |
05:15.57 | RodOfNOD | i dont get what u mean by its not the same |
05:16.08 | RodOfNOD | u could make ur own minimap |
05:16.09 | P_R_Deltoid | Yeah, I gotcha |
05:16.11 | P_R_Deltoid | was just curious |
05:16.12 | RodOfNOD | and ur own command palette |
05:16.21 | Alpha_vst | no RodOfNOD |
05:16.25 | P_R_Deltoid | around the buttons or the minimap or both? |
05:16.25 | RodOfNOD | no u couldnt? |
05:16.36 | P_R_Deltoid | either way I have no idea |
05:16.37 | Alpha_vst | no i dont want to do that fake shit |
05:16.38 | RodOfNOD | i know i could so |
05:16.44 | RodOfNOD | lol |
05:17.00 | Alpha_vst | i would rather just edit the real ui but cant dot hat |
05:17.05 | Alpha_vst | so im hiding shit |
05:17.07 | *** join/#sc2mapster Furyhunter (~Furyhunte@cpe-70-112-108-97.austin.res.rr.com) |
05:17.07 | RodOfNOD | well u obviously have to find the path for those but unless u can make the texture be clear not sure if u can get rid of it |
05:17.19 | RodOfNOD | how did u hide the center console? |
05:17.21 | RodOfNOD | is that a trigger? |
05:17.24 | `MindWorX | Can i make a unit, like a marine, that actually shoots a lot of fast flying small projectiles? |
05:17.27 | greg | does anyone here know why my duplicated fungul growth (with more damage) no longer has the model effect or the rooting capabilities? been trying to fix this for hours =/ |
05:17.31 | Alpha_vst | custom model |
05:17.36 | `MindWorX | I was just wondering how well that would render at superslow speed |
05:17.43 | `MindWorX | I bet it would look awesome |
05:17.59 | RodOfNOD | u made a custom model that is nothing basically for the center? |
05:18.04 | `MindWorX | Anyways, i'm off to bed |
05:18.06 | `MindWorX | Cya kids |
05:18.08 | RodOfNOD | nite nite |
05:18.19 | Alpha_vst | yes |
05:18.29 | RodOfNOD | what was the path? |
05:18.29 | Alpha_vst | its a empty model pretty much |
05:18.47 | Alpha_vst | this isnt solving my issue |
05:18.57 | P_R_Deltoid | RodOfNOD, I think I might have the answer |
05:19.02 | RodOfNOD | cool |
05:19.10 | RodOfNOD | ur issue is ur attitude :P |
05:19.16 | P_R_Deltoid | I guess |
05:19.17 | Alpha_vst | path for all items are in the mpq also |
05:19.21 | Alpha_vst | so i shouldnt have to say |
05:19.22 | P_R_Deltoid | I get a mushy brain after a while of this |
05:19.23 | RodOfNOD | not u P_R_Deltoid :P |
05:19.26 | P_R_Deltoid | ohhh |
05:19.27 | P_R_Deltoid | haha |
05:19.31 | P_R_Deltoid | :p |
05:19.37 | RodOfNOD | u have good attitude |
05:19.45 | Alpha_vst | SO how do i get rid of the green boxes http://i50.tinypic.com/9aa5ao.jpg? |
05:19.46 | RodOfNOD | Alpha_vst just whines alot :P |
05:19.50 | Alpha_vst | <PROTECTED> |
05:20.00 | RodOfNOD | part of us helping is us learning |
05:20.04 | P_R_Deltoid | I can now get the angle of the move order |
05:20.10 | RodOfNOD | i asked a simple ? that would require u about 3 secs to answer |
05:20.15 | Alpha_vst | i figgure its the baorder icon or something |
05:20.34 | RodOfNOD | yes pr i was gonna suggest u just continue the move or make it slightly shorter |
05:20.45 | RodOfNOD | ie POLAR move |
05:21.11 | RodOfNOD | my ? is P_R_Deltoid what happens if they move around something how do u measure this? |
05:21.13 | P_R_Deltoid | this is good, I don't even need to do a "you do not have neough points" I am just going to spend all the points on the move if it's more than the unit currently has |
05:21.18 | P_R_Deltoid | RodOfNOD, hahaha |
05:21.23 | P_R_Deltoid | the biggest flaw so far |
05:21.25 | P_R_Deltoid | (no idea) |
05:21.29 | RodOfNOD | lol |
05:21.33 | RodOfNOD | well i do |
05:21.34 | P_R_Deltoid | I have no idea for a dummy unit that somehow determines distance quickly |
05:21.48 | P_R_Deltoid | or something |
05:21.50 | P_R_Deltoid | I have no idea |
05:21.51 | P_R_Deltoid | :p |
05:21.58 | RodOfNOD | u check the polar and see if u can move 1 suare towards the target |
05:22.27 | RodOfNOD | if u can u order it and then wait till it arrives |
05:22.27 | P_R_Deltoid | doing it one square at a time? |
05:22.27 | RodOfNOD | if u cant then find the best path by going 90 degrees one way |
05:22.27 | RodOfNOD | yes |
05:22.27 | P_R_Deltoid | I need an estimate before the unit moves though |
05:22.27 | RodOfNOD | it wont seem thtat to the player |
05:22.27 | P_R_Deltoid | so the player will know |
05:22.27 | RodOfNOD | but its what u have to do |
05:22.31 | RodOfNOD | ah |
05:22.32 | P_R_Deltoid | before they make the move |
05:22.42 | RodOfNOD | well that would be a table i think |
05:22.44 | P_R_Deltoid | that is why I asked if you could passively get position of mouse on the game world |
05:22.59 | RodOfNOD | let me think about that |
05:23.01 | P_R_Deltoid | so I could constantly check the distance or send a dummy unit from the main unit to the cursor that will get distance |
05:23.04 | RodOfNOD | must be a way to do that easily |
05:23.04 | P_R_Deltoid | yeah, tricky, eh? |
05:23.08 | P_R_Deltoid | maytbe |
05:23.12 | P_R_Deltoid | could be build in, I have no idea |
05:23.59 | RodOfNOD | i have an idea |
05:24.05 | RodOfNOD | if u used sqaures |
05:24.21 | RodOfNOD | u could place a bunch of units showing the area they could move in after they stopped |
05:24.30 | RodOfNOD | ie red squares show where u can move |
05:24.39 | RodOfNOD | and it has a number inside it |
05:24.46 | RodOfNOD | be best to do that for the player |
05:24.59 | RodOfNOD | in fact u could just use text tags with a square model |
05:25.06 | RodOfNOD | get what i mean? |
05:25.27 | RodOfNOD | would require quite a bit of work but it would be best UI for the player |
05:25.52 | P_R_Deltoid | you ever play jagged alliance? |
05:26.16 | P_R_Deltoid | it's a semi bad example because it's grid based but it demonstrates the purpose of this entire exercise |
05:27.57 | P_R_Deltoid | what I was thinking, the most perfect solution I can think of, and it would look pretty cool, is to make a little glowing actor, like a wisp looking thing, but smaller |
05:28.01 | P_R_Deltoid | and when it moves fast it makes a line |
05:28.06 | P_R_Deltoid | and when a player presses a button |
05:28.11 | P_R_Deltoid | it will move from the selected unit to the cursor |
05:28.23 | P_R_Deltoid | and based on how long it takes and it's speed, the distance should be known |
05:28.35 | P_R_Deltoid | with some calculations I could steal from someone much smarter than myself |
05:28.48 | P_R_Deltoid | so they could test a bunch of different moves, get a cool graphic, and have the distance accurately shown |
05:29.04 | RodOfNOD | lol |
05:29.13 | P_R_Deltoid | I mean |
05:29.17 | P_R_Deltoid | it's pretty far fetched, I suppose |
05:29.19 | RodOfNOD | quote from ghost: i see live people... i see dead people LOL omg that was too funy |
05:29.20 | P_R_Deltoid | but it doesn't sound bad, does it |
05:29.55 | P_R_Deltoid | also, I have no idea how to force a unit to move |
05:29.56 | RodOfNOD | sure that might work |
05:30.03 | RodOfNOD | issue order? |
05:30.09 | RodOfNOD | move bastard move |
05:30.25 | P_R_Deltoid | naw, firstly, move isn't there for some reason, secondly, I can't tell it what angle to move at |
05:30.31 | RodOfNOD | sure it is |
05:30.38 | RodOfNOD | angle is polar of what u just did |
05:30.48 | RodOfNOD | u have to change the issue order to a point |
05:31.10 | RodOfNOD | il bb |
05:31.12 | P_R_Deltoid | when I type in move in the search, I only see Hold Pos |
05:31.35 | *** join/#sc2mapster Demonette (6d54c9aa@gateway/web/freenode/ip.109.84.201.170) |
05:31.49 | RodOfNOD | <PROTECTED> |
05:31.56 | P_R_Deltoid | wtf |
05:31.59 | RodOfNOD | after u pick the issue order LOOOK at the tree |
05:32.08 | P_R_Deltoid | tree...? |
05:32.17 | P_R_Deltoid | awww cra[ |
05:32.18 | P_R_Deltoid | crap |
05:32.20 | P_R_Deltoid | that again |
05:32.22 | RodOfNOD | middle of the screen |
05:32.23 | P_R_Deltoid | stupid parenthesis |
05:32.32 | RodOfNOD | i bb later |
05:32.48 | onetwo | incoming upload of what i just put together |
05:32.54 | onetwo | using mindworx's slowmo |
05:33.06 | P_R_Deltoid | nooo, Rod |
05:33.08 | P_R_Deltoid | Argh |
05:33.11 | P_R_Deltoid | It just got hard too |
05:33.12 | P_R_Deltoid | hahaha |
05:33.29 | onetwo | [22:33] <P_R_Deltoid> It just got hard too[22:33] <P_R_Deltoid> It just got hard too[22:33] <P_R_Deltoid> It just got hard too[22:33] <P_R_Deltoid> It just got hard too[22:33] <P_R_Deltoid> It just got hard too |
05:33.32 | onetwo | thats what she said |
05:33.35 | onetwo | k |
05:33.40 | onetwo | anyway |
05:33.47 | P_R_Deltoid | :. |
05:33.48 | P_R_Deltoid | :> |
05:34.08 | ProzaicMuze | oh no |
05:34.12 | ProzaicMuze | not slowmo! |
05:36.33 | P_R_Deltoid | damn, I need to round this thing |
05:36.37 | P_R_Deltoid | to a whole number |
05:36.43 | P_R_Deltoid | or else this entire activity is fruitless |
05:38.55 | onetwo | lol |
05:39.04 | P_R_Deltoid | dividing by 1 works well enough |
05:39.40 | P_R_Deltoid | o not |
05:39.49 | P_R_Deltoid | wow |
05:39.51 | P_R_Deltoid | shit is spazzing now haha |
05:41.53 | RoarMan | HAI ONETWO! |
05:42.45 | greg | anyone here know why my fungul growth copy doesn't have a model or root enemies properly? |
05:42.57 | RoarMan | Did you duplicate it? |
05:42.59 | RoarMan | Or copy. |
05:43.07 | greg | dupl |
05:43.11 | RoarMan | Hmm. |
05:43.20 | greg | i have been working on this for four hours |
05:43.22 | RoarMan | Did you dupe every effect? |
05:43.29 | greg | yes |
05:43.35 | RoarMan | Did you dupe the actor? |
05:43.53 | RoarMan | Oh wait no you can't dupe the actor I think. |
05:43.57 | greg | none of the actors for the ability are useful |
05:44.08 | RoarMan | You'll have to manually look up the actors and modify the events to your copy. |
05:44.26 | greg | yeah i know |
05:44.31 | greg | and i have been trying to do this for hours |
05:44.33 | RoarMan | Hmm that's odd then. |
05:44.37 | greg | trying every single permutation |
05:44.41 | P_R_Deltoid | somehow two lines of code that basically edit no variables are making things explode |
05:44.45 | greg | no, i'm sure you're right, but i'm dong it wrong |
05:44.47 | P_R_Deltoid | ohhhh |
05:44.50 | P_R_Deltoid | woops! |
05:45.08 | RoarMan | Try posting on the forums greg. |
05:45.12 | P_R_Deltoid | it's looping like crazy |
05:45.14 | RoarMan | I'm sure someone will take a look at it. |
05:45.17 | RoarMan | Deltoid what. |
05:45.29 | RoarMan | Whoops, I mean whut*. |
05:45.34 | P_R_Deltoid | the event is "any unit is ordered to move" and in the trigger, I order the unit to move |
05:45.38 | P_R_Deltoid | So it spazzes like mad |
05:45.41 | P_R_Deltoid | how do I circumvent this... |
05:45.50 | RoarMan | What do you mean by spazz? |
05:46.00 | P_R_Deltoid | it loops like mad and everything goes haywire. |
05:46.10 | RoarMan | Oh well if you order a moving unit to move. |
05:46.11 | P_R_Deltoid | it takes away far more movement points than it should because it loops |
05:46.11 | RoarMan | It'll move. |
05:46.16 | RoarMan | Lol yea. |
05:46.18 | P_R_Deltoid | indeed it will |
05:46.21 | RoarMan | What you should do is. |
05:46.25 | RoarMan | Create a variable of some sort. |
05:46.28 | P_R_Deltoid | hmm? |
05:46.32 | P_R_Deltoid | on and off kinda thing? |
05:46.36 | RoarMan | Yea basically. |
05:46.38 | P_R_Deltoid | man |
05:46.43 | P_R_Deltoid | shit keeps piling up |
05:46.48 | RoarMan | Are you trying to make creep pathing? |
05:46.53 | P_R_Deltoid | hmm? |
05:46.58 | RoarMan | Like in tower defenses. |
05:46.59 | P_R_Deltoid | I am trying to round the value of a move order |
05:47.02 | RoarMan | Or is it less static. |
05:47.02 | P_R_Deltoid | naw |
05:47.05 | P_R_Deltoid | less static |
05:47.06 | onetwo | hi roarman |
05:47.06 | P_R_Deltoid | far less |
05:47.10 | RoarMan | Oh ok. |
05:47.13 | P_R_Deltoid | it's like this |
05:47.15 | RoarMan | Hi onetwo ^^ |
05:47.17 | P_R_Deltoid | if a unit is ordered to move |
05:47.35 | RoarMan | k |
05:47.42 | P_R_Deltoid | it gets the differenc ebetween those two points, and it's a decimal, so I drop the decimal point and move it a rounded number in the same direction |
05:47.49 | P_R_Deltoid | so it ends up more rounded by the end |
05:47.56 | RoarMan | Hmm k. |
05:48.02 | P_R_Deltoid | but I think an on and off booleon would work |
05:48.04 | P_R_Deltoid | lets try it |
05:48.09 | RoarMan | Yea. |
05:48.11 | RoarMan | It should. |
05:48.14 | onetwo | http://www.youtube.com/watch?v=47RL0vS_6uI&hd=1 |
05:48.15 | onetwo | slowmo clip |
05:48.19 | onetwo | going down soon so watch now |
05:48.31 | RodOfNOD | P_R_Deltoid i told u about this issue hehe |
05:48.38 | RoarMan | Ooh onetwo that's pretty epic. |
05:48.51 | onetwo | thx to mindworx's slowmo code |
05:48.54 | onetwo | i can go super slow |
05:48.57 | RoarMan | Oh thats' sick! |
05:49.02 | RodOfNOD | a boolean that indicates to ignore the next order will work for u |
05:49.07 | RoarMan | Howcha do that D: |
05:49.12 | RoarMan | Game speed changing? |
05:49.14 | *** join/#sc2mapster Triceron (60313557@gateway/web/freenode/ip.96.49.53.87) |
05:49.16 | onetwo | yeah |
05:49.20 | RoarMan | Sweet. |
05:49.25 | P_R_Deltoid | RodOfNOD, you did? |
05:49.26 | P_R_Deltoid | woops |
05:49.26 | Triceron | Ahoy mateys |
05:49.30 | RoarMan | I was tihnking of using kind of that for in game spell cinemetaics :P |
05:49.40 | onetwo | cant do it ingame on bnet |
05:49.42 | onetwo | only for private use |
05:49.48 | P_R_Deltoid | now I just need to figure out where to re-engage the bool |
05:49.48 | onetwo | unless you just want slower |
05:49.51 | onetwo | but if you want it as slow as i had here |
05:49.52 | onetwo | in the iar |
05:49.53 | onetwo | air |
05:49.53 | P_R_Deltoid | without screwing up something else |
05:49.54 | onetwo | no luck |
05:49.56 | RoarMan | Oh :P |
05:50.01 | onetwo | Triceron |
05:50.02 | onetwo | quick clip |
05:50.03 | onetwo | for you |
05:50.04 | onetwo | http://www.youtube.com/watch?v=47RL0vS_6uI&hd=1 |
05:50.05 | onetwo | :D |
05:50.10 | RodOfNOD | thats pretty cool onetwo |
05:50.11 | Triceron | ? |
05:50.11 | RoarMan | Well pausing everyone unit and forcing all players to watch the spell uber explode everything is cool too :D |
05:50.18 | onetwo | MindWorx made some sweet slowmo |
05:50.20 | P_R_Deltoid | cool lighting |
05:50.21 | onetwo | code |
05:50.23 | onetwo | that i used in cinematic |
05:50.29 | RoarMan | Yea how's everyone getting such cool lighting |
05:50.30 | RoarMan | ! |
05:50.33 | RoarMan | It's so neat :P |
05:50.34 | onetwo | Lights |
05:50.37 | onetwo | then a lot of post-editing |
05:50.43 | Triceron | wow, very nice! |
05:50.44 | Triceron | I love it :D |
05:50.49 | onetwo | thank mindworx |
05:50.50 | onetwo | hes the best |
05:50.52 | onetwo | and hes afk |
05:50.53 | onetwo | god damnit |
05:50.54 | Alpha_vst | i found textures for a brutalisk WTF |
05:50.59 | RodOfNOD | P_R_Deltoid u do a test at the beginning of the event if bool = true then bool = false else do what u normally do |
05:51.13 | P_R_Deltoid | yeah, but then I need to set it back when the trigger is complete |
05:51.13 | Triceron | mindworx's editing? |
05:51.18 | P_R_Deltoid | but there are like 20 places where the trigger ends |
05:51.20 | P_R_Deltoid | or, can end |
05:51.21 | Triceron | its the ultralisk |
05:51.23 | P_R_Deltoid | depending on things |
05:51.25 | Triceron | it's just named brutalisk |
05:51.27 | Triceron | ;) |
05:51.28 | P_R_Deltoid | so I need to figure out where those places are |
05:51.53 | onetwo | mindworx made an app |
05:51.56 | onetwo | that lets me slow my game |
05:52.00 | Triceron | ooh |
05:52.01 | onetwo | down to like SUPER SUPER slow |
05:52.02 | RodOfNOD | no i dont think so P_R_Deltoid it should be a huge if then |
05:52.04 | onetwo | so when i fraps it |
05:52.09 | Alpha_vst | im looking for the button border.... |
05:52.11 | onetwo | it can get cool 300 style |
05:52.13 | Triceron | so |
05:52.13 | onetwo | hahah |
05:52.15 | Alpha_vst | i cant seem to find the right one |
05:52.16 | P_R_Deltoid | what? |
05:52.16 | Triceron | is that look in game? |
05:52.21 | Triceron | or did you do video editing |
05:52.23 | onetwo | both |
05:52.27 | P_R_Deltoid | oh |
05:52.28 | P_R_Deltoid | hmmm |
05:52.34 | Triceron | the lighting is so altered |
05:52.38 | onetwo | yeah |
05:52.45 | Triceron | I can't tell if you post processed it |
05:52.54 | Triceron | you know what would look awesome in that vid? |
05:52.57 | Triceron | a demonhunter ;) |
05:53.03 | onetwo | hahah |
05:53.05 | P_R_Deltoid | haha |
05:53.08 | onetwo | well im trying to make a shiny video |
05:53.09 | onetwo | for my rpg |
05:53.11 | P_R_Deltoid | he is scooting tot the edge of the map |
05:53.15 | onetwo | but ive already made the assassin part |
05:53.15 | P_R_Deltoid | for some reason, the distance is ignored |
05:53.21 | onetwo | with DT |
05:53.23 | onetwo | :( |
05:53.25 | Triceron | haha |
05:53.28 | P_R_Deltoid | I want to set the Offset to the distance I want him to move, right? |
05:53.29 | RodOfNOD | onetwo was he jumping off a cliff and landing on that rock>? |
05:53.39 | onetwo | i guess so Rod |
05:53.42 | onetwo | i wanted to do the whole jump |
05:53.42 | onetwo | but |
05:53.46 | onetwo | i couldnt set unit height |
05:53.47 | RodOfNOD | k well u can see he didnt land on the rock :P |
05:53.52 | Triceron | yeah hopefully NiN will figure out what my rigging issue is |
05:53.54 | onetwo | oh |
05:53.57 | onetwo | he landed on ground |
05:54.05 | RodOfNOD | did u make the unit a flyer? |
05:54.07 | onetwo | but i made his mover Fly |
05:54.11 | onetwo | and he went off the cliff nicely |
05:54.16 | onetwo | but i couldnt get him to come to the ground |
05:54.18 | RodOfNOD | yes the leap is good the landing is bad |
05:54.23 | RodOfNOD | why not? |
05:54.29 | onetwo | i can either make him flying or ground |
05:54.34 | onetwo | and Actor "Set Height" |
05:54.34 | onetwo | did nothing |
05:54.39 | onetwo | for either state |
05:54.45 | RodOfNOD | it should work |
05:54.47 | Triceron | OMG |
05:54.49 | Triceron | HE FIXED IT |
05:54.51 | RodOfNOD | let me try |
05:54.56 | Triceron | Gonna try the fix now |
05:54.59 | RodOfNOD | hehe |
05:54.59 | Triceron | omgomgomgomgomg |
05:55.01 | onetwo | yeah i was fiddling for hour |
05:55.05 | onetwo | trying to make a smooth landing |
05:55.08 | onetwo | ended up just fading |
05:55.09 | onetwo | to the ground |
05:55.24 | Triceron | I'm gonna upload this version for you guys to test |
05:55.33 | Triceron | -if- it works |
05:56.15 | Triceron | so excited |
05:56.18 | Triceron | omg omg omg |
05:56.38 | Alpha_vst | WOW FUCK YOU GAME |
05:57.06 | P_R_Deltoid | can I force command a unit that is uncommandable with triggers? |
05:57.09 | Alpha_vst | the command cards are not the same buttons as the minimap ones |
05:57.10 | Alpha_vst | :( |
05:57.17 | RodOfNOD | well onetwo setting height worked for me so... that means u dont have ur unit set to a flyer correctly |
05:57.20 | P_R_Deltoid | does the command being sent from triggers overwrite that uncommandable state temporarily |
05:57.33 | RodOfNOD | what command do u want to do? |
05:57.48 | RodOfNOD | no |
05:58.06 | onetwo | rod |
05:58.11 | onetwo | how did you set its height |
05:58.37 | RodOfNOD | <PROTECTED> |
05:58.41 | onetwo | oh a trigger |
05:58.44 | RodOfNOD | he was outta sight |
05:58.47 | onetwo | i used data editor |
05:58.48 | onetwo | hmm |
05:58.56 | RodOfNOD | well i figured u did a cinie |
05:58.57 | onetwo | can you animate that |
05:58.59 | onetwo | over time? |
05:59.04 | RodOfNOD | so over time u made him rise and fall |
05:59.05 | RodOfNOD | sure |
05:59.12 | RodOfNOD | just run a loop with a small wait |
05:59.17 | onetwo | ah |
05:59.19 | RodOfNOD | and slowly but surely change the ehight |
05:59.26 | onetwo | damn i guess ill go re-record |
05:59.30 | onetwo | whats default height for lfying unit? |
05:59.31 | onetwo | flying* |
05:59.32 | RodOfNOD | thats how all the good cines do it |
05:59.37 | RodOfNOD | not sure lol |
05:59.41 | onetwo | hmm |
05:59.44 | RodOfNOD | not sure there is one |
05:59.51 | P_R_Deltoid | so... the unit is moving twice of what it should |
05:59.51 | RodOfNOD | since each flyer is different height |
05:59.54 | P_R_Deltoid | but other than that, it's working |
05:59.57 | RodOfNOD | hehe |
05:59.58 | P_R_Deltoid | should I divide it by 2? |
06:00.01 | RodOfNOD | perhaps |
06:00.04 | RodOfNOD | or u might have a bug |
06:00.12 | P_R_Deltoid | also, is there a built in rounding function |
06:00.13 | P_R_Deltoid | or something |
06:00.14 | RodOfNOD | like its ordering 2 x or something |
06:00.19 | RodOfNOD | no but u can |
06:00.26 | RodOfNOD | value + .5 |
06:00.38 | Triceron | EUREKA! |
06:00.44 | Triceron | IT WORKS! IT WORKS! |
06:00.46 | Triceron | UWAHAHA |
06:00.48 | RodOfNOD | coool |
06:00.53 | RodOfNOD | i told u it was a bug :> |
06:00.54 | Triceron | now you guys must test |
06:01.03 | RodOfNOD | i figure if u cant get it to work it must be a bug in the converter |
06:01.36 | RodOfNOD | btw i couldnt cnp that damn reaver/infestor :P |
06:01.43 | P_R_Deltoid | this is too weird |
06:01.55 | P_R_Deltoid | it isn't going double, but I have no idea what it is doing |
06:02.01 | RodOfNOD | have a debug message saying where u are in each partr of the event P_R_Deltoid |
06:02.10 | RodOfNOD | so u can see what actually gets executed |
06:04.07 | Alpha_vst | woot terran civilian wireframe :P |
06:04.14 | Corbo | hi |
06:04.20 | P_R_Deltoid | weird |
06:04.21 | P_R_Deltoid | okay |
06:04.27 | P_R_Deltoid | you arn't supposed to set offset, lesson learned |
06:04.50 | P_R_Deltoid | wow, I am retarded |
06:04.52 | P_R_Deltoid | hahaha |
06:04.59 | P_R_Deltoid | it already has a distance, but I added the same distance again |
06:05.00 | Corbo | I'm going to be live streaming tomorrow ;o |
06:05.04 | Corbo | http://forums.sc2mapster.com/development/artist-tavern/4443-live-streaming-with-corbo/ |
06:05.38 | Corbo | If you have any Qs on graphics I might be able to help out LIVE! |
06:05.40 | P_R_Deltoid | Actually, I think I did this wrong |
06:05.56 | P_R_Deltoid | I don't want a move that targets a position, do I? |
06:06.01 | P_R_Deltoid | I want a move that targets an angle |
06:06.05 | P_R_Deltoid | and goes for a distance |
06:06.27 | RodOfNOD | Alpha_vst - btn-minimap-ping.dds? |
06:06.45 | RodOfNOD | btn-minimap-toggleallies btn-minimap-toggleterrain |
06:07.46 | RodOfNOD | slaps Alpha_vst around a bit with a large trout |
06:09.54 | P_R_Deltoid | RodOfNOD, moving to point using polar offset doesn't work |
06:10.00 | P_R_Deltoid | I can't round it |
06:10.02 | RodOfNOD | why not |
06:10.36 | RodOfNOD | lets say u can move 10 what does that really mean? |
06:10.41 | P_R_Deltoid | <PROTECTED> |
06:11.05 | P_R_Deltoid | 10... units of space. |
06:11.30 | P_R_Deltoid | That offset has to round the number somehow or else this entire plan is screwed |
06:12.06 | RodOfNOD | well lets make this simpler |
06:12.14 | RodOfNOD | lets say you move 2 units only? |
06:12.31 | RodOfNOD | so if i go north directly i can move 2 squares right? |
06:12.41 | RodOfNOD | same with to the right and left and down |
06:12.51 | RodOfNOD | but what if i move at a 45 what is 2 squares |
06:13.09 | RodOfNOD | do u really want 2 diagional squares? |
06:13.12 | P_R_Deltoid | the horizontal space of an x and y grid |
06:13.14 | P_R_Deltoid | I think |
06:13.26 | P_R_Deltoid | I was actually kind of wondering that, but it seems to translate |
06:13.38 | P_R_Deltoid | pretty well, at leat |
06:13.48 | RodOfNOD | well grab ur terran and have grid on |
06:13.54 | RodOfNOD | and see that its not the same distance |
06:14.34 | RodOfNOD | the position at 45 is much longer |
06:14.49 | RodOfNOD | is that what u want or do u want the 2 spaces in a circle? |
06:15.11 | P_R_Deltoid | I want it to be equal no matter what direction |
06:15.33 | RodOfNOD | that doesn answer my question |
06:16.35 | P_R_Deltoid | I don't get the question then |
06:17.12 | RodOfNOD | making a pic |
06:17.36 | greg | http://forums.sc2mapster.com/development/map-development/4444-duplicate-fungul-growth if anyone knows a solution to this please let me know |
06:18.46 | RodOfNOD | http://img337.imageshack.us/i/qp1.jpg/ P_R_Deltoid |
06:18.56 | RodOfNOD | do u want the one on the left or the right? |
06:19.10 | P_R_Deltoid | <PROTECTED> |
06:19.14 | P_R_Deltoid | I see what you mean now |
06:19.21 | RodOfNOD | well that should be easy |
06:19.26 | P_R_Deltoid | should be indeed |
06:19.27 | RodOfNOD | let me looksie |
06:21.10 | *** join/#sc2mapster dukka (dukka@65-78-68-91.c3-0.eas-ubr6.atw-eas.pa.cable.rcn.com) |
06:22.11 | RodOfNOD | P_R_Deltoid i forget were we rounding or not? |
06:22.31 | P_R_Deltoid | Well... I am trying to do that right now |
06:22.32 | P_R_Deltoid | or was |
06:22.42 | RodOfNOD | 4.5 ? |
06:22.49 | P_R_Deltoid | what do you mean? |
06:22.52 | RodOfNOD | 5 ? |
06:22.55 | RodOfNOD | 4.5 = |
06:22.58 | RodOfNOD | 5 ? |
06:23.04 | P_R_Deltoid | Yeah |
06:26.13 | P_R_Deltoid | crap, the difference machine is retarded |
06:34.28 | RodOfNOD | http://pastebin.com/rh8PBsQT P_R_Deltoid i think its what u want but u will ahve issues |
06:34.48 | P_R_Deltoid | with what |
06:34.49 | RodOfNOD | u need to walk from one square to another to avoid the issues |
06:35.02 | RodOfNOD | well its possible to move around in a circle and not end up in the same spot |
06:35.12 | RodOfNOD | even though i am rounding etc |
06:35.17 | RodOfNOD | but its close to working |
06:35.45 | RodOfNOD | ud have to use some trig i think to really make it work properly |
06:36.11 | RodOfNOD | but that code works based on what i said u should do |
06:36.55 | RodOfNOD | i cant believe i fouind that stupid texture he wanted and then alpha left |
06:38.21 | P_R_Deltoid | Is that Point with Polar Offset? It doesn't look like mine |
06:38.24 | P_R_Deltoid | that last part isn't on my |
06:38.26 | P_R_Deltoid | "to yadadad" |
06:41.32 | P_R_Deltoid | oh |
06:41.32 | P_R_Deltoid | yeah |
06:41.33 | P_R_Deltoid | I did that |
06:42.03 | P_R_Deltoid | also, have you tested this? Because if you offset it by the distance, it will just end up going twice as far |
06:42.09 | P_R_Deltoid | offset doesn't need to be set. |
06:42.22 | P_R_Deltoid | ohhh wait |
06:42.23 | P_R_Deltoid | oh wait |
06:45.33 | RodOfNOD | lol |
06:45.39 | RodOfNOD | well it works is all i can tell u |
06:45.47 | RodOfNOD | whether it does what u want is another issue |
06:45.59 | P_R_Deltoid | I see my problem, I was targetting the point, not the unit itself, so the offset was useless |
06:46.01 | P_R_Deltoid | phew |
06:46.06 | P_R_Deltoid | well, it appears to work... I think |
06:46.11 | P_R_Deltoid | time to turn on decimals and see whats up |
06:49.01 | RodOfNOD | well i am off to zzzzzzzzzzzzzzzzzzz |
06:49.04 | RodOfNOD | hope that helped |
06:49.08 | P_R_Deltoid | seeya |
06:49.10 | P_R_Deltoid | you did |
06:49.12 | RodOfNOD | nite nite |
06:49.13 | P_R_Deltoid | thanks a lot |
07:01.25 | *** join/#sc2mapster Clord (~Clord@62-165-184-40.bb.dnainternet.fi) |
07:03.50 | P_R_Deltoid | hurray |
07:03.51 | P_R_Deltoid | it works |
07:03.54 | P_R_Deltoid | although it has a massive bug |
07:22.44 | *** join/#sc2mapster BoltHead (4733c97e@gateway/web/freenode/ip.71.51.201.126) |
07:23.09 | *** join/#sc2mapster BoltHead (4733c97e@gateway/web/freenode/ip.71.51.201.126) |
07:23.15 | BoltHead | Hello Hello =) |
07:24.35 | P_R_Deltoid | hi |
07:25.07 | BoltHead | Is there a way to specify the fire type death when you kill a unit via triggers? |
07:26.23 | *** join/#sc2mapster xinehp (18e02a05@gateway/web/freenode/ip.24.224.42.5) |
07:26.39 | xinehp | sup guys |
07:26.55 | P_R_Deltoid | I... have no idea |
07:27.01 | P_R_Deltoid | probably, but I can't see it |
07:29.09 | Repo | New map: http://www.sc2mapster.com/maps/paradisecorners/. Paradise Corners. Tissu3 (Manager/Author). Approved by sixen. |
07:31.50 | xinehp | That your map? |
07:32.19 | *** join/#sc2mapster axlyin (d0365548@gateway/web/freenode/ip.208.54.85.72) |
07:32.37 | axlyin | FJADSKLAFJSDFASDKLFJ |
07:32.37 | axlyin | *twitch* |
07:32.39 | axlyin | internet :3 |
07:32.53 | xinehp | o/ |
07:33.55 | P_R_Deltoid | Repo is a bot |
07:33.56 | P_R_Deltoid | fyi8 |
07:34.04 | P_R_Deltoid | he does that automatically when Sixen approves something |
07:34.05 | xinehp | ah |
07:34.19 | xinehp | Fucking robots, how do they work? |
07:34.24 | P_R_Deltoid | magic |
07:34.27 | P_R_Deltoid | robot magic |
07:34.33 | xinehp | Magnets, you say? |
07:34.44 | Fisker | fucking rainbows |
07:34.48 | Fisker | after it rains |
07:35.26 | Sixen | yeah |
07:35.28 | Sixen | Repo is the fucking man. |
07:36.03 | xinehp | Sixen can you change a map slug? |
07:36.39 | Sixen | Possibly, gimme a link? |
07:36.55 | xinehp | http://www.sc2mapster.com/maps/pass-defence/ |
07:36.59 | P_R_Deltoid | Is there any way to check if a unit cannot get to an area through triggers |
07:36.59 | xinehp | Can you rename my Badling Defense map slug to something like /badling-defense or badlings or some combination of bad, zergling, and defense, and / or narwhal? |
07:37.11 | P_R_Deltoid | like if it is targetting an area it cannot run to because of blockage |
07:38.32 | Sixen | http://www.sc2mapster.com/maps/badling-defense/ |
07:38.33 | Sixen | done |
07:39.09 | xinehp | aweomse, thanks |
07:39.12 | onetwo | lol |
07:39.23 | Sixen | =) |
07:39.32 | xinehp | you should play it, now :P |
07:42.26 | xinehp | Deltoid, have you tried making a trigger with event Unit Issued Order, and then a wait for condition of Triggering unit being idle, then check if it is in the destination region |
07:42.43 | P_R_Deltoid | do they go idle? |
07:42.48 | P_R_Deltoid | That is a good idea |
07:42.57 | xinehp | they should if they can't get there |
07:43.06 | Sixen | :P |
07:43.09 | Sixen | Anyone want something newsed? |
07:43.19 | Tehwildcard | Tomorrow is my birthday |
07:43.21 | Tehwildcard | not really |
07:43.23 | Tehwildcard | but you can news it |
07:43.34 | Tehwildcard | Tell people to send me money too |
07:43.53 | P_R_Deltoid | conditions are And by default, correct |
07:44.01 | P_R_Deltoid | wait |
07:44.03 | P_R_Deltoid | woops nevermind |
07:44.25 | Tehwildcard | Yeah it has to check all conditions |
07:44.28 | xinehp | i think they are || by default |
07:44.30 | Tehwildcard | you can add an and though |
07:44.38 | P_R_Deltoid | I did that |
07:44.41 | P_R_Deltoid | Just in case |
07:46.18 | xinehp | lmao, nvm |
07:46.25 | Sixen | lol |
07:46.53 | xinehp | i was making the trigger to see if i could, and there is a "Point is Passable" function |
07:47.40 | P_R_Deltoid | Yeah, but I don't think that does what it says it does |
07:47.42 | P_R_Deltoid | I tried it earlier |
07:48.00 | P_R_Deltoid | I think it sees if only the point is possible to get to, like if it's on the same plane or something |
07:48.03 | P_R_Deltoid | might as well try again I guess |
07:48.41 | BoltHead | Any ideas as to how to kill a unit with a trigger and make it die with the Fire animation? |
07:49.09 | Tehwildcard | Couldn't you just set the area you dont want them to click in a region |
07:49.15 | Tehwildcard | then do if player clicks in region |
07:49.38 | P_R_Deltoid | What? |
07:49.47 | axlyin | I think I may work on an interesting project when my hero map is done |
07:49.49 | xinehp | is there a way to do a private chat in irc? never use this |
07:50.06 | axlyin | I think I'mma make a fully functional, all 3 talent tree having WoW Rogue |
07:50.08 | axlyin | out of a zergling |
07:50.12 | P_R_Deltoid | Okay, you may need to understand what I am doing, I want it so that, when I click with the middle mouse button, a dummy unit, like a little floating light (currently a zergling) spawns and moves towards the main unit |
07:50.31 | P_R_Deltoid | I hope to create a little light beam between the location clicked and the unit |
07:50.34 | P_R_Deltoid | but if it can't make it there |
07:50.44 | P_R_Deltoid | I want the unit to disappear and be able to throw up some flavor text saying it's unreachable |
07:51.08 | xinehp | bool gt_UntitledTrigger001_Func (bool testConds, bool runActions) { // Actions if (!runActions) { return true; } while (!((UnitGroupHasUnit(UnitGroupIdle(1, false), EventUnit()) == true))) { Wait(1.0, c_timeGame); } if ((RegionContainsPoint(RegionCircle(EventUnitTargetPoint(), 1.0), UnitGetPosition(EventUnit())) == true)) { } else { } return true; |
07:51.25 | P_R_Deltoid | <PROTECTED> |
07:51.26 | P_R_Deltoid | wtf is that |
07:51.28 | axlyin | actually a Zealot would fit rogues better |
07:51.58 | xinehp | that's your trigger :P |
07:52.26 | *** join/#sc2mapster Muffin_ (46476138@gateway/web/freenode/ip.70.71.97.56) |
07:52.39 | axlyin | Do you know |
07:52.40 | axlyin | the muffin man? |
07:52.49 | Tehwildcard | the muffin man? |
07:53.14 | Muffin_ | cancel a spawn, abortion? |
07:53.16 | axlyin | THE MUFFIN MAN! |
07:53.27 | Muffin_ | am i right? |
07:53.30 | axlyin | lmao |
07:53.54 | axlyin | blizzard supports abortion |
07:54.07 | Muffin_ | zerg abortions.. |
07:54.08 | Muffin_ | yes |
07:54.34 | Muffin_ | http://boards.4chan.org/b/res/248106157#248107299 |
07:54.37 | Muffin_ | dont click that |
07:55.18 | xinehp | rule #1 and 2 dude... |
07:55.42 | *** join/#sc2mapster onetwo (ae070b69@gateway/web/freenode/ip.174.7.11.105) |
07:55.43 | *** mode/#sc2mapster [+v onetwo] by ChanServ |
07:56.26 | Muffin_ | starcraft 1 turets had people inside them? |
07:57.33 | xinehp | I need an idea for a map... |
07:57.34 | Muffin_ | hmmg uess so.. |
07:57.34 | Muffin_ | http://images.4chan.org/b/src/1278316408388.jpg |
07:57.44 | Muffin_ | make a vagina.. |
07:57.48 | Muffin_ | like in sc1 |
07:57.55 | Tehwildcard | lol |
07:58.03 | Muffin_ | fertalize the eggs.. |
07:58.03 | Tehwildcard | That game was amazing |
07:58.07 | Muffin_ | lol |
07:58.07 | xinehp | newfag, you can't hotlink 4chan images... |
07:58.09 | Muffin_ | it was :D |
07:59.01 | Muffin_ | how do you get 2 zerglings from on larva.. WTF?! |
08:00.09 | Tehwildcard | Sixen |
08:00.17 | Tehwildcard | You made me resort to a sandbox |
08:00.18 | Tehwildcard | http://dl.dropbox.com/u/4155997/The%20Arena/cata.PNG |
08:02.08 | *** join/#sc2mapster Repo (~supybot@repos.curseforge.net) |
08:10.13 | *** join/#sc2mapster Repo (~supybot@repos.curseforge.net) |
08:11.38 | P_R_Deltoid | How do I make a unit look like the stand animation of the hallucination birth effect? |
08:11.46 | P_R_Deltoid | I set it's actor to that effect |
08:11.50 | P_R_Deltoid | but it's just a blank unit |
08:12.10 | *** join/#sc2mapster LordAbyss (48c97224@gateway/web/freenode/ip.72.201.114.36) |
08:12.12 | Tehwildcard | I think it will just play the birth animation once |
08:12.17 | Tehwildcard | Do you try to run it? |
08:12.29 | P_R_Deltoid | Well, I don't see it at the start, so you could be right |
08:12.33 | P_R_Deltoid | run the animation or the map...? |
08:12.56 | Tehwildcard | Run map and move unit around |
08:13.08 | P_R_Deltoid | I do, it's not there |
08:13.26 | P_R_Deltoid | problem is the camera doesn't see it right at the start, so there is a chance it fires once and stops |
08:13.31 | Tehwildcard | yeah |
08:13.33 | Tehwildcard | probably it |
08:16.19 | P_R_Deltoid | dunno how to stop it though |
08:16.40 | BoltHead | anyone know how to cause a unit to die with a fire death animation via triggers? |
08:22.13 | P_R_Deltoid | you willing to use the data editor? |
08:22.18 | P_R_Deltoid | pretty sure that is the only way |
08:22.30 | P_R_Deltoid | make an effect that causes the unit to die with fire animation death, and apply it via triggers |
08:22.43 | P_R_Deltoid | I saw it earlier, but I don't recall where it was in the data editor, I can't help you too much with that |
08:23.00 | P_R_Deltoid | but maybe you should start looking there instead of struggling with triggers that probably don't have that functionality |
08:27.27 | Sixen | lol TWC |
08:30.15 | ProzaicMuze | Bah, I hate how some of these effect models only play 50% of the time. . . even in the previewer Xp |
08:31.06 | *** join/#sc2mapster Pierro (5a20a2d6@gateway/web/freenode/ip.90.32.162.214) |
08:31.32 | Pierro | Hello !! |
08:31.44 | Tehwildcard | Hi |
08:32.58 | P_R_Deltoid | wtf changing owners increases used supply |
08:33.03 | P_R_Deltoid | that is dumb |
08:33.19 | Triceron | http://img.photobucket.com/albums/v293/Triceron/DH_ingame_02.jpg booyah |
08:33.36 | Triceron | posed in proper stand animations |
08:33.46 | ProzaicMuze | psh |
08:33.47 | ProzaicMuze | taht's boring |
08:33.55 | ProzaicMuze | Make me some cool commando units! |
08:33.57 | Pierro | nicoli_s |
08:34.02 | Helral | P_R why would that be dumb? |
08:34.12 | Triceron | you've not seen my commando? |
08:34.15 | P_R_Deltoid | because it's the same unit yet the supply keeps adding up |
08:34.26 | P_R_Deltoid | I keep changing the owner of thise archon and my spply never drops when it leaves my control |
08:34.32 | P_R_Deltoid | it just adds again when I get it back |
08:34.32 | Pierro | Is it possible to make custom Folder in data editor like in the trigger editor ?? |
08:34.41 | Helral | ahhh then it's dumb that the supply doesn't drop. |
08:34.46 | ProzaicMuze | Not that i know of Pierro |
08:34.47 | P_R_Deltoid | Indeed it is |
08:34.48 | P_R_Deltoid | Oh well |
08:34.51 | P_R_Deltoid | the idea didn't work anyways |
08:34.58 | ProzaicMuze | @Triceron I mean a commando for ME :D |
08:35.00 | xinehp | anyone mind playing this map & giving feedback? http://www.sc2mapster.com/maps/badling-defense/ |
08:35.06 | Pierro | This could be a cool feature for your project Nicoli_s |
08:35.17 | ProzaicMuze | xinehp, what's the point/goal of the map? |
08:35.20 | P_R_Deltoid | sweet |
08:35.24 | Tehwildcard | Is that a panda face on his shield |
08:35.26 | Triceron | hey what's wrng with my commando, it's a perfectly good commando |
08:35.27 | xinehp | single player defense |
08:35.36 | P_R_Deltoid | gonna get some data editor fiend to help me make this dude leave a trail tomorrow and this shit is gonna be rolling |
08:35.53 | ProzaicMuze | lol Triceron, yes. . . but it's not MY commando. . . makemeonenaowkthxbai! :D |
08:36.03 | Triceron | I don't even know what you're making |
08:36.05 | ProzaicMuze | @Xine, sure I can check it out in a min. Keep in mind I'm a harsh critic lol |
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08:36.20 | ProzaicMuze | doesn't know what he's making either :( he just wants a cool model lol |
08:36.28 | Triceron | pshaw |
08:36.48 | ProzaicMuze | But I do like the zerg commando and the WC3 model shtuffs :) |
08:36.49 | *** join/#sc2mapster probalon (48c11cc7@gateway/web/freenode/ip.72.193.28.199) |
08:36.57 | Triceron | :D thx |
08:36.58 | Tehwildcard | xinehp, if I lose I'm going to hate it |
08:36.59 | Tehwildcard | brb |
08:37.05 | probalon | ok, can anyone tell me how to change the prefix of an ability? |
08:37.18 | Triceron | I plan to make more. And I think I can use more war3 anims to get things done faster |
08:37.43 | xinehp | You will lose at least 1 time for each level before you know what units you need to counter. |
08:37.59 | ProzaicMuze | @probalon in the Editor - Prefix field |
08:38.09 | ProzaicMuze | I never lose |
08:38.11 | ProzaicMuze | I'm amazing |
08:38.19 | ProzaicMuze | I just whip out teh Uberlisk and the game surrenders to me! |
08:38.48 | probalon | prozaic, there is no prefix field for the ability I'm editing |
08:39.04 | Pierro | Prozaic |
08:39.06 | probalon | the following tabs show: stats, ability, cost, effect |
08:39.13 | probalon | none have it @_@ |
08:39.16 | ProzaicMuze | ahh, you don't have table view on |
08:39.18 | Pierro | you rnext tutorial should be how to create the giant terran robot |
08:39.23 | xinehp | I'd really like an opinion of the difficulty for players other than me. I made it so that it's just barely possible for me, who designed every aspect of the map. (I lose to it 85% of the time) |
08:39.40 | ProzaicMuze | Click all 5 buttons to the left of the Search bar.. Ignore the 6th button to the left of th edivide. |
08:39.49 | probalon | dang thanks prozaic |
08:39.51 | ProzaicMuze | Then you shoudl be able to see all the fields in a neater fashion |
08:39.51 | probalon | wow noob |
08:40.10 | ProzaicMuze | lol, that fix yeh problem? |
08:41.30 | Pierro | ProzaicMuze |
08:41.40 | Pierro | will you be my beta tester ? |
08:41.42 | ProzaicMuze | And Pierro, if yeh want tha ttutorial, go request it in my poll lol |
08:41.46 | ProzaicMuze | Sure, I'd love to :) |
08:42.02 | Pierro | I might have a playable version today |
08:42.13 | Pierro | but there will only the building system |
08:42.16 | ProzaicMuze | lol sounds good |
08:42.20 | Pierro | no hostile |
08:42.31 | ProzaicMuze | that's fine |
08:43.06 | Pierro | If I were better at trgger it should have been better |
08:43.10 | Pierro | :) |
08:43.46 | ProzaicMuze | lol, no worries. I'm pitiful with triggers, so it's not like could yeh much ther anyways |
08:43.52 | Tehwildcard | xinehp, defeat didn't trigger first time |
08:44.15 | xinehp | Ok guys, im making a melee map, what texture set should I use? |
08:44.30 | xinehp | Tehwildcard, eh? |
08:45.00 | ProzaicMuze | xine, you should make a theme for the map in your mind, then picka texture set that matches it |
08:45.01 | xinehp | .... how do i computer? I don't even. What is this? |
08:47.12 | ProzaicMuze | xine, I'm not sure what the victory/defeat conditions are |
08:47.16 | ProzaicMuze | also, the game starts way too fast. |
08:47.20 | xinehp | ok... belshir it is |
08:47.41 | xinehp | victory = killing everything. defeat = more badlings than deadlings. |
08:48.20 | ProzaicMuze | All I've seen are zerglings, how are the other two formed? |
08:48.33 | xinehp | you have to kill 50 to get to level 2 |
08:48.39 | xinehp | then level 3 has roaches |
08:49.33 | xinehp | badling = any zerg unit in the region behind the bridge, deadling = your current level kills |
08:50.06 | ProzaicMuze | mmk, that makes more sense |
08:52.01 | xinehp | Yeah it all started in the Proof-of-Concept stage, I was making the unit counter and stuff, and just thought of easily remembered variable names, and they stuck with the map. |
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08:55.55 | ProzaicMuze | xine, was it intentional for there not to be a barracks? |
08:56.42 | xinehp | ??? there are barracks |
08:56.51 | xinehp | press 2 |
08:57.10 | ProzaicMuze | ahh, it's behind a doodad |
08:58.13 | axlyin | hey prozaic |
08:58.14 | axlyin | question |
08:58.16 | xinehp | yeah all the structures are pregrouped. gateway/rax is 2, factory/mech bay 3, starport/stargate 4, nexus/orbital 5 |
08:58.18 | ProzaicMuze | shoot |
08:58.27 | axlyin | have you done beams with channeled abilities? |
08:58.53 | ProzaicMuze | yes |
08:59.05 | axlyin | you should add it to your tuts |
08:59.45 | axlyin | Because while your tuts gave me the ideas with what to mess with to get it to work, it didn't actually tell me what to do and it took me like 4 hours lol. |
08:59.56 | ProzaicMuze | lol well, how do you have yours setup? |
09:00.04 | ProzaicMuze | Since depending on the ability, the tutorial already explains it |
09:00.10 | ProzaicMuze | Most of the time it's just a change in the beam's animation duration |
09:00.10 | axlyin | well |
09:00.18 | axlyin | my ability was very particular |
09:00.19 | axlyin | because |
09:01.27 | axlyin | it's an abilty, that uses an effect, that adds a negative buff to target, that periodically does damage and I was having a lot of issues as to what I should attach the actor to. |
09:01.37 | axlyin | actually |
09:01.38 | axlyin | no |
09:01.42 | axlyin | it creates a persistent |
09:01.45 | axlyin | that every .5 seconds |
09:01.52 | axlyin | it debuffs the target |
09:01.56 | axlyin | that lasts .5 seconds |
09:02.05 | axlyin | that does damage |
09:02.40 | ProzaicMuze | So it goes ability > Apply Buff > Damage > Apply Buff > Damage > Apply Buff > Damage etc? |
09:02.50 | axlyin | no it's |
09:03.14 | axlyin | Ability > Persistent > Apply Buff > Damage >Apply Buff > Damage |
09:03.21 | axlyin | and it wouldn't work on sourcechannelstart |
09:03.59 | axlyin | it took me so damn long to figure out to attach it to the persistent instead of the ability, and to change the targets of the persistent |
09:04.09 | axlyin | the location, location offset, and location end |
09:04.10 | ProzaicMuze | Mmk, and why do you have it doing repeated buffs as opposed to one debuff that does damage every .5? |
09:04.22 | axlyin | because, |
09:04.34 | axlyin | it's channeled |
09:04.36 | axlyin | and I wanted the debuff |
09:04.40 | axlyin | on the target |
09:04.45 | axlyin | so they knew wtf it was |
09:04.58 | axlyin | basically it's |
09:05.03 | axlyin | a warlocks Drain Life from WoW |
09:05.15 | ProzaicMuze | mmk |
09:05.25 | ProzaicMuze | Well, then here's all you really needed: |
09:05.34 | axlyin | so the only way I knew to channel was to do persistent |
09:05.35 | ProzaicMuze | Ability > Apply Behavior > Debuff > Damage evry period |
09:05.50 | ProzaicMuze | Then the beam is linked to the behavior |
09:05.56 | ProzaicMuze | and is destroyed when the behavior is destroyed |
09:05.57 | axlyin | well the problem with apply behavior |
09:06.06 | axlyin | is I can't stop channeling it |
09:06.19 | ProzaicMuze | That way it channels the whole length of the buff AND if the buff is removed early, the destroy makes the beam disappear early too |
09:06.37 | axlyin | how do you make it stop channeling? |
09:06.42 | ProzaicMuze | On the ability itself |
09:06.50 | ProzaicMuze | you have to make channelling interruptible |
09:06.54 | axlyin | I mean |
09:06.57 | axlyin | you can interrupt a buff? |
09:07.20 | ProzaicMuze | Oh, so you want to be able to cast the spell and stop it at any time? |
09:07.26 | axlyin | yse |
09:07.27 | axlyin | yes* |
09:08.19 | axlyin | with a max time |
09:08.30 | axlyin | so if I were to put a buff with a timer on it |
09:08.33 | ProzaicMuze | I believe you can put a validator on the buff that removes it when the caster starts walking |
09:08.39 | axlyin | even if i canceled it wouldn't stop |
09:08.46 | axlyin | well |
09:08.49 | axlyin | what if you cancel and stand still |
09:09.12 | ProzaicMuze | So you want to have a button for canceling as well? |
09:09.21 | axlyin | yep |
09:09.32 | axlyin | it's all working 100% |
09:09.35 | axlyin | just took forever x.x |
09:09.36 | ProzaicMuze | Then add that to the validator |
09:09.41 | axlyin | hm |
09:09.46 | axlyin | well |
09:09.57 | ProzaicMuze | It'd be a combined validator that removes the buff if you are walking OR you cancel the ability |
09:09.57 | axlyin | I just noticed a flag on behavior buff |
09:10.01 | axlyin | that says channeling and channeled |
09:10.20 | axlyin | what happens if the ability has those checked |
09:10.20 | axlyin | and you have a timer |
09:10.24 | axlyin | can it be interrupted? |
09:10.33 | ProzaicMuze | Hrm, one sec, lemme look at those |
09:10.49 | axlyin | k |
09:11.24 | ProzaicMuze | @xine - btw, the difficulty is ok-ish, but I definitely think there needs to be a timer before it starts so that new players can take in the environment. Otherwise they're going to lose several times right away and likely not come back to your game. |
09:12.02 | axlyin | i'm working on a hero arena and this particular unit is very much like a warlock in wow |
09:12.08 | ProzaicMuze | I "think" that if you set the flag to "channeled" |
09:12.21 | ProzaicMuze | That means the caster channels the buff, whereas channeling means the buff channels the effect. |
09:12.38 | ProzaicMuze | Granted I dunno how having a difference between the two is helpful |
09:12.57 | axlyin | lol |
09:12.58 | axlyin | well |
09:13.02 | axlyin | i have another question |
09:13.05 | ProzaicMuze | mmk |
09:13.07 | axlyin | how the hell do you add a cast bar |
09:13.17 | ProzaicMuze | For when a unit is casting a spell? |
09:13.23 | axlyin | yeah |
09:13.33 | axlyin | well |
09:13.34 | axlyin | preferably |
09:13.37 | axlyin | when it's channeling |
09:13.47 | axlyin | like when an infestor is using the parasite thingy |
09:13.59 | ProzaicMuze | Depends, are you wanting it on the UI or on the unit itself? |
09:14.17 | axlyin | the one that shows up in the ui in game |
09:14.28 | axlyin | like where the xp bar is if you have xp |
09:14.51 | ProzaicMuze | good question, give me a sec |
09:14.54 | axlyin | or like when you are building a building the progress bar |
09:14.55 | axlyin | kk |
09:15.04 | ProzaicMuze | I dunno if that's the trigger one or the one I've done before, gotta test a map to see what happens lol |
09:15.22 | axlyin | k lol |
09:17.10 | ProzaicMuze | Hrm, I'm not entirely sure |
09:17.24 | ProzaicMuze | I'm iffish on heroes because I've had onetwo be my hero expert lmao |
09:17.31 | axlyin | testing 1, one sec |
09:18.10 | ProzaicMuze | aha |
09:18.11 | ProzaicMuze | actually |
09:18.13 | ProzaicMuze | Try this |
09:18.18 | axlyin | damn didn't work |
09:18.19 | axlyin | sup |
09:18.20 | ProzaicMuze | go to the ability and go down to UI - Show Progress |
09:18.38 | ProzaicMuze | Check the box by Channel |
09:18.39 | axlyin | testnig |
09:18.39 | axlyin | ! |
09:20.06 | axlyin | damn |
09:20.06 | axlyin | nothing |
09:20.56 | ProzaicMuze | hrm |
09:21.19 | Repo | New announcement: http://www.sc2mapster.com/announcements/net-storm-remake-crush-company-ai-eve-models/ |
09:21.19 | axlyin | got it! |
09:21.20 | ProzaicMuze | When you cast the spell, does your character stand there? Or does it animate? |
09:21.22 | axlyin | had to add a cast finish time |
09:21.28 | ProzaicMuze | ahh |
09:21.46 | ProzaicMuze | So that gives yeh the channel progress bar? |
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09:22.08 | ProzaicMuze | What is you doin' up! |
09:22.09 | axlyin | yep |
09:22.10 | axlyin | well |
09:22.42 | axlyin | with the check box |
09:22.42 | ProzaicMuze | Well yeah lol |
09:22.42 | ProzaicMuze | I assumed that, I just didn't know yeh needed a cast finish time as well |
09:22.44 | axlyin | yeah |
09:22.47 | axlyin | now the problem is |
09:22.51 | ProzaicMuze | I've only ever set it for prepare |
09:22.55 | axlyin | how the hell do i put an icon on it lol |
09:23.02 | *** part/#sc2mapster LordAbyss2 (LordAbyss@ip72-201-114-36.ph.ph.cox.net) |
09:23.02 | ProzaicMuze | On the bare? |
09:23.04 | ProzaicMuze | bar* |
09:23.10 | axlyin | yeah it's just a big blue box |
09:23.18 | ProzaicMuze | I think that's a trigger thing lol |
09:23.30 | ProzaicMuze | And as such would leave me poorly qualified to answer :( |
09:23.36 | axlyin | adkjf |
09:23.37 | axlyin | same |
09:25.09 | axlyin | well at least i don't need it right now |
09:26.09 | axlyin | and now we both learned something :D |
09:26.34 | axlyin | oh |
09:26.34 | axlyin | and btw |
09:26.37 | axlyin | thanks for the tut :D |
09:26.40 | ProzaicMuze | np :) |
09:26.43 | axlyin | both of em |
09:26.45 | axlyin | quite nice |
09:26.46 | ProzaicMuze | Have you already voted for the next tutorial? |
09:26.57 | axlyin | neg, where I do this? |
09:26.59 | ProzaicMuze | Since here in a bit I'm gonna close the poll and start the next one up |
09:27.13 | axlyin | link me |
09:27.17 | ProzaicMuze | http://forums.sc2mapster.com/development/tutorials/4347-poll-what-do-you-want-to-see-next/#p9 |
09:27.26 | ProzaicMuze | Vote there and if you have any specific requests leave it in the thread |
09:27.34 | ProzaicMuze | I might pick it for a voting option |
09:28.11 | axlyin | tbh |
09:28.23 | axlyin | most of those are covered pretty well minus tower def |
09:28.26 | axlyin | what I'd suggest |
09:28.37 | axlyin | is an in depth advanced spell coverage |
09:28.46 | ProzaicMuze | toss it in the thread then :) |
09:28.50 | axlyin | aight |
09:28.53 | ProzaicMuze | All of the voting options were things people were asking me a lot for |
09:28.59 | axlyin | troo |
09:29.07 | ProzaicMuze | So despite coverage, people apparently STILL want a tutorial lol |
09:29.45 | axlyin | lol |
09:29.48 | axlyin | I mean like |
09:29.57 | *** join/#sc2mapster Krakarn (slay@h-26-217.A274.priv.bahnhof.se) |
09:30.01 | axlyin | other things people don't really cover |
09:30.08 | axlyin | hangars, abilities that spread |
09:30.12 | axlyin | CHANNELED abilities |
09:30.19 | ProzaicMuze | lol |
09:30.23 | axlyin | I didn't find a single channeled ability post anywhere |
09:30.32 | xinehp | http://forums.sc2mapster.com/development/project-workplace/4445-smoke-grenades/#p3 anyone got any ideas about how to do this? |
09:30.57 | *** join/#sc2mapster DarkPrince (~electra@adsl-76-241-79-151.dsl.bcvloh.sbcglobal.net) |
09:31.08 | axlyin | instead of doing los blocker |
09:31.18 | axlyin | just add behavior that reduces sight range |
09:31.24 | axlyin | it'd be more realistic |
09:31.41 | axlyin | and easy >.> |
09:32.22 | axlyin | I actually made an ability like that |
09:32.22 | axlyin | called spore cloud |
09:32.29 | axlyin | except it also slows |
09:32.49 | axlyin | basically it's |
09:33.15 | axlyin | Ability effect target > Persistent |
09:33.15 | axlyin | er |
09:33.34 | Pierro | Smoking grenade |
09:33.38 | Pierro | easay |
09:33.39 | axlyin | Ability effect target > Persistent > Search > Apply buff |
09:33.49 | Pierro | yup |
09:33.59 | Pierro | you could allso pu a Set effect |
09:34.02 | Pierro | with a create |
09:34.14 | Pierro | which create a unit with blocking los |
09:34.21 | Pierro | then give him timed life |
09:34.36 | Pierro | and when you kill persistant |
09:34.45 | axlyin | my ability also defogs and detects :D |
09:34.47 | Pierro | you kill teh spawned blocking unit |
09:35.17 | axlyin | well |
09:35.27 | axlyin | if you reduce sight range by a bajillion |
09:35.27 | axlyin | you don't need that |
09:35.35 | Pierro | So that would be Abi > create persistant > Seffect |
09:35.50 | Pierro | > dammage, smoke, etc |
09:35.52 | Sixen | If anyone knows of anything cool to stick in the news, let me know |
09:35.53 | Sixen | :) |
09:36.10 | Pierro | Maybe my map will be one day |
09:36.10 | axlyin | obama is black |
09:36.17 | Sixen | he... |
09:36.18 | Sixen | HES WHAT? |
09:36.21 | Sixen | Since when? |
09:36.26 | Pierro | 1881 |
09:36.27 | axlyin | tuesday |
09:36.30 | Sixen | jesus |
09:36.31 | Sixen | I missed it. |
09:36.44 | axlyin | XD |
09:36.45 | axlyin | it's nice to actually see you talkign sixen lol |
09:36.49 | axlyin | talking* |
09:36.54 | axlyin | ok so, who's the trigger guru? |
09:37.05 | Pierro | not me |
09:37.09 | Pierro | im idea guru |
09:37.10 | axlyin | lol |
09:37.15 | Pierro | data editor |
09:37.18 | Pierro | a little bit |
09:37.21 | Pierro | hmm |
09:37.33 | axlyin | so far my list of people to ask about things i need are onetwo, prozaic, and bifuu |
09:37.36 | Pierro | im data editor idea weird guru |
09:37.36 | axlyin | but that's all DE |
09:37.52 | axlyin | I'm making many strange abilities for heroes :D |
09:37.52 | Pierro | for me |
09:38.00 | axlyin | making a hero battle multiplayer map |
09:38.03 | ProzaicMuze | Beider, RedWraith and Helral are all good trigger folk |
09:38.04 | Pierro | Beider is a guru |
09:38.11 | Pierro | redwraith aswell |
09:38.12 | axlyin | sweet |
09:38.22 | axlyin | ty |
09:38.26 | Pierro | Beider is serious business |
09:38.31 | axlyin | oh |
09:38.33 | axlyin | i have a question |
09:38.34 | Pierro | go watch his tutorial |
09:38.37 | ProzaicMuze | And rrowland is good with the trigger, but certain things he won't share with you if they're part of his map. |
09:38.38 | axlyin | that I just can't figure out |
09:38.47 | axlyin | why, |
09:38.51 | axlyin | does my hangar units |
09:38.54 | axlyin | not attack |
09:39.01 | axlyin | until I move from the place I was attacking at |
09:39.01 | axlyin | and why |
09:39.05 | Pierro | PRozaic well his thing is actor site op |
09:39.17 | axlyin | do they not attack if their weapon has a duration |
09:39.19 | axlyin | other than .0 |
09:39.19 | ProzaicMuze | rrowland is site ops? |
09:39.25 | Pierro | Dunno |
09:39.30 | Pierro | lol |
09:39.33 | ProzaicMuze | Oh, you were talkin' about me lol |
09:39.33 | axlyin | can anyone answer those? |
09:39.39 | Pierro | for me rrowland is good too |
09:39.40 | *** part/#sc2mapster Tehwildcard (~Jer@pool-96-252-135-143.tampfl.fios.verizon.net) |
09:39.43 | Pierro | yup |
09:39.47 | ProzaicMuze | I'm an ability and site ops guy atm/ |
09:39.52 | ProzaicMuze | And hangar question. . . |
09:40.05 | axlyin | fail? |
09:40.05 | Pierro | i am Anno Sims And dungeon keeper guru |
09:40.06 | ProzaicMuze | how do you have the hanger units setup currently? |
09:40.19 | Pierro | I can answer weird question |
09:40.22 | axlyin | send to target, leash 3 |
09:40.23 | axlyin | uh |
09:40.33 | axlyin | they are external |
09:40.33 | Pierro | I fixed Phaos missile problem yesterday |
09:40.34 | axlyin | auto build |
09:40.41 | axlyin | aaaand |
09:40.45 | Pierro | I turend water into wine with DE |
09:40.49 | Pierro | truned |
09:40.52 | Pierro | turned |
09:40.53 | axlyin | on recall |
09:41.14 | ProzaicMuze | lol what was his problem Pierro? |
09:41.21 | axlyin | and their weapon is not straff |
09:41.25 | Pierro | he set impact range 7 |
09:41.26 | axlyin | strafe |
09:41.26 | ProzaicMuze | well, other than it not firing from where he wanted |
09:41.30 | Pierro | and its weapon had 7 range |
09:41.32 | Pierro | lol |
09:41.33 | ProzaicMuze | LMAO |
09:41.38 | Pierro | i m guru |
09:41.45 | ProzaicMuze | Or he is nub :S |
09:41.53 | Pierro | i prefer being guru |
09:42.04 | axlyin | ok so prozaic, get this |
09:42.05 | ProzaicMuze | so axlyin, they only attack if you move? |
09:42.09 | axlyin | no |
09:42.11 | axlyin | actually |
09:42.20 | axlyin | they only operate correctly if perfectly still |
09:42.22 | axlyin | if I move then attack |
09:42.26 | axlyin | and they have to move |
09:42.34 | axlyin | they basically spam the attack ability |
09:42.45 | axlyin | every .0 sec |
09:42.54 | axlyin | and if the attack doesn't have a .0 sec duration |
09:43.03 | axlyin | the attack never finishes launching |
09:43.17 | ProzaicMuze | lol have you compared your hangar unit to the interceptor? |
09:43.21 | axlyin | I mean I could set it to strafe but I don't really want to |
09:43.23 | axlyin | yeah |
09:43.32 | axlyin | their weapons are strafe |
09:43.43 | ProzaicMuze | do you have the weapons setup to allow movement? |
09:43.53 | axlyin | yeah |
09:44.05 | ProzaicMuze | no deceleration, can initiate attack? |
09:44.07 | axlyin | the problem is |
09:44.18 | axlyin | that it sends the attack command every .0 seconds |
09:44.19 | axlyin | and yes |
09:44.41 | ProzaicMuze | by attack do you mean weapon period? |
09:44.45 | axlyin | is there any way to get around this other than strafe? |
09:44.54 | axlyin | like if I made the hangar unit clickable |
09:45.03 | axlyin | you'd see the icon for the weapon |
09:45.07 | axlyin | flashing a billion times per second |
09:45.19 | ProzaicMuze | mmk |
09:45.25 | ProzaicMuze | what's the weapon's period? |
09:45.28 | axlyin | no matter what the durations of it are |
09:45.36 | axlyin | it doesn't matter what the period is |
09:45.39 | axlyin | it still does it |
09:45.53 | axlyin | i had to set it to 0 so that it'd at least fire |
09:46.10 | ProzaicMuze | lol, I'm gonna have to see the map so i can look at your fields :S |
09:46.42 | axlyin | lol I'm beginning to think the only thing I can do to fix it is set it to strafe |
09:46.53 | *** join/#sc2mapster Daeden (~a@94-195-209-10.zone9.bethere.co.uk) |
09:47.11 | axlyin | how can I send you my map without publicly posting it? |
09:48.00 | axlyin | or better question, is there a way to make it so your strafe weapon, doesn't actually make you move? |
09:49.07 | axlyin | like if i put the units strafe radius to 0? |
09:50.29 | ProzaicMuze | you could try it |
09:50.36 | ProzaicMuze | and you can give me a link through wiki upload in private |
09:51.01 | axlyin | ok |
09:51.02 | axlyin | well |
09:51.04 | axlyin | it's 6 am |
09:51.12 | axlyin | and my fiance is sleeping and I should be too lol |
09:51.29 | Pierro | hmm |
09:51.37 | Pierro | look a other side of the situation |
09:51.42 | Pierro | you could wake upat 6 |
09:51.45 | axlyin | so ty for all the advice, i'll send you word if it works, if not i'll send you the link |
09:51.49 | ProzaicMuze | mmk |
09:52.01 | axlyin | night all |
10:04.19 | Sixen | :X |
10:04.25 | Sixen | I've been MIA lately, I know :( |
10:15.12 | ProzaicMuze | bah, I love it when torrents wil say 2hrs left |
10:15.15 | ProzaicMuze | for 24hrs. . . |
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10:22.49 | Grum | Sixen: fix the url in the last newpost plx |
10:22.58 | Grum | 'here for free' links to http://www.sc2mapster.com/announcements/www-netstormhq-com-download-php-list-10/ |
10:23.01 | Grum | seems broken ;) |
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10:30.17 | Repo | New map: http://www.sc2mapster.com/maps/turn-based-combat-game/. Turn Based Combat Game. Hamstroman (Manager/Author). Approved by grum. |
10:33.27 | Repo | New map: http://www.sc2mapster.com/maps/baroonda1-0/. Baroonda1.0. Nightmarjoo (Manager/Author). Approved by grum. |
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11:06.58 | ProzaicMuze | http://forums.sc2mapster.com/development/tutorials/4448-prozaics-data-editor-tutorials-week-2/ |
11:07.02 | ProzaicMuze | Go vote! |
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11:11.41 | ProzaicMuze | lol is there any reason why setting a behavior to disable movement wouldn't stop a unit from moving? |
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11:26.35 | Helral | cause the enable/disable stuff in the behaviors don't work correctly? |
11:28.17 | ProzaicMuze | Bah, that sucks Xp |
11:29.43 | ProzaicMuze | I guess I'll just have to add dummy damage to the end of the movement crap |
11:29.53 | ProzaicMuze | and disable attack |
11:38.15 | Pierro | hi again |
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12:24.43 | Ashamed | hey |
12:24.53 | Ashamed | how does the if condition is true then do action work?? |
12:24.58 | Ashamed | all it does it freeze my computer :( |
12:26.21 | ProzaicMuze | It searches for mappers named Ashamed and rapes their computer. |
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12:28.33 | Ashamed | oh shiz |
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12:46.23 | Pierro | ProzaicMuze: I didnt think it would take so long |
12:46.32 | Pierro | :) |
12:46.47 | Pierro | I only created the units needed |
12:51.26 | ProzaicMuze | lol |
12:51.30 | ProzaicMuze | Time for me to test? |
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12:58.25 | Pierro | prozaicmuze : i need to link them now |
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13:06.02 | ProzaicMuze | link the unts? |
13:11.15 | Pierro | ProzaicMuze : well Set the rbuilding system |
13:11.38 | Pierro | Set in motion the whole fabrication process |
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13:33.22 | Pierro | how is called the tube shaped part of most of gun in english ? |
13:33.27 | Pierro | canon aswell ? |
13:34.07 | Pierro | Google says barrel |
13:34.29 | hyarion | and what does wikipedia saY? |
13:35.05 | Pierro | hmm Didn't check |
13:35.13 | Pierro | but I think its barrel |
13:35.27 | hyarion | :) |
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13:57.30 | Phaos | holy crap depthsofchaos' netstorm remake is looking AWESOME |
13:57.47 | Jum-Jum | what |
13:57.50 | Jum-Jum | Netstorm? |
13:57.54 | Jum-Jum | The game from... zomg 96? |
13:57.58 | Jum-Jum | or was it 98... |
13:58.03 | Phaos | yes |
13:58.05 | Jum-Jum | The old RTs game anyway! Where you build bridges and stuff |
13:58.06 | Phaos | thats the one |
13:58.08 | Jum-Jum | awesome, link! gief! show! |
13:58.19 | Phaos | www.sc2mapster.com front page news |
14:00.31 | Clord | remakes are starting to become also big business |
14:00.37 | Clord | 2d games getting remaked 3d |
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14:01.21 | Muffin_ | Wabafett???? |
14:01.30 | Muffin_ | yes no? |
14:01.52 | Phaos | what other remakes clord ? |
14:02.15 | Jum-Jum | that remake was the best thing ive seen in SC2 so far |
14:02.33 | Phaos | :P |
14:02.36 | Jum-Jum | I wonder how much space custom sounds would take |
14:02.47 | Phaos | pitty he doesn't have randomised islands yet, but so excite |
14:02.49 | Jum-Jum | im fairly sure that the sounds are like in .wav or something |
14:02.51 | Phaos | ALOT |
14:02.56 | Phaos | sounds are space heavy :P |
14:03.02 | Jum-Jum | aww :( |
14:03.07 | Jum-Jum | thanks 10mb limit BLIZZARD :( |
14:03.27 | Jum-Jum | I would be happy enough as long as it would have those sounds when you place towers and stuff |
14:05.41 | casperb_ | release will have more assets tho, plenty of sound junk ^^ |
14:05.44 | Phaos | For the rain... for the thun-der... for the STOOOORRRRMMM |
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14:07.09 | Phaos | phase two is out soon :D |
14:07.14 | Pierro | So Phaos |
14:07.21 | Phaos | no >.> |
14:07.24 | Phaos | no I havn't |
14:07.24 | Pierro | your unit |
14:07.26 | Pierro | lol |
14:07.43 | Pierro | my map is wow |
14:07.48 | Pierro | in term of work |
14:08.05 | Pierro | ahead |
14:08.07 | Phaos | I can't submit my creature like it is with 1 partially working weapon out of three -_- |
14:08.15 | Phaos | yeah but at least it will be fun work :D |
14:08.21 | Pierro | well |
14:08.25 | Pierro | lot of copy pasting |
14:08.40 | Pierro | its like a plate of spaghetti |
14:08.45 | Andy66654 | Phaos: phase 2 of SC2 Beta? |
14:11.26 | ProzaicMuze | tbh I had no idea what was going on in depths movie lmao |
14:11.27 | ProzaicMuze | but it was cool |
14:11.34 | ProzaicMuze | BUT |
14:11.35 | ProzaicMuze | http://forums.sc2mapster.com/development/tutorials/4448-prozaics-data-editor-tutorials-week-2/ |
14:11.38 | ProzaicMuze | GO VOTE NAOW!! |
14:11.55 | ProzaicMuze | has done his quarterly daily poll plug |
14:12.07 | ProzaicMuze | Back to watchin' moovees |
14:12.18 | Phaos | ProzaicMuze, oh great and powerful lord of attachments, as your humble apprentice plz 2 b lookn at my broke |
14:12.33 | ProzaicMuze | Oh, and Phaos, I here your missile problem was fixed by Pierro lol |
14:12.46 | Pierro | <PROTECTED> |
14:12.47 | ProzaicMuze | hear* even |
14:12.57 | Phaos | not quite fixed |
14:13.07 | Phaos | it has issues |
14:13.12 | Phaos | I rebuilt it from scratch |
14:13.17 | ProzaicMuze | lmao |
14:13.19 | Phaos | no dupign of other actors |
14:13.23 | ProzaicMuze | what's teh issue this time? |
14:13.25 | Pierro | Jesus, what went on my mind whe I created all those units |
14:14.07 | Pierro | :) |
14:14.34 | Phaos | I have it to the point where it will fire (from the origin >.>) as a missile and do damage. but it will not make the launch or impact actors or come from the attachment, as far as I can tell it's because it's not using the attack actor, but it is certainly linked. so I don't know wtf |
14:15.00 | Phaos | attack action actor that is |
14:16.04 | Jum-Jum | ProzaicMuze: It's pretty much an exact copy of the RTS game from 98. |
14:16.23 | ProzaicMuze | lmao |
14:16.30 | Phaos | it totally makes sense that it's ignoring that actor, considering it's not obeying my attachment instructions, AND it's not playign the launch and impact actors which are most certainly token linked |
14:16.34 | ProzaicMuze | Silly silly attachment nub |
14:16.35 | Jum-Jum | http://www.youtube.com/watch?v=9Cz_SkFrovA |
14:16.50 | ProzaicMuze | Toss me the map again, I'll take another look |
14:17.05 | Jum-Jum | that looks pretty chaotic if you dont know the game tho lol |
14:17.06 | Phaos | I'll have to upload again as it's new :P |
14:17.19 | ProzaicMuze | u bettah! |
14:17.56 | ProzaicMuze | holy crap that's a lot of turrets |
14:19.16 | Phaos | http://www.sc2mapster.com/maps/midnight-falling/files/8-midnight-falling-a0-0-62/ |
14:19.22 | *** part/#sc2mapster Andy66654 (~opera@66.46.63.226) |
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14:19.57 | Ashamed | of course had to be a long day |
14:20.10 | Phaos | I find it weird how depths has to place a platform for the unit to sit on first.. must be a restriction of the pathing |
14:22.26 | Phaos | what program does onetwo use to record his tuts ? |
14:25.16 | Phaos | also I think I'm pretty handy with attachments now. it's just I'm trying to understand something completely new atm.. missiles. I hate them so much |
14:25.26 | Phaos | they make little to no sense |
14:30.26 | Phaos | also. netstorm intro movie |
14:30.27 | Phaos | http://www.youtube.com/watch?v=9ny36IV_ooA |
14:30.30 | Phaos | lol old cg |
14:36.11 | ProzaicMuze | Man, twilight eclipse is so emo |
14:37.42 | Phaos | why would you watch any of the twighlight movies |
14:37.45 | Phaos | or read the books even |
14:37.57 | ProzaicMuze | Because I wanted to see the werewolves rape them vampires! |
14:38.04 | ProzaicMuze | I downloaded the movie and skipped ahead to the fight lol |
14:38.07 | ProzaicMuze | but even then it was emo! |
14:38.34 | Phaos | that author is a joke, she has gone on record as saying the only vampire thing she has ever actually read/watch was the /start/ of the 'interview with a vampire' movie |
14:38.50 | ProzaicMuze | Psh |
14:38.56 | ProzaicMuze | If she was a joke, she wouldn't be wealthy |
14:39.16 | Phaos | shes wealthy cos she writes exactly what teenage girls wanna hear :P |
14:39.18 | ProzaicMuze | The books are pretty good from a reader's stand point, it's the movies that are ebil |
14:39.44 | ProzaicMuze | As opposed to people who make a million explosions in a movie because us guys want to watch things go boom? |
14:40.07 | Phaos | exacrlt |
14:40.14 | Phaos | which is why the diehard series did so well :P |
14:40.43 | Pierro | MAc lane FTW |
14:40.57 | ProzaicMuze | Now the bourne series |
14:41.03 | ProzaicMuze | ZOMG MOVIEGASM IN MEH FACE! |
14:41.16 | Phaos | "You'll never get me Mc Lane! *rocket launched* |
14:43.08 | Phaos | have you figured out what my dumb ass problem is with my weapon Prozaic :P ? |
14:43.28 | ProzaicMuze | well for starters you have the attack token set to missile |
14:43.33 | ProzaicMuze | instead of the launch token |
14:43.51 | ProzaicMuze | 2nd, you dont' even have sounds picked out |
14:43.54 | ProzaicMuze | so of course you hear nothing lol |
14:44.31 | ProzaicMuze | And you've got extra actors for the launch and impact that should have the models in the attack actor instead lol |
14:47.29 | Phaos | I know bout the sounds. |
14:47.36 | Phaos | I just want it to look right , sounds are super easy |
14:47.55 | *** join/#sc2mapster NiNtoxicated (~broken@CPE-58-175-98-184.vic.bigpond.net.au) |
14:48.11 | Phaos | wait. so the "attack" token needs to be the launch token O.o ?! |
14:48.21 | Phaos | NiNtoxicated! |
14:48.25 | Phaos | I have so bug news for you |
14:48.28 | Phaos | some* |
14:48.28 | NiNtoxicated | Phaos! |
14:48.30 | NiNtoxicated | do you |
14:48.34 | Phaos | yes |
14:48.47 | Phaos | with 3dsmax 11 64 bit windows 7 ultimate |
14:48.48 | ProzaicMuze | Yes, Phaos |
14:48.56 | NiNtoxicated | whats the problem? |
14:49.23 | Phaos | I am only able to access the .. animation variations (name?) in the utilities, but not import or export |
14:49.27 | Phaos | not sure whats causing it |
14:49.34 | Phaos | I don't know max script enough :P |
14:50.38 | NiNtoxicated | you click run script |
14:50.43 | NiNtoxicated | locate the script |
14:50.44 | NiNtoxicated | run it |
14:50.48 | NiNtoxicated | and it still doesn't work? |
14:51.00 | Phaos | correct |
14:51.11 | Phaos | only the m3 animation sequencer shows up |
14:51.21 | NiNtoxicated | hrm |
14:51.32 | NiNtoxicated | I don't have access to 3ds max 2011 |
14:51.40 | NiNtoxicated | they must've changed something |
14:51.41 | Phaos | if it makes a difference the only other script I'm currently running is your updated mdx importer/exporter |
14:51.48 | NiNtoxicated | that works? |
14:51.55 | Phaos | as far as I can tell |
14:52.00 | Phaos | but it doesn't like importing m3 |
14:52.05 | NiNtoxicated | so that appears in the utility menu |
14:52.10 | Phaos | correct |
14:52.15 | NiNtoxicated | o.O |
14:52.19 | NiNtoxicated | odd |
14:52.20 | Phaos | inorite |
14:53.18 | Phaos | I'm thinking it may be a script conflict because there are a couple people I have noticed on the forum using 2011 and your m3 importer is working fine |
14:53.19 | NiNtoxicated | have you tried putting them in Scripts\Startup? |
14:53.24 | Phaos | yes I have |
14:53.27 | Phaos | same dealio |
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14:53.34 | Phaos | I have also tried removed the mdx importer |
14:53.39 | Phaos | but that changes nothing |
14:53.42 | Phaos | removing |
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14:54.03 | NiNtoxicated | odd that the mdx importer would work but not the m3 scripts |
14:54.38 | Sage_ | Hello modders |
14:54.55 | Sage_ | I have a problem duplicating units which I think must be fairly common |
14:55.05 | NiNtoxicated | can you try opening the script so you can see the code, and evaluate the script through the menu's |
14:55.25 | NiNtoxicated | should be in the Tools menu of the maxscript editor |
14:55.43 | Phaos | sure |
14:56.49 | NiNtoxicated | hrm without access to 2011 it's hard to figure out the problem, all I can think is that the utilities may be run from a different area |
14:56.57 | NiNtoxicated | or 2011 doesn't like something about them and refuses to launch them |
14:57.03 | NiNtoxicated | you'd think you'd get an error in that case, though |
14:57.11 | Phaos | the script installion instructions are the same from 10 > 11 |
14:57.20 | Sage_ | To keep it simple, I duplicate a Probe unit with all its properties, then spawn the modified Probe and the base Probe beside each other. I have not even modified the name of the Probe. Now, the original Probe is functional, but the copy has lost some buttons, notably Build and Move (it has the ability to move but there is no button (right clicking works)). |
14:57.21 | NiNtoxicated | yeah |
14:57.35 | Phaos | just loading 11 then I'll evaluate and tell you if it complains |
14:57.40 | ProzaicMuze | lol Phaos, I has no idea what you've done |
14:57.41 | NiNtoxicated | cool |
14:57.52 | ProzaicMuze | This is such a crazy tangle of Attachments pointin' at each other lol |
14:58.02 | Phaos | :D |
14:58.22 | ProzaicMuze | PM me a list of all the parts you're using and their offsets |
14:58.23 | Phaos | I have got into the personal habit of having the host actor be the one to create the attachment |
14:58.32 | ProzaicMuze | I'm gona try to make this puppy from scratch |
14:58.42 | ProzaicMuze | noticed |
14:59.00 | Phaos | everything is listed for ease of reading, MF - 28b-x |
14:59.10 | ProzaicMuze | Got that part |
14:59.22 | ProzaicMuze | I'm just talkin' about Host Supporter, Hosted Attachments etc |
14:59.31 | ProzaicMuze | Random things that sometimes don't even have a pair to go with lol |
14:59.47 | Phaos | (head infestor.m3) (weapon 6: spore crawler) (center corruption.m3) |
15:00.51 | Phaos | NiNtoxicated do you want me to print out what the listener is saying ? |
15:00.59 | NiNtoxicated | PM so it doesn't spam |
15:01.05 | Phaos | sure |
15:01.46 | ProzaicMuze | http://forums.sc2mapster.com/development/tutorials/4448-prozaics-data-editor-tutorials-week-2/ |
15:01.47 | ProzaicMuze | vote! |
15:01.48 | ProzaicMuze | And |
15:01.54 | ProzaicMuze | Phaos, I'm a lazy bum |
15:02.19 | ProzaicMuze | query me the offsets so I can close yoru map and make the parts as you send me the numbahs |
15:02.40 | ProzaicMuze | Otherwise I gotta break out a pad and pencil and write all this stuff down :S |
15:03.58 | Pierro | hmm |
15:04.15 | Pierro | I set a train ability to my workshop |
15:04.21 | Pierro | in order to create item |
15:04.40 | Pierro | I see the item spawn but less than a second after it disapear |
15:06.22 | Pierro | fixed |
15:06.27 | Pierro | thank you |
15:08.48 | Phaos | rofl ok lemme finish up here with NiN and I'll get to the gettin |
15:10.31 | *** join/#sc2mapster slightlyrandom (~random@port451.ds1-ba.adsl.cybercity.dk) |
15:18.29 | *** join/#sc2mapster Fatal5101 (~Fatal510@c-98-238-144-217.hsd1.ca.comcast.net) |
15:26.01 | *** join/#sc2mapster slightlyrandom (~random@port451.ds1-ba.adsl.cybercity.dk) |
15:55.34 | *** join/#sc2mapster Glynn (cf76dd51@gateway/web/freenode/ip.207.118.221.81) |
15:59.49 | slightlyrandom | oyoyy |
16:03.16 | ProzaicMuze | http://forums.sc2mapster.com/development/tutorials/4448-prozaics-data-editor-tutorials-week-2/ |
16:03.17 | ProzaicMuze | go vote |
16:03.18 | ProzaicMuze | or else! |
16:09.33 | Phaos | already have :D |
16:10.44 | Ashamed | one of them days >< |
16:10.46 | *** join/#sc2mapster Gohla (~user@92.67.189.131) |
16:15.39 | slightlyrandom | Bah, this lags too much |
16:16.07 | *** join/#sc2mapster Squeegeez (adb790e5@gateway/web/freenode/ip.173.183.144.229) |
16:21.15 | *** join/#sc2mapster Jamash (~chatzilla@99-92-174-69.lightspeed.iplsin.sbcglobal.net) |
16:24.14 | *** join/#sc2mapster Gohla (~user@92.67.189.131) |
16:28.14 | *** join/#sc2mapster Ingela (~Ingela@90-230-169-130-no35.tbcn.telia.com) |
16:35.11 | *** join/#sc2mapster Cromalic (~lol@148.84-49-196.nextgentel.com) |
16:54.20 | slightlyrandom | Does the lobby system work at all ? |
16:55.25 | *** join/#sc2mapster AgentPaper (~chatzilla@adsl-76-199-107-49.dsl.pltn13.sbcglobal.net) |
16:55.42 | RodOfNOD | morn all |
16:55.58 | Lilianna | yawns |
16:55.59 | *** join/#sc2mapster RedWraith (~daviddavi@ip98-164-199-113.oc.oc.cox.net) |
16:56.21 | RedWraith | ~seen tehwildcard |
16:56.23 | purl | tehwildcard <~Jer@pool-96-252-135-143.tampfl.fios.verizon.net> was last seen on IRC in channel #sc2mapster, 8h 12m 31s ago, saying: 'xinehp, defeat didn't trigger first time'. |
16:56.39 | RedWraith | wish fios in my area |
16:56.40 | RedWraith | so bad |
16:56.41 | RedWraith | :( |
16:56.59 | ProzaicMuze | ha |
16:57.20 | RedWraith | :[ |
16:57.25 | RedWraith | ~seen prozaicmuze |
16:57.26 | purl | prozaicmuze is currently on #sc2mapster (17h 25m 29s). Has said a total of 261 messages. Is idling for 25s, last said: 'ha'. |
16:57.28 | *** join/#sc2mapster depthsofchaos (~depthsofc@adsl156.adsl.hungarnet.hu) |
16:57.36 | RedWraith | wait, what |
16:57.41 | RedWraith | it didn't say where you're from~ |
16:57.42 | RedWraith | :( |
16:57.51 | RedWraith | I was hoping it'd say comcast so I could mock you. |
16:59.01 | slightlyrandom | Nick: ProzaicMuze |
16:59.01 | slightlyrandom | Username: ~ABC@c-98-232-252-235.hsd1.or.comcast.net |
16:59.31 | *** join/#sc2mapster TheRingBearer (62d8a194@gateway/web/freenode/ip.98.216.161.148) |
17:01.17 | ProzaicMuze | lol |
17:01.17 | HP-X|Arthas | eve models in sc2 = awesome |
17:01.28 | HP-X|Arthas | but this is probably where blizzard comes in and say, DELETED |
17:01.31 | HP-X|Arthas | \o |
17:02.02 | ProzaicMuze | lol |
17:02.14 | ProzaicMuze | I love how it'll say I'm idle for 5mins when I spoke mere seconds before |
17:02.21 | HP-X|Arthas | !seen HP-X|Arthas |
17:02.30 | HP-X|Arthas | ~seen HP-X|Arthas |
17:02.31 | purl | hp-x|arthas is currently on #sc2mapster. Has said a total of 5 messages. Is idling for 1s, last said: '~seen HP-X|Arthas '. |
17:02.34 | ProzaicMuze | ~seen ProzaicMuze |
17:02.35 | purl | prozaicmuze is currently on #sc2mapster (17h 30m 38s). Has said a total of 265 messages. Is idling for 1s, last said: '~seen ProzaicMuze'. |
17:02.39 | ProzaicMuze | @.@ |
17:02.41 | ProzaicMuze | muahah! |
17:02.41 | depthsofchaos | ~seen a pussy |
17:02.42 | purl | i haven't seen 'a pussy', depthsofchaos |
17:02.45 | ProzaicMuze | lmao |
17:02.51 | ProzaicMuze | Purl is a virgin |
17:02.52 | ProzaicMuze | !!! |
17:02.57 | HP-X|Arthas | or a blind girl |
17:03.02 | HP-X|Arthas | pick your favorite |
17:03.05 | slightlyrandom | He might just have done it with his eyes closed |
17:03.09 | ProzaicMuze | :S |
17:03.13 | ProzaicMuze | ~seen Repo |
17:03.14 | purl | repo is currently on #waruidev (8h 52m 37s) #sc2mapster (8h 52m 37s) #wowuidev (8h 52m 37s) #arl (8h 52m 37s) #wowace (8h 52m 37s) #curseforge (8h 52m 37s). Has said a total of 71 messages. Is idling for 8s, last said: '[RoM] New addon: http://rom.curseforge.com/addons/toggleremovespelleffects/. ToggleRemoveSpelleffects. degener (Manager/Author). Experimental. Approved by Ackis.'. |
17:03.14 | depthsofchaos | ~seen an_asshole |
17:03.15 | purl | i haven't seen 'an_asshole', depthsofchaos |
17:03.24 | HP-X|Arthas | ~seen purl |
17:03.24 | purl | purl is currently on #casualti (2d 5h 31m 3s) #botpark (2d 5h 31m 3s) #linuxfund (2d 5h 31m 3s) #waruidev (2d 5h 31m 3s) #how (2d 5h 31m 3s) #sc2mapster (2d 5h 31m 3s) #edev (2d 5h 31m 3s) #fossfund (2d 5h 31m 3s) #hosernet (2d 5h 31m 3s) #norganna (2d 5h 31m 3s) #ud (2d 5h 31m 3s) ##ducleague (2d 5h 31m 3s) ##kierra (2d 5h 31m 3s) #dub (2d 5h ... |
17:03.30 | HP-X|Arthas | whoaaa |
17:03.40 | ProzaicMuze | lol |
17:03.43 | ProzaicMuze | crazy bottage |
17:03.50 | HP-X|Arthas | ~sex ProzaicMuze |
17:04.10 | depthsofchaos | ~seen a doctor to cure my std |
17:04.11 | purl | i haven't seen 'a doctor to cure my std', depthsofchaos |
17:04.12 | HP-X|Arthas | Everybot should have the sex & bj command, thats just how internet works! |
17:04.55 | HP-X|Arthas | ~seen my junk in 8 years |
17:04.56 | purl | HP-X|Arthas: i haven't seen 'my junk in 8 years' |
17:05.03 | depthsofchaos | xD |
17:05.04 | Ackis | bah! ProzaicMuze you pinged me with that seen repo :P |
17:05.27 | ProzaicMuze | lol |
17:05.47 | depthsofchaos | ~seen a person as great as you |
17:05.48 | purl | i haven't seen 'a person as great as you', depthsofchaos |
17:05.55 | depthsofchaos | i know |
17:06.09 | ProzaicMuze | ~seen a person as pitiful as depthsofchaos |
17:06.09 | purl | i haven't seen 'a person as pitiful as depthsofchaos', ProzaicMuze |
17:06.15 | HP-X|Arthas | Something tells me that this new blue Lylirra will be just as useful as the other blues |
17:06.22 | depthsofchaos | all lies after the truth |
17:06.31 | HP-X|Arthas | Brennvin |
17:06.32 | HP-X|Arthas | ok |
17:06.39 | HP-X|Arthas | is that european mod? |
17:06.48 | HP-X|Arthas | Brennvin -> Brännvin -> Booze |
17:06.50 | HP-X|Arthas | win! |
17:07.12 | TheRingBearer | Does anyone know of the syntax for "terms" ? |
17:07.58 | ProzaicMuze | depends on what you're using them in |
17:08.06 | TheRingBearer | Sending an Actor message |
17:08.17 | ProzaicMuze | explain what you're trying to do |
17:08.17 | TheRingBearer | I need to filter my actor selection somehow |
17:08.58 | TheRingBearer | I am modifying the scale of an actor. But because it is not the unit's main actor (it is attached) I need to get to it another way |
17:09.14 | ProzaicMuze | Modifying the scale with the actor itself or with triggers? |
17:09.18 | TheRingBearer | Trigger |
17:09.29 | ProzaicMuze | in that case I dunno |
17:09.33 | ProzaicMuze | I'm a data editro dood |
17:09.34 | ProzaicMuze | Red! |
17:09.39 | ProzaicMuze | Git ova heer! |
17:09.53 | HP-X|Arthas | Finish Him! |
17:10.18 | TheRingBearer | I'm using it int he trigger - Send Actor message ___ to all actors that intersect game region ___ with their contact radius that belong to class "Model" and match terms "" |
17:10.53 | TheRingBearer | And it works, but the net I cast is too wide and it catches some other actors as well |
17:11.38 | Ashamed | <PROTECTED> |
17:11.50 | Ashamed | if i set it to like 0 = 0 lr 1 = 1 it will work |
17:11.57 | Ashamed | but if i have a range from min > max it does not work |
17:12.08 | TheRingBearer | The info for terms is less than helpful... "The Terms parameter is used to specify a condition that an actor in the region must meet in order to receive the message. The formaty for tyerms is a list of semi colon delimited actor terms." |
17:12.51 | TheRingBearer | comparing integer to boolean? |
17:13.33 | Ashamed | yeah its the within bounds coniditon |
17:14.50 | greg | http://forums.sc2mapster.com/development/map-development/4444-duplicate-fungul-growth/#p2 can someone elaborate on the last paragraph of the first reply to this thread please? |
17:17.34 | *** join/#sc2mapster MaxMode (~Adium@ip98-185-253-55.sb.sd.cox.net) |
17:18.22 | *** join/#sc2mapster Vulfe (80243741@gateway/web/freenode/ip.128.36.55.65) |
17:18.24 | Vulfe | God |
17:18.30 | Vulfe | this ability is taking me like 15 effects |
17:18.54 | ProzaicMuze | what ability? |
17:19.08 | Vulfe | I have a banshee that shoots salvos of rockets at nearby targets automatically |
17:19.20 | Vulfe | the ability preps a single salvo to shoot incendiary rockets |
17:19.22 | Vulfe | which spread fire |
17:19.41 | Vulfe | it's not hard, it's just time consuming |
17:20.29 | ProzaicMuze | lol how many rockets are you firing? |
17:20.35 | Vulfe | 3 at a time |
17:20.39 | ProzaicMuze | how many salvos? |
17:20.44 | Vulfe | infinite |
17:21.05 | Vulfe | it's .75 seconds per cycle |
17:21.08 | Vulfe | .15 seconds per rocket |
17:21.15 | Vulfe | so there's a .3s delay |
17:21.16 | TheRingBearer | actor terms... hmmm |
17:21.27 | ProzaicMuze | Ability > Search > Single Missile > Set > [Single Damage + Single Apply Buff] |
17:21.43 | ProzaicMuze | Buff > Search Area > Previous Buff |
17:21.45 | ProzaicMuze | Burn Damage |
17:21.46 | ProzaicMuze | lol |
17:21.48 | ProzaicMuze | that is a lot |
17:22.11 | Vulfe | that's not how I'm doing it |
17:22.16 | Vulfe | because it has to fit into the firing pattern |
17:22.55 | ProzaicMuze | Well you'd add a Persistent to get the time offsets |
17:22.55 | Vulfe | because I'm OCD |
17:22.55 | Vulfe | yeah |
17:22.55 | Vulfe | I have one |
17:22.55 | Vulfe | thanks bro |
17:22.55 | Vulfe | I don't need help x.x |
17:22.55 | ProzaicMuze | Yes, you do |
17:22.55 | ProzaicMuze | You just don't know it yet |
17:22.56 | Vulfe | no |
17:22.56 | Vulfe | I don't |
17:22.57 | ProzaicMuze | LET ME HELP YOU NAOW! |
17:23.02 | Vulfe | NEVAR |
17:23.06 | ProzaicMuze | >:( |
17:23.07 | ProzaicMuze | cries |
17:23.17 | Vulfe | I'm using 2 behaviors |
17:23.19 | Vulfe | 2 validators |
17:23.31 | Vulfe | to state when the rockets should be prepped for the persistent to know when to use the right kind |
17:23.41 | Vulfe | and one so it doesn't shoot 6 rockets |
17:23.51 | Vulfe | I guess I need a third |
17:23.52 | Vulfe | but that's okay |
17:23.56 | Vulfe | 5 seconds work |
17:23.59 | ProzaicMuze | lol sounds overcomplicated ;) |
17:24.05 | Vulfe | meh |
17:24.09 | Vulfe | not really that bad |
17:24.15 | Vulfe | I've got it figured out |
17:24.28 | Vulfe | half of it is just extra sets to get like |
17:24.31 | Vulfe | validation stuff right |
17:25.49 | Vulfe | The validation I want is Unit Compare Behavior Count right? |
17:25.52 | ProzaicMuze | I expect videos when its done! |
17:26.03 | Vulfe | I can send you the map |
17:26.04 | Vulfe | lol |
17:26.06 | ProzaicMuze | :D |
17:26.11 | ProzaicMuze | Well, it depends |
17:26.14 | ProzaicMuze | Why are you using the validator? |
17:26.18 | ProzaicMuze | To prevent buff stack? |
17:26.21 | ProzaicMuze | or missile stack? |
17:26.22 | Vulfe | no |
17:26.34 | Vulfe | it's so that the searches know when they can and can't work |
17:26.47 | ProzaicMuze | So it only fires when there aren't people on fire? |
17:26.58 | Vulfe | so it only fires the flaming rockets when it's supposed to |
17:26.59 | depthsofchaos | is it possible to add cooldown to a units spell without knowing anything about the spell ?:o |
17:27.00 | Vulfe | when it's prepped |
17:27.09 | Vulfe | I'm using behaviors on the banshee to prep rockets |
17:27.12 | ProzaicMuze | @Depths, yes |
17:27.18 | Vulfe | basically just dummy buffs for validators |
17:27.23 | depthsofchaos | how |
17:27.25 | ProzaicMuze | Vulfe, I think that would be the correct validator then |
17:27.29 | Vulfe | kk |
17:27.47 | ProzaicMuze | @Depths - go to Cost > Cooldown (Timer Use: NUMBER HERE) |
17:28.09 | depthsofchaos | thats not what i need |
17:28.13 | depthsofchaos | not even nrealy |
17:28.24 | depthsofchaos | i need to add cooldown with trigger commands |
17:28.30 | ProzaicMuze | OH, using triggers? |
17:28.32 | ProzaicMuze | then no idea lol |
17:28.38 | depthsofchaos | but the spell is unknown |
17:28.45 | depthsofchaos | so i dont know the cooldown id |
17:31.13 | depthsofchaos | meh this is rly important :o |
17:31.48 | TheRingBearer | Anyone know about the Name Parameter for Actor Messages? The example it gives is something about ::Host which I've never seen before. |
17:34.53 | RodOfNOD | anyone know what the attribute psionic is used for such as on a high templar? |
17:35.22 | Ashamed | why doesn't the in bounds condition work? |
17:35.22 | TheRingBearer | It might have been something from an older beta |
17:35.27 | *** join/#sc2mapster Tolkfan (~Miranda@host-89-230-244-222.nowydwor.mm.pl) |
17:35.34 | Ashamed | I made two comparissons and it worked fine |
17:35.41 | *** part/#sc2mapster Tolkfan (~Miranda@host-89-230-244-222.nowydwor.mm.pl) |
17:35.44 | *** join/#sc2mapster Tolkfan (~Miranda@host-89-230-244-222.nowydwor.mm.pl) |
17:35.50 | RodOfNOD | what do u mean Ashamed |
17:35.50 | RodOfNOD | ? |
17:35.57 | TheRingBearer | Because I know that the ghost at one point had some anti psionic aspect |
17:36.07 | RodOfNOD | k |
17:36.08 | TheRingBearer | I don't really understand that middle condition |
17:36.09 | Ashamed | I had a condition set to in bounds 0 - 500 and it would not work |
17:36.46 | RodOfNOD | paste ur code please Ashamed on pastebin |
17:36.52 | Ashamed | lol |
17:36.56 | Ashamed | i got it working |
17:37.02 | Ashamed | just with differnt set of conditions |
17:37.04 | Ashamed | but it was the same |
17:37.09 | RodOfNOD | see i just think about it and it works |
17:37.19 | depthsofchaos | gooodamn cooldownssssssssssssssssssssssssssss |
17:37.23 | Ashamed | let me get the trigger |
17:37.26 | depthsofchaos | so badly designed |
17:37.27 | Ashamed | one sec my GE frozed |
17:37.28 | Ashamed | :( |
17:38.29 | *** join/#sc2mapster Bifuu (~Bifuu@cpe-071-077-145-012.nc.res.rr.com) |
17:38.29 | *** mode/#sc2mapster [+v Bifuu] by ChanServ |
17:38.57 | Bifuu | im home! |
17:39.01 | Ashamed | NO |
17:39.02 | Ashamed | YOU ARE NOT |
17:39.07 | Bifuu | still deciding if thats a good thing or not |
17:39.26 | Bifuu | South Carolina is so much better than North Carolina |
17:39.36 | *** join/#sc2mapster P_R_Deltoid (~P_R_Dontk@c-76-20-43-100.hsd1.ca.comcast.net) |
17:39.52 | Ashamed | rod see look |
17:39.54 | TheRingBearer | gahhh actor messages |
17:40.00 | Ashamed | <PROTECTED> |
17:40.02 | Ashamed | but... |
17:40.15 | Ashamed | <PROTECTED> |
17:40.20 | Ashamed | wait |
17:40.20 | Ashamed | not it |
17:40.37 | Ashamed | <PROTECTED> |
17:40.58 | Ashamed | <PROTECTED> |
17:41.17 | Ashamed | does that make any sense? |
17:41.25 | Ashamed | I don't understand why the within bounds wouldn't work |
17:41.59 | *** join/#sc2mapster TheLaughingMan (~TheLaughi@72.183.111.71) |
17:42.12 | TheLaughingMan | 01Someone once said a million monkeys using a million keyboards could reproduce the complete works of William Shakespeare.Thanks to MySpace, we now know that to be entirely false. |
17:42.13 | Repo | New map: http://www.sc2mapster.com/maps/colony-drop/. Colony Drop. TedJustice (Manager/Author). Approved by Bifuu. |
17:42.19 | RodOfNOD | Ashamed use pastebin.com please :P |
17:42.40 | RodOfNOD | there is a bug |
17:42.42 | Ashamed | Its only 1 code |
17:42.44 | RodOfNOD | in that i already found |
17:42.48 | Bifuu | inc Repo spam |
17:42.49 | Ashamed | what? |
17:42.49 | RodOfNOD | it doesnt work |
17:42.52 | Ashamed | yeah |
17:42.53 | Repo | New asset: http://www.sc2mapster.com/assets/marine-transmissions/. Marine Transmissions. Wunterwaffen (Manager/Author). Approved by Bifuu. |
17:42.55 | Ashamed | it does not work |
17:42.56 | RodOfNOD | x < y < z |
17:42.58 | Repo | New asset: http://www.sc2mapster.com/assets/sarah-kerrigan/. Sarah Kerrigan. Wunterwaffen (Manager/Author). Approved by Bifuu. |
17:42.58 | RodOfNOD | doedsnt work |
17:42.59 | Ashamed | thats what i am asying |
17:43.00 | P_R_Deltoid | god damn you, bifuuuu |
17:43.01 | Repo | New asset: http://www.sc2mapster.com/assets/civilian/. Civilian. Wunterwaffen (Manager/Author). Approved by Bifuu. |
17:43.02 | RodOfNOD | its a bug |
17:43.05 | P_R_Deltoid | god damnnnn youuuu |
17:43.06 | Repo | New asset: http://www.sc2mapster.com/assets/arcturus-mengsk-transmissions/. Arcturus Mengsk Transmissions. Wunterwaffen (Manager/Author). Approved by Bifuu. |
17:43.06 | RodOfNOD | in the game |
17:43.10 | Repo | New asset: http://www.sc2mapster.com/assets/general-duke/. General Duke. Wunterwaffen (Manager/Author). Approved by Bifuu. |
17:43.14 | Ashamed | the within bounds? |
17:43.14 | Repo | New asset: http://www.sc2mapster.com/assets/command-center/. Command Center. Wunterwaffen (Manager/Author). Approved by Bifuu. |
17:43.18 | RodOfNOD | yes |
17:43.19 | RodOfNOD | its a bug |
17:43.21 | RodOfNOD | dont use it |
17:43.23 | Ashamed | oh |
17:43.24 | RodOfNOD | till they fix it |
17:43.29 | Ashamed | so the other trigger works for now |
17:43.30 | P_R_Deltoid | Hey, RodOfNOD, I got it working |
17:43.30 | Ashamed | >< |
17:43.32 | P_R_Deltoid | the movement |
17:43.34 | P_R_Deltoid | well |
17:43.41 | RodOfNOD | yes i read |
17:43.46 | RodOfNOD | but u need to do this |
17:44.04 | Ashamed | Rod i have taken out about 50 triggers now |
17:44.08 | ProzaicMuze | We've been map raped by Bifuu :( |
17:44.11 | depthsofchaos | still need help on how to add x cooldown on ability thats cooldown id is unknown |
17:44.18 | Bifuu | hey i just got back |
17:44.22 | Bifuu | and there were 7 projects |
17:44.24 | Bifuu | soooooooooooooooooooooo |
17:44.29 | ProzaicMuze | Do them one at a time |
17:44.32 | ProzaicMuze | every hour? |
17:44.34 | P_R_Deltoid | space it out, bro |
17:44.44 | Bifuu | im lazy |
17:44.46 | Bifuu | sooooooooooooooooooooooo |
17:44.48 | ProzaicMuze | Granted, they're all Wunterwaffer lol |
17:44.55 | ProzaicMuze | Winterwaffen |
17:44.56 | ProzaicMuze | gah |
17:44.57 | ProzaicMuze | Wunter |
17:44.59 | ProzaicMuze | waffen |
17:45.01 | ProzaicMuze | that dude |
17:45.31 | Bifuu | hey atleast your name wasnt in the line |
17:45.40 | Bifuu | each line from repo set off my alarm |
17:45.50 | Helral | lol |
17:46.02 | Helral | you've got an alarm setup when your name is used? |
17:46.09 | Bifuu | yeah |
17:46.11 | RodOfNOD | go into a condition P_R_Deltoid and type in PATH in the search i think you will see 3 rather interesting functions |
17:46.28 | Bifuu | a message box pops up with the message and everything |
17:46.33 | Helral | lol |
17:46.33 | Bifuu | <3 kvirc |
17:46.43 | Ashamed | I figured out if you put ( trigger player ) in an interger it will set it for that players number. for arrays. ( Made my life alot easier ) |
17:46.49 | Bifuu | i kept missing messages people send me so i had to do it |
17:47.05 | Helral | I'll just stick to mirc. ;p ppl can open a private chat with me if they want to be sure that I read it. |
17:47.41 | TheLaughingMan | Hacking is like sex. You get in, you get out, and hope that you didn’t leave something that can be traced back to you. |
17:48.02 | Helral | lol |
17:48.27 | P_R_Deltoid | Yeah, you know, I was wondering what "Pathing Cost Between Points" did |
17:48.44 | P_R_Deltoid | although Points Connected By Pathing is something I didn't see yesterday |
17:49.07 | Helral | P_R: calculates the cost for movement. ;p |
17:49.22 | *** join/#sc2mapster Pierro (5a20a2d6@gateway/web/freenode/ip.90.32.162.214) |
17:49.35 | *** join/#sc2mapster Zaratulius (58dc22fe@gateway/web/freenode/ip.88.220.34.254) |
17:49.51 | P_R_Deltoid | in what units |
17:49.52 | Pierro | lol |
17:49.56 | P_R_Deltoid | you are being a smartass, eh |
17:49.57 | P_R_Deltoid | ehhhh? |
17:49.59 | P_R_Deltoid | it's cool |
17:50.01 | P_R_Deltoid | B-) |
17:50.04 | Pierro | I find a way to increase unit size when i hover it |
17:50.19 | depthsofchaos | anyone good with catalog field get?:o how would i retrieve a spells cooldown id? |
17:50.19 | Pierro | with the cursor |
17:51.43 | Ashamed | if you put a condition.. Will it run the trigger when the condition is met, with no event? |
17:51.57 | Ashamed | or do you need the event to start the trigger? |
17:51.59 | depthsofchaos | no |
17:52.06 | RodOfNOD | depthsofchaos an easy way is to make a new map go to a unit that would have a spell and change the cooldown itself then u can use winmpq and look at the xml field that was changed |
17:52.30 | P_R_Deltoid | sweet, I can test if a point is pathable by the unit |
17:52.38 | RodOfNOD | of course |
17:52.51 | depthsofchaos | thats the easy way ?:P |
17:52.56 | Helral | depths: where is the cooldown listed? |
17:52.57 | *** join/#sc2mapster MysT_DooM (~Myst@ool-4573ce7e.dyn.optonline.net) |
17:52.57 | depthsofchaos | but thx |
17:52.59 | Pierro | hmm I make my on CD with the modification + of the ability if it helps |
17:53.05 | P_R_Deltoid | Hey Bifuu, you are good at data editing, right |
17:53.08 | RodOfNOD | if u turn on view rawdata |
17:53.11 | RodOfNOD | it should also work |
17:53.18 | Pierro | own cd |
17:53.27 | depthsofchaos | gona check where it listed |
17:53.34 | *** join/#sc2mapster Alpha_vst (~Alpha_vst@c-24-5-9-172.hsd1.ca.comcast.net) |
17:53.37 | Bifuu | P_R_Deltoid: not so sure at this time as i havnt pulled it up in a while, there are others im sure that are vastly better than me now |
17:54.11 | TheRingBearer | Booyah.... found the right actor message. |
17:54.17 | P_R_Deltoid | ugh |
17:54.20 | P_R_Deltoid | I am so lazy |
17:54.34 | P_R_Deltoid | I need a data editor to do something for me |
17:54.46 | ProzaicMuze | doesn't know anything about the data editor |
17:55.04 | P_R_Deltoid | fucking |
17:55.05 | RodOfNOD | ProzaicMuze well get it on bud |
17:55.05 | P_R_Deltoid | ProzaicMuze, |
17:55.09 | Helral | when you see it select it and hit ctrl+D, remove the C... stuff till the first underscore, and replace the other underscores by dots (.) and you should be able to use it. |
17:55.09 | P_R_Deltoid | you're killing me |
17:55.12 | greg | http://forums.sc2mapster.com/development/map-development/4444-duplicate-fungul-growth/#p2 can someone help me with the last paragraph in this post. i'm not sure exactly what it means and i've been messing around for an hour to no avail |
17:55.28 | P_R_Deltoid | okay, let me say this: Does anyone know how to make a unit that is a luittle glowing orb that leaves a trail as it moves |
17:55.28 | ProzaicMuze | has never touched the Data Editor in his entire left. Not never ever! |
17:55.30 | P_R_Deltoid | a long trail |
17:55.36 | Helral | that is the term you get should be usable in the function. |
17:55.37 | P_R_Deltoid | currently it's just an archon running around |
17:56.17 | ProzaicMuze | Deltoid, make a permanent buff on the unit |
17:56.26 | ProzaicMuze | Have thebuff make persistents |
17:56.34 | ProzaicMuze | Have an actor make models at the persistents |
17:56.34 | P_R_Deltoid | yeah, I have no idea how to do that |
17:56.36 | ProzaicMuze | and give them long durations |
17:56.49 | P_R_Deltoid | alright, let me take a look... see if I can tell wtf is going on |
17:57.00 | ProzaicMuze | Do you know anything at all abotu the data editor? Or do I need to walk yeh through it step by step? |
17:57.19 | P_R_Deltoid | I know an okay amount, of where to find things and stuff, but I am terrible at doing it myself |
17:57.25 | P_R_Deltoid | I forget to connect things and stuff and nothing works |
17:57.28 | ProzaicMuze | lol |
17:57.33 | RodOfNOD | oh shit they dont have hover as a movement type anymore? |
17:57.39 | P_R_Deltoid | They do |
17:57.43 | RodOfNOD | whre |
17:57.44 | depthsofchaos | ok seems like this godamn cooldown id is a long string |
17:57.44 | P_R_Deltoid | It's a flag, I was looking at it yesterday |
17:58.02 | P_R_Deltoid | ProzaicMuze, plz go over in detail plx :> |
17:58.06 | depthsofchaos | i mean all cooldown ids for a spell in the same string |
17:58.31 | Helral | depths: if I'm correct the string is something like: Cost.Cooldown.TimeUse |
17:58.58 | RodOfNOD | i dont see it P_R_Deltoid |
17:58.59 | depthsofchaos | yeah but i got a build ability |
17:59.01 | Helral | editor prolly shows something like: CAbilEffect_Cost_Cooldown_TimeUse in raw data mode. |
17:59.04 | depthsofchaos | that has 10 cooldowns |
17:59.05 | P_R_Deltoid | 1 sec, rod |
17:59.06 | Helral | ow a build ability... |
17:59.12 | P_R_Deltoid | It's under colision I think |
17:59.17 | Helral | one moment then, those are special cases ;p |
17:59.18 | ProzaicMuze | Deltoid: |
17:59.35 | RodOfNOD | wtf is d-8 charge? |
17:59.44 | P_R_Deltoid | No idea |
17:59.48 | P_R_Deltoid | also: I lost where I found hover |
17:59.50 | P_R_Deltoid | which sucks |
17:59.52 | P_R_Deltoid | Yes, ProzaicMuze ? |
18:00.00 | Helral | depths: you've set buildings to have cooldowns on construction moments? |
18:00.03 | TheLaughingMan | The glass is neither half-full nor half-empty: it's twice as big as it needs to be. |
18:00.15 | ProzaicMuze | Behavior - Buff (Period Count: -1; Period: 0.5; Period Effect: Effect - Create Persistent) |
18:00.18 | depthsofchaos | yes |
18:00.34 | depthsofchaos | and i want to change these cooldowns with triggers |
18:00.38 | Alpha_vst | rawr |
18:00.49 | Helral | InfoArray[BuildingInteger].Cooldown.TimeUse <-- |
18:00.58 | TheLaughingMan | Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning. |
18:01.01 | Helral | the BuildingInteger is the position in the array. |
18:01.03 | ProzaicMuze | Actor with chose model (Actor Events: Effect.NAME.Start > Create (At Effect); ActorCreation > Animation Play) |
18:01.15 | ProzaicMuze | start with that Deltoid, I'm gonna go afk for a lil' bit |
18:01.19 | ProzaicMuze | about 10-15mins |
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18:01.27 | ProzaicMuze | when I get back I'll help yeh out more if you're still havin' troubles :) |
18:01.27 | depthsofchaos | but how do i know the position if i dont know which spell and id I need?:/ |
18:01.28 | Helral | taking a basic protoss probe: number 2 is the Assimilator. |
18:01.48 | depthsofchaos | i mean i know the spell |
18:01.58 | depthsofchaos | i just dont know which array pos is associated with it |
18:02.08 | Helral | InfoArray[i].Unit <-- use that to match then. |
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18:02.54 | depthsofchaos | thanks |
18:03.02 | depthsofchaos | now to figure out how to write it :p |
18:03.04 | Helral | or you can just store an array in which you have the same order as the InfoArray has. |
18:03.17 | LordAbyss2 | anyone know the events for the bunker to play its attack animation when a weapon fires? |
18:04.02 | P_R_Deltoid | uhm |
18:04.03 | P_R_Deltoid | man |
18:04.12 | P_R_Deltoid | it's a shame I didn't ask ProzaicMuze wtf he meant, I am stuck on the first thing ahahah |
18:04.15 | TheLaughingMan | Girls have unique powers; they get wet without water, bleed without injury and make boneless things hard |
18:05.40 | Alpha_vst | uh huh |
18:06.19 | Phaos | durp |
18:07.40 | depthsofchaos | some girls cant do any of that :o |
18:08.22 | Phaos | also depths. your netstorm project is looking amazing, just wanted to say |
18:08.34 | Pierro | wow Its good to see your map taking shape. |
18:08.47 | depthsofchaos | thx ^^ |
18:08.53 | Helral | depths, lemme know if you need some more help with the catalogs. |
18:08.55 | Phaos | question |
18:09.11 | Phaos | how come you have to place a pad down before you can put a turret down ? |
18:09.16 | Pierro | Data Editor Free Pro Tip : How to effect Actor with an Hover cursor!! |
18:09.24 | Pierro | Do you want to know it ? |
18:09.35 | depthsofchaos | thx helral, im quite sure i will cause iwe never used them |
18:09.57 | depthsofchaos | or maybe ill just choose the noob way and make the ids 1...x and fill up an array xD |
18:10.05 | Helral | I've only used them to retrieve data so far ;p but I know how to look through them ;p |
18:10.36 | depthsofchaos | well i can give a cooldown with trigger i dont have to change it |
18:10.45 | depthsofchaos | i just need the id for that stupid function |
18:10.48 | depthsofchaos | rly anoying |
18:10.52 | Helral | hmmm? |
18:10.59 | Helral | id for that function? |
18:11.00 | Ackis | https://cheezfailbooking.files.wordpress.com/2010/06/funny-facebook-starcraft-we.png which one of you posted that? :P |
18:11.04 | depthsofchaos | <PROTECTED> |
18:11.20 | depthsofchaos | " " supposed to be the id |
18:11.27 | Helral | hmmm |
18:13.16 | Helral | I'm currently wondering what kind of id it would be since it would not make sense.... |
18:13.45 | depthsofchaos | the cooldown id, and yeah it makes no sense |
18:13.53 | depthsofchaos | cause the ability can be directly associated |
18:13.57 | depthsofchaos | but still it doesnt work |
18:15.01 | Helral | btw do you need a different cooldown per building build (like building the same building twice can cause different cooldowns)? |
18:15.22 | depthsofchaos | yes |
18:15.38 | depthsofchaos | cause i have to check building position |
18:15.42 | depthsofchaos | and if its invalid |
18:15.50 | depthsofchaos | i give a 0.5 sec cooldown |
18:15.53 | depthsofchaos | to prevent spam |
18:15.55 | Pierro | May I suggest an idea |
18:16.00 | depthsofchaos | sure |
18:16.04 | Pierro | Is it possible to use data editor |
18:16.10 | Pierro | to update cd |
18:16.17 | Pierro | look at the chrono boost ability |
18:16.30 | Pierro | if you can speed it |
18:16.34 | Pierro | you can slow it |
18:16.39 | Pierro | or even stop it |
18:16.41 | depthsofchaos | i would need a separate entry for every spell |
18:16.46 | Pierro | yup |
18:16.49 | Pierro | behavior |
18:16.49 | depthsofchaos | i got like 30 |
18:16.56 | Pierro | welcome to the club |
18:17.05 | Pierro | explain |
18:17.08 | Pierro | please |
18:17.09 | depthsofchaos | and id have to pair them with switch case:p |
18:17.57 | depthsofchaos | but what herlar said will work |
18:18.09 | depthsofchaos | helral |
18:19.00 | Pierro | If you use a behavior to spawn |
18:19.00 | Helral | I know my name is difficult ;p |
18:19.08 | Pierro | there is a refresh field |
18:19.21 | Pierro | so a behavior expires spawn your unit |
18:19.36 | Pierro | and make a system that sync the behvior |
18:20.09 | depthsofchaos | but what im doing is a workaround the build abilities crappyness |
18:20.35 | depthsofchaos | cause he places the building and if its placed at invalid spot its removed |
18:20.38 | Pierro | hmm |
18:20.41 | Pierro | I understand |
18:20.51 | Pierro | I created a completely new building system |
18:20.55 | Pierro | it s boring |
18:21.11 | Pierro | It is kinda working |
18:21.37 | depthsofchaos | but you know this way they can spam the shit out of it |
18:21.43 | depthsofchaos | and cause lag |
18:21.50 | Pierro | :) |
18:21.58 | Pierro | What do You want to do exactly ? |
18:22.12 | depthsofchaos | thats why i need a small cooldown on invalid placement big cooldown if it gets placed right |
18:23.49 | Pierro | Hmm |
18:24.01 | Pierro | could You just set the spawning unit with a behavior |
18:24.13 | Pierro | and then set the behavior to be on when the building is active |
18:25.11 | Pierro | depthsofchaos |
18:25.37 | depthsofchaos | yeah but that need 30 behaviours |
18:25.41 | depthsofchaos | needs* |
18:25.43 | Pierro | hmm |
18:25.49 | Pierro | one just for the building |
18:25.50 | Pierro | A |
18:25.53 | Pierro | 1 for b |
18:25.57 | Pierro | thats all |
18:26.09 | depthsofchaos | i need separate cooldown for every building |
18:26.14 | depthsofchaos | that can be built |
18:27.03 | Pierro | but if you place a building A and 5 sec later an other one even if they have the same behavior they wont spawn unit at the same time |
18:27.14 | Helral | depths: why not set a full cooldown, and for the placement stuff adjust the cooldown remaining time to 0.5 if incorrect placed. |
18:27.27 | Helral | or something. |
18:28.03 | depthsofchaos | well id make 0 cooldown and add 0.5 and biger value |
18:28.37 | depthsofchaos | that wouldnt need catalog modify |
18:28.59 | Helral | yeah what I suggest ain't catalog midification. |
18:29.05 | Helral | modification*. |
18:29.06 | depthsofchaos | pierro im not sure i understand :p |
18:29.14 | Pierro | :) |
18:29.16 | Pierro | well |
18:29.25 | Pierro | let say you want to spawn dragon |
18:29.32 | Pierro | with a temple |
18:29.37 | Pierro | ok |
18:29.54 | Pierro | then give them a beahvior that have a 15 second period |
18:30.07 | Pierro | each 15 sec they ll spawn a dragon |
18:30.14 | Pierro | now if you put a temple |
18:30.15 | *** join/#sc2mapster Triceron (60313557@gateway/web/freenode/ip.96.49.53.87) |
18:30.24 | Pierro | then few sec later an other one |
18:30.27 | Triceron | Ahoy mateys |
18:30.32 | Pierro | heyho |
18:30.41 | Pierro | they will have their own timer |
18:31.11 | Pierro | they don't spawn dragon the same moments |
18:32.32 | depthsofchaos | well still not sure how this helps me |
18:33.04 | depthsofchaos | maybe im tired, dont bother me xD |
18:33.07 | Pierro | I dont know exactly what you wanted to do... :) |
18:33.35 | Pierro | your building spawn units even if you misplaced them ? |
18:33.43 | Pierro | that is why you want a cd ? |
18:34.16 | depthsofchaos | no |
18:34.30 | depthsofchaos | i mean partly |
18:34.39 | Pierro | I was close |
18:34.41 | Pierro | lol |
18:34.46 | depthsofchaos | i have an ability that has 10 buildings |
18:34.49 | depthsofchaos | forex |
18:34.58 | P_R_Deltoid | gah |
18:35.01 | P_R_Deltoid | data editor!!!!! |
18:35.01 | depthsofchaos | and i need a cooldown for a building if its misplaced |
18:35.04 | P_R_Deltoid | shakes his fist |
18:35.11 | depthsofchaos | and biger cooldown if its not |
18:35.25 | Pierro | Why do you need a CD if it is mis placed ? |
18:35.48 | depthsofchaos | cause of the spaming fagots xD |
18:35.53 | *** join/#sc2mapster Krakarn (slay@h-26-217.A274.priv.bahnhof.se) |
18:36.04 | Pierro | hmm |
18:36.16 | *** join/#sc2mapster Syn1 (~syn@85-171-126-93.rev.numericable.fr) |
18:36.25 | depthsofchaos | doesnt matter even if i didnt wnted cooldown only in 1 case i would need triggers |
18:36.34 | Pierro | SO when you hit shift + a building somewhere unbuildable |
18:36.38 | Pierro | it spawn unit |
18:36.59 | depthsofchaos | spawns the unit, i make the check and remove if its not allowed |
18:37.35 | Pierro | (Or Maybe you could use Behavior) |
18:37.49 | Pierro | how many building have you got |
18:37.57 | Pierro | that are spawning units |
18:38.18 | depthsofchaos | 4-5 well it depends |
18:38.45 | Pierro | so you have 5 different building that spawn units ? and how many units ? |
18:38.57 | depthsofchaos | total? 50+ |
18:39.13 | Pierro | I see |
18:39.25 | Pierro | which are spawned by the forementioned building ? |
18:39.52 | depthsofchaos | no various buildings |
18:40.07 | Phaos | I have a unit with an anti air weapon, the range on said weapon is five, and while the unit can fire from there it insists on going as close to it as possible |
18:40.19 | Pierro | because |
18:40.23 | Pierro | of the mover |
18:40.28 | Pierro | set it to 5 |
18:40.32 | Pierro | in the missile effect |
18:41.14 | Phaos | I'm not using the missile mover I'm using a unit mover |
18:41.25 | depthsofchaos | whats the unit scan range |
18:41.30 | depthsofchaos | i mean the weapons |
18:42.05 | Phaos | minimum 5 |
18:42.22 | depthsofchaos | no clue then :o is it set to meele weapon? |
18:43.47 | slightlyrandom | This thing needs a Dialog Creation GUI like I need a blowjob |
18:45.11 | Pierro | lol |
18:49.32 | TheLaughingMan | When I have a kid, I'm going to go to the mall, put him into a double stroller, and run around looking frantic. |
18:49.47 | Vulfe | lol |
18:49.57 | Alpha_vst | AWESOME |
18:50.00 | Vulfe | you could do the same thing with no kids and a single stroller |
18:50.07 | Alpha_vst | lol |
18:50.24 | Vulfe | that way, your child wouldn't be traumatized either |
18:50.36 | Vulfe | yay! |
18:51.44 | slightlyrandom | traumatized? By being driven around slightly fast? |
18:51.51 | slightlyrandom | Shit, kids these days are fucking useless |
18:51.54 | Vulfe | by being driven around frantically |
18:52.06 | Vulfe | daddy, what's wrong? |
18:52.11 | Vulfe | we can't find your brother! |
18:52.23 | Vulfe | D: |
18:52.27 | slightlyrandom | Just tell the little bugger whats going on, get him in on the joke |
18:52.37 | slightlyrandom | That way you even get some father-son bonding |
18:52.37 | Vulfe | little kids don't understand jokes like that |
18:52.49 | slightlyrandom | Then you didn't bring em up properly |
18:52.55 | Vulfe | lol |
18:53.58 | TheRingBearer | gah... where are those cool loading screen files that were on the front page awhile back |
18:54.15 | TheRingBearer | You guys need an archive news :) |
18:54.25 | Vulfe | this banshee is going to be so cool when it's done D: |
18:54.27 | *** join/#sc2mapster FireryRage (~FireryRag@129-97-120-38.uwaterloo.ca) |
18:54.35 | Vulfe | I'll have to make my friend reskin it just for this purpose! |
18:55.39 | TheRingBearer | found them.... |
18:56.02 | slightlyrandom | and where would this be? |
18:57.03 | TheRingBearer | the loading screens? |
18:57.28 | TheRingBearer | http://forums.sc2mapster.com/development/artist-tavern/1431-loading-screens/ |
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19:06.20 | Vulfe | what's a good model to use for units on fire? |
19:06.36 | ProzaicMuze | UnitOnFire.m3 |
19:06.39 | Vulfe | for the fire |
19:06.44 | Vulfe | that doesn't exist |
19:06.46 | Vulfe | yet |
19:06.48 | Vulfe | lol |
19:06.48 | ProzaicMuze | <.< |
19:06.50 | ProzaicMuze | >.> |
19:06.51 | TheRingBearer | Error: Printer on Fire |
19:06.52 | ProzaicMuze | FireImpact.m3 |
19:06.59 | ProzaicMuze | or |
19:07.03 | ProzaicMuze | HellionImpact.m3 |
19:08.26 | Vulfe | what actor type should I use for making a behavior have a model? |
19:08.29 | Vulfe | model? |
19:10.29 | TheLaughingMan | http://pastebin.com/9TFNX1wF |
19:10.51 | Vulfe | I think your syntax is wrong |
19:10.53 | Vulfe | sorry |
19:11.05 | TheLaughingMan | Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a total mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe |
19:11.27 | ProzaicMuze | mine or that link? |
19:13.54 | Helral | TLM: true |
19:14.12 | TheLaughingMan | Helral did you check out my link |
19:14.17 | Helral | nope |
19:14.26 | TheLaughingMan | Check it out funny as hell in my opinion |
19:15.36 | Helral | lame ;p |
19:15.43 | *** join/#sc2mapster Ashamed (20616e41@gateway/web/freenode/ip.32.97.110.65) |
19:15.54 | TheLaughingMan | I was in a car dealership a while ago, when a large motor home was towed into the garage. The front of the vehicle was in dire need of repair and the whole thing generally looked like an extra in "Twister." I asked the manager what had happened. He told me that the driver had set the "cruise control" and then went in the back to make a sandwich. |
19:15.54 | ProzaicMuze | lmao "he's got the pope as a driver!" |
19:16.00 | Helral | it wasn't god... |
19:16.02 | Helral | it was meeeee ;p |
19:16.51 | wOlfLinG | lol, that is pretty good TLM :D |
19:17.03 | Helral | is off to watch a movie. ;p |
19:17.03 | Ashamed | rod you there? |
19:17.11 | Vulfe | Can someone walk me through how to make an effect for a buff? (or point me to a tutorial) |
19:17.57 | Helral | Vulfe: in short: Create an apply behavior effect, and apply the buff with it. |
19:18.13 | Vulfe | I'm concerned about actors |
19:18.16 | Vulfe | I've already done that |
19:18.17 | Vulfe | : ( |
19:18.25 | Ashamed | Rod i must speak to you! |
19:18.32 | Helral | actors? |
19:18.33 | Vulfe | I'm talking about graphics for a buff |
19:18.35 | Vulfe | lol |
19:18.37 | Helral | ahhh |
19:18.40 | Vulfe | sorry about the miscom |
19:18.48 | slightlyrandom | Vulfe find the model you want to create for it, then make an actor with that model, and apply it with an event |
19:18.50 | Helral | ok I don't know anything about that.... ;p |
19:19.00 | Vulfe | what actor type would I be using? |
19:19.09 | ProzaicMuze | Psh, you don't need my help ;) |
19:19.16 | slightlyrandom | Model |
19:19.19 | slightlyrandom | Model Addition |
19:19.24 | Vulfe | Model Addition? |
19:19.34 | slightlyrandom | Look at how Fungal Growth does it |
19:19.38 | Vulfe | oh |
19:19.38 | Vulfe | okay |
19:19.39 | slightlyrandom | That can be your turotial |
19:19.40 | Vulfe | that would do it |
19:19.43 | slightlyrandom | tutorial * |
19:19.44 | Vulfe | forgot that existed |
19:20.00 | slightlyrandom | Whats the standard way to highlight a dialog selection ? |
19:20.25 | ProzaicMuze | click and drag? ;P |
19:20.30 | Ashamed | FUCKEN ROD |
19:20.33 | slightlyrandom | ^^ |
19:20.44 | Ashamed | I will eat your brains! |
19:20.47 | slightlyrandom | To show that this button has been pressed and is selected |
19:20.55 | TheLaughingMan | TEACHER : George Washington not only chopped down his father's cherry tree, but also admitted it. Now, Louie, do you know why his father didn't punish him? LOUIS: Because George still had the axe in his hand. |
19:21.17 | slightlyrandom | Where are you quoting jokes from TheLaughingMan ? |
19:21.27 | TheLaughingMan | why? |
19:21.41 | slightlyrandom | Because I'd go there if I wanted to read jokes, is why |
19:23.49 | *** join/#sc2mapster Azoreo (~casqouro@201-42-185-134.dsl.telesp.net.br) |
19:24.56 | *** join/#sc2mapster Netrosis (~chatzilla@203.171.92.209.static.rev.aanet.com.au) |
19:25.40 | depthsofchaos | does catalog get return a string?:o |
19:25.46 | depthsofchaos | get value |
19:26.21 | depthsofchaos | oh shit it does -.- |
19:26.34 | depthsofchaos | how do i convert unit type to string.. |
19:26.54 | Ashamed | I just deleted 150 triggers from my map ( Figured out to activate them for all players instead of 1 a piece ) |
19:27.09 | Ashamed | I am so learning this shit |
19:27.17 | Alpha_vst | LOL |
19:27.19 | wOlfLinG | You mean 'Pick each player'? |
19:27.19 | Alpha_vst | woot |
19:27.25 | Alpha_vst | he did a loop :P |
19:27.26 | wOlfLinG | Even i know that :D |
19:27.27 | Alpha_vst | im sure |
19:27.30 | Ashamed | me? |
19:27.34 | Ashamed | yeah its a loop |
19:27.38 | Ashamed | but i had it for each player before |
19:27.39 | Ashamed | :) |
19:27.40 | Alpha_vst | loops are your friend |
19:27.42 | wOlfLinG | Meh, same thing ^^ |
19:27.52 | Ashamed | not just loop too |
19:27.57 | Alpha_vst | my whole game is ran off of 8 triggers so far |
19:28.02 | Ashamed | about 40 triggers that i had to copy for each player |
19:28.07 | Ashamed | i made better |
19:28.12 | Alpha_vst | thats no good |
19:28.19 | Ashamed | whats no good? |
19:28.24 | Alpha_vst | 40 triggers :P |
19:28.28 | Ashamed | thats why i fixed it |
19:28.31 | Ashamed | i deleted the 40 triggers |
19:28.36 | Ashamed | and i had to copy them each |
19:28.37 | Ashamed | for each player |
19:28.38 | Ashamed | lol |
19:28.42 | Ashamed | 40x6 |
19:28.46 | Alpha_vst | yeah thats no good |
19:28.48 | Alpha_vst | :P |
19:28.48 | Ashamed | is about how many triggers i just saved myself |
19:29.11 | Ashamed | i found out if you put ( Trigger player ) in the array var ( It will set it to the players number ) |
19:29.16 | Ashamed | thats really what saved me |
19:29.25 | Ashamed | i figured that shiz out all by myself too :) |
19:29.33 | Alpha_vst | http://tinypic.com/usermedia.php?uo=QnrDhDRffRIog2SYDjpu2oh4l5k2TGxc <--- my list for my game |
19:29.46 | Alpha_vst | yeah loops are amazing |
19:29.51 | Alpha_vst | great time saver |
19:29.54 | Ashamed | i am going home now |
19:30.14 | slightlyrandom | Once I figure out how to convert two numbers to a region, I'll be cutting out half my triggers, too |
19:30.26 | Ashamed | see you guys later |
19:30.35 | P_R_Deltoid | how do I make a created effect be placed like a tail |
19:30.35 | Vulfe | why are my missiles coming out of the ground now |
19:30.36 | Vulfe | wtf |
19:30.41 | *** join/#sc2mapster rrowland (~Ryan.W.Ro@pool-71-103-175-254.lsanca.dsl-w.verizon.net) |
19:30.43 | P_R_Deltoid | so that it spawns facing opposite of the unit |
19:30.46 | slightlyrandom | Origin Vulfe |
19:30.55 | Vulfe | it's the default |
19:30.55 | Vulfe | lol |
19:31.00 | Vulfe | I didn't change anything |
19:31.00 | Vulfe | x.x |
19:31.07 | slightlyrandom | I guess thats the default, then |
19:31.08 | slightlyrandom | Change it |
19:31.26 | Alpha_vst | slightlyrandom use a [#][#] array |
19:31.36 | slightlyrandom | Thats what I have |
19:31.49 | casperb | don't need a two dimensional array |
19:32.05 | casperb | j * k ;) |
19:32.09 | Vulfe | it's still doing it |
19:32.12 | Alpha_vst | are you making a region? |
19:32.12 | Vulfe | SR |
19:32.14 | Vulfe | : \ |
19:32.20 | slightlyrandom | http://pastebin.com/mUYKKz4q |
19:32.30 | slightlyrandom | I have a bunch of these |
19:32.39 | slightlyrandom | One for each of 30odd regions |
19:32.53 | P_R_Deltoid | rrowland, do you know a lot about the data editor? :> |
19:32.54 | Azoreo | Has anybody else here followed ProzaicMuse's (Beginner) Beam Tutorial? |
19:33.09 | Azoreo | I'm having an issue where the beam's created don't stop at the target hit, but push through them. |
19:33.12 | Alpha_vst | so every region u have a single event? |
19:33.14 | slightlyrandom | Vulfe: Heh, well I am just guessing ;) |
19:33.17 | slightlyrandom | Yup |
19:33.30 | Azoreo | I recreated the unit step-by-step on his aaRhino map and it worked perfectly, but on my own map it's not working right. |
19:33.31 | slightlyrandom | I cant see a Unit Enters Any Region event I can play around with |
19:33.40 | Azoreo | There exists one |
19:33.57 | Azoreo | Er, Region vs. Any Region? |
19:34.02 | Alpha_vst | slightlyrandom random yeah |
19:34.18 | slightlyrandom | Hmmm |
19:34.21 | Alpha_vst | i had a major issue |
19:34.23 | Alpha_vst | with regions |
19:34.31 | slightlyrandom | I guess I could combine all those regions, into a single region in addition |
19:34.34 | Vulfe | rofl |
19:34.35 | Alpha_vst | i used a custom function condition |
19:34.35 | Vulfe | nvm |
19:34.38 | Vulfe | I got my validators backwards |
19:34.43 | Vulfe | and one of my effects is messed up |
19:34.44 | Vulfe | ;P |
19:34.44 | Azoreo | You could put all the regions in an array and check the array? |
19:34.54 | slightlyrandom | You can combine regions |
19:34.55 | slightlyrandom | I could do that |
19:35.00 | Alpha_vst | nah |
19:35.01 | slightlyrandom | And then check which region it is in |
19:35.32 | Alpha_vst | let me see if i still have the test map slightlyrandom |
19:35.39 | Alpha_vst | and i will fix yoru problems |
19:35.43 | slightlyrandom | :D |
19:35.58 | Vulfe | okay |
19:35.59 | Vulfe | problem solved |
19:36.00 | Vulfe | kinda |
19:36.06 | *** join/#sc2mapster FrozenFirebat (~user@cpe-76-90-39-208.socal.res.rr.com) |
19:36.18 | wOlfLinG | How do i make all players 'Active players'? |
19:36.39 | Azoreo | Active Players = the players participating in the game, so anybody with units. |
19:36.45 | Azoreo | As far as I understand it. Includes NPC's. |
19:37.03 | wOlfLinG | Doesn't include neutrals or hostiles it seems |
19:37.08 | Alpha_vst | you can remove players for active players also |
19:37.13 | Azoreo | Uh, I think it does. |
19:37.14 | Alpha_vst | or add them |
19:37.20 | Alpha_vst | nope |
19:37.23 | wOlfLinG | how do i add them? |
19:37.27 | Azoreo | On my map "neutral" (player 0) is included in Active Players. |
19:37.30 | Alpha_vst | add player to group |
19:37.38 | wOlfLinG | ah, k |
19:37.59 | *** join/#sc2mapster RaydenUni (~rayden@ip68-5-22-175.oc.oc.cox.net) |
19:38.00 | slightlyrandom | Active Players isn't all User Controlled Players ? :S |
19:38.07 | Azoreo | No |
19:38.10 | Alpha_vst | nope |
19:38.19 | slightlyrandom | Hm |
19:38.23 | wOlfLinG | well, my leaderboard doesn't have neutral on it |
19:38.23 | slightlyrandom | That might be a problem |
19:38.31 | slightlyrandom | Neither does mine |
19:38.57 | Alpha_vst | slightlyrandom i dont have the map but i have my edited files i will put something together :P |
19:39.52 | RodOfNOD | alpha did u see the file paths i posted for ur minimap shit? |
19:39.54 | slightlyrandom | You can go download it |
19:40.03 | slightlyrandom | www.sc2mapster.com/maps/cubetd |
19:40.12 | wOlfLinG | Anything wrong with this leaderboard? http://pastebin.com/x3cYu7sX |
19:40.41 | wOlfLinG | Doesn't show all active players, even though i have an 'Add all players to 'Active Players' ' action |
19:41.08 | RodOfNOD | is that what it really looks like wOlfLinG? |
19:41.18 | wOlfLinG | erm... yeah ^^ |
19:41.20 | RodOfNOD | where is ur loop? |
19:41.35 | wOlfLinG | ... |
19:41.42 | wOlfLinG | Its in a pick each player |
19:41.52 | RodOfNOD | which is where |
19:41.53 | wOlfLinG | Ill post the entire trigger |
19:42.11 | wOlfLinG | http://pastebin.com/NCxxrSEz |
19:42.13 | Phaos | Omg omg omg omg My creature for the creature contest is complete all thats left is to film it |
19:42.17 | RodOfNOD | why did u assign a varaible to the leaderboard and then u didnt use it? |
19:42.58 | wOlfLinG | Hmmm... dunno. Think i just did it cause the tutorial i saw did it like that |
19:42.59 | RodOfNOD | wouldnt u just have one dialog? |
19:43.03 | *** join/#sc2mapster amp (4a3b7d41@gateway/web/freenode/ip.74.59.125.65) |
19:43.23 | wOlfLinG | theres 2 |
19:43.30 | RodOfNOD | 2 for each player? |
19:43.34 | wOlfLinG | I can click the button and it shows up |
19:44.04 | RodOfNOD | oh i see u have 2 for each player is their a reason for this? |
19:44.05 | Alpha_vst | RodOfNOD: nOPE |
19:44.06 | wOlfLinG | Only problem is that it only shows my name and score |
19:44.13 | RodOfNOD | well right before u left i posted it |
19:44.45 | RodOfNOD | do u want each player to have their own distinct leader board |
19:44.46 | RodOfNOD | ? |
19:44.55 | wOlfLinG | It want it to be the same for each player |
19:45.03 | RodOfNOD | k well |
19:45.15 | RodOfNOD | u are creating 2 boards for each player so if there are say 6 plkayers u are making 12 |
19:45.20 | RodOfNOD | and each board has only one player on it |
19:45.26 | RodOfNOD | crate the boards outside of the loop |
19:45.27 | RodOfNOD | create |
19:45.34 | RodOfNOD | and USE the variables u made |
19:45.36 | RodOfNOD | or it wont work |
19:45.47 | wOlfLinG | Im using them in other triggers |
19:46.13 | RodOfNOD | u will need to use them here |
19:46.40 | RodOfNOD | anyone used the dialog drop down pull down menus yet? |
19:47.34 | Alpha_vst | i got the files RodOfNOD but they have issues of not loading so its kinda blah |
19:48.06 | RodOfNOD | if u can wipe out the rest by going over them with a new model texture u should be able to do those 3 also |
19:49.03 | Alpha_vst | its a texture and it doesnt load them correctly every time |
19:49.09 | Azoreo | Anybody might have any idea why my beam weapon beams are shooting THROUGH targets? |
19:49.12 | Alpha_vst | and you cant override the boarder |
19:50.30 | RodOfNOD | dont say cant say you havent figured out how to yet |
19:54.53 | HP-X|Arthas | i like the internet! |
19:55.30 | HP-X|Arthas | [regarding ps3 cfw/otheros] can. you explain how i ham going to ruin it? all i want is the other os feature back onto my ps3! on the box of my ps3 it says it supports other os so in a way i paid for it! So imma have it back bitches! |
19:56.27 | P_R_Deltoid | does anyone have any ideas of how to get how far a unit has traveled from point a to b |
19:56.31 | P_R_Deltoid | around cliffs and hsit |
19:57.05 | RodOfNOD | dont think u can actually get that pr even if u monitored it over time |
19:57.12 | RodOfNOD | thats why i keep telling u to do a grid system |
19:57.20 | P_R_Deltoid | grid systems can eat my dick |
19:57.23 | RodOfNOD | but ull bang ur head till u figure it out |
19:57.24 | RodOfNOD | :> |
19:57.31 | P_R_Deltoid | I will figure it out! |
19:57.31 | RodOfNOD | they dont even have to see the grid |
19:57.42 | RodOfNOD | it just has to be how u treat it internally |
19:57.59 | P_R_Deltoid | how do you suppose I go about doing that? |
19:58.01 | RodOfNOD | so noone has played with pull down menues? |
19:58.29 | RodOfNOD | well u just make sure units move 1 suare at a time and alwyas move to the center of the square |
19:58.49 | P_R_Deltoid | I have no idea how I'd go about doing that |
19:58.54 | RodOfNOD | :> |
19:59.06 | RodOfNOD | would be work but making good maps is work |
19:59.13 | RodOfNOD | making crappy maps that people hate is easy |
20:00.10 | Alpha_vst | lol |
20:00.29 | HP-X|Arthas | i lub crapmaps |
20:00.42 | *** join/#sc2mapster rrowland (~Ryan.W.Ro@pool-71-103-175-254.lsanca.dsl-w.verizon.net) |
20:01.15 | P_R_Deltoid | Oh |
20:01.17 | P_R_Deltoid | I think... |
20:01.21 | P_R_Deltoid | Pathing Cost does exactly what I need |
20:01.25 | depthsofchaos | i love the convert game link to string function how it only works for units ,dieeee |
20:02.06 | Vulfe | oookay |
20:02.07 | depthsofchaos | at least name that function propelry so i dont waste by time relying on it -.. |
20:02.16 | Vulfe | so something about my map uses all my RAM instantaneously |
20:02.17 | Vulfe | cool |
20:02.18 | Alpha_vst | lol |
20:02.30 | depthsofchaos | you dont destroy your actor |
20:02.37 | Vulfe | no actors |
20:02.38 | Vulfe | you lose |
20:02.51 | *** join/#sc2mapster Ashamed (43adf1dc@gateway/web/freenode/ip.67.173.241.220) |
20:02.51 | depthsofchaos | so you know hwats hte problem :p |
20:03.01 | Vulfe | that doesn't make all my RAM get used |
20:03.01 | Vulfe | lol |
20:03.05 | Ashamed | hwats het problem? |
20:03.10 | Ashamed | hte* |
20:03.13 | Vulfe | the funny thing is |
20:03.18 | Vulfe | I thought I had finally fixed everything |
20:03.20 | Vulfe | lol. |
20:03.31 | depthsofchaos | ashamed go back to work |
20:03.45 | P_R_Deltoid | RodOfNOD, the game has built in functionality! YAY! |
20:03.48 | Vulfe | WTF |
20:03.50 | Vulfe | I just changed that |
20:03.52 | Vulfe | WTF editor |
20:03.57 | Vulfe | I have a persistent that makes itself |
20:04.00 | Vulfe | ad infinitum |
20:04.01 | Vulfe | lol |
20:04.01 | Alpha_vst | WEEEE |
20:04.04 | P_R_Deltoid | Pathing Cost Between Points works just like difference but it determines the pathing cost including obstacles too! |
20:04.25 | Vulfe | that will be useful when I'm making my strategy game |
20:06.38 | Vulfe | as in |
20:06.38 | Vulfe | never |
20:06.55 | Vulfe | protip, don't have persistents that create themselves |
20:06.57 | Vulfe | bad move |
20:07.02 | Fatal5101 | when i se your name P_R_deltoid i think of hemorrhoids. |
20:07.12 | P_R_Deltoid | you should think of shoulders |
20:07.15 | P_R_Deltoid | or puerto ricans |
20:07.17 | P_R_Deltoid | or both |
20:07.21 | P_R_Deltoid | allow me to demonstrate |
20:08.08 | P_R_Deltoid | http://english.people.com.cn/200607/25/images/miss4.jpg |
20:08.11 | P_R_Deltoid | http://www.exrx.net/Graphics/DeltoidAnteriorFront.gif |
20:08.15 | P_R_Deltoid | demonstrated |
20:08.31 | Ashamed | i am home |
20:08.34 | Ashamed | :( |
20:08.39 | Ashamed | I can now talk all i want |
20:08.44 | Ashamed | and you want me to go back depth! |
20:08.51 | Fatal5101 | eh |
20:08.52 | Ashamed | I thought we were friends |
20:09.29 | Ashamed | rod you there? |
20:09.36 | depthsofchaos | i thought you werent a grammar nazi xD |
20:10.13 | *** join/#sc2mapster Repo (~supybot@repos.curseforge.net) |
20:10.14 | Ashamed | yea deltoid.. you a gramma Nazi! |
20:10.21 | slightlyrandom | You're* |
20:10.30 | slightlyrandom | Grammar* |
20:10.33 | slightlyrandom | Yeah* |
20:10.38 | RodOfNOD | P_R_Deltoid well i did point out the pathing deals.. Ashamed yes? |
20:10.57 | Ashamed | Rod..I made my map goods. ( I even figured out my own trigger for the hereos ) |
20:11.08 | P_R_Deltoid | Yeah |
20:11.09 | P_R_Deltoid | Thanks |
20:11.10 | P_R_Deltoid | :> |
20:11.12 | Ashamed | I will show you tonight! |
20:11.21 | RodOfNOD | cool |
20:11.21 | P_R_Deltoid | kind of a vague function, but it works perfectly |
20:11.22 | *** join/#sc2mapster Azoreo (~casqouro@201-42-185-134.dsl.telesp.net.br) |
20:13.24 | Azoreo | So nobody's done Prozaic's beam tutorial? |
20:13.35 | *** join/#sc2mapster Barter (~Bart@201.67.224.204) |
20:13.41 | *** join/#sc2mapster rrowland (~Ryan.W.Ro@pool-71-103-175-254.lsanca.dsl-w.verizon.net) |
20:14.47 | Fatal5101 | dang someone got the eve models in the game |
20:14.48 | Fatal5101 | rifter1 |
20:14.59 | Phaos | yeaup |
20:17.38 | *** join/#sc2mapster deathnight114 (~chatzilla@c-67-171-44-7.hsd1.wa.comcast.net) |
20:17.57 | *** join/#sc2mapster TheUltimateMuffi (42b73639@gateway/web/freenode/ip.66.183.54.57) |
20:18.15 | TheUltimateMuffi | . |
20:21.37 | RodOfNOD | yea my pull down menus work now :> |
20:21.48 | *** join/#sc2mapster Hjalte (~chatzilla@cpe.ge-0-2-0-835.arcnqu2.customer.tele.dk) |
20:22.25 | Vulfe | pulldown menus? |
20:22.27 | Vulfe | wuuut |
20:24.02 | wOlfLinG | Gah! Still not working >< http://pastebin.com/DW1ExZCa |
20:26.36 | *** join/#sc2mapster rrowland (~Ryan.W.Ro@pool-71-103-175-254.lsanca.dsl-w.verizon.net) |
20:27.05 | TheUltimateMuffi | North Korea is BEST Korea. |
20:27.54 | RodOfNOD | not in sc :P |
20:28.46 | RodOfNOD | wOlfLinG - why are u doing this: Dialog - Create a Modal dialog of size (500, 150) at (0, 0) relative to Top Left of screen inside the loop? |
20:29.18 | Vulfe | lol wolfling |
20:29.23 | Vulfe | your parentheses |
20:29.25 | Vulfe | are wrong |
20:29.38 | Vulfe | number of players * (60 + 150) = fail |
20:29.54 | depthsofchaos | xDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD |
20:29.58 | Vulfe | (number of players * 60 ) + 150 |
20:30.01 | Vulfe | is probably what you wanted |
20:30.10 | Vulfe | ;P |
20:30.20 | depthsofchaos | he doesnt want to hardcode it :P |
20:30.38 | Vulfe | i bet it's making like |
20:30.40 | Vulfe | huge dialogs for him |
20:30.42 | P_R_Deltoid | so... starcraft is using 2gigs of memory |
20:30.44 | P_R_Deltoid | wtf is up with that |
20:30.45 | P_R_Deltoid | I think |
20:31.08 | P_R_Deltoid | 400k = what? 40mb? That doesn't seem like 40% to me |
20:31.14 | P_R_Deltoid | I have 4 gigs, wtf. |
20:31.29 | Vulfe | background processes? |
20:31.30 | rrowland | ... |
20:31.33 | rrowland | 400k is 400k |
20:31.36 | Vulfe | yeah |
20:31.37 | Vulfe | that too |
20:31.43 | P_R_Deltoid | 400k... whats |
20:31.49 | slightlyrandom | 4000k ~= 4mb |
20:31.51 | P_R_Deltoid | ohhh |
20:31.52 | P_R_Deltoid | yeah |
20:31.54 | rrowland | 0.4mb |
20:31.54 | P_R_Deltoid | I was thinking kb |
20:31.55 | P_R_Deltoid | not b |
20:31.56 | P_R_Deltoid | woopsy |
20:31.59 | Vulfe | 1MB = 1024KB |
20:32.02 | Vulfe | proskill |
20:32.07 | P_R_Deltoid | Yeah, alright, that was p dumb |
20:32.20 | depthsofchaos | adding cooldown to a skill is like the fucking hardest thing! |
20:32.28 | Vulfe | lol |
20:32.30 | Vulfe | no it's not |
20:32.32 | P_R_Deltoid | it's not dropping when I close starcraft :< |
20:32.37 | depthsofchaos | with triggers to an unknown ability |
20:32.38 | Vulfe | I'm making an ability that requires like 20 effects |
20:32.42 | Vulfe | come back to me when you do that x.x |
20:32.44 | *** join/#sc2mapster RedWraith (~daviddavi@ip98-164-199-113.oc.oc.cox.net) |
20:32.50 | depthsofchaos | i did one with 30+ |
20:33.00 | Vulfe | god damn you |
20:33.06 | slightlyrandom | depthsofchaos: Are you working with Event - Unit Casts Ability ? |
20:33.07 | Vulfe | shakes fist |
20:33.11 | slightlyrandom | And Triggering Ability |
20:33.14 | wOlfLinG | RodOfNod: Im doing that because each dialog is unique for each player (Well, i need the button to show a differant thing depending on whether a player has the dialog open or not) |
20:33.20 | slightlyrandom | Wait, that doesn't work |
20:33.23 | depthsofchaos | unit creates unit with ability |
20:33.47 | depthsofchaos | i need ot read damn catalog values but its buged |
20:33.49 | rrowland | you can change aspects of that dialog |
20:33.59 | rrowland | per player |
20:34.04 | wOlfLinG | i can? |
20:34.09 | TheLaughingMan | a |
20:34.10 | wOlfLinG | How do i do that? :) |
20:34.11 | rrowland | yes |
20:34.11 | TheLaughingMan | a |
20:34.13 | slightlyrandom | You can make a Leaderboard Array! |
20:34.16 | TheLaughingMan | a |
20:35.00 | depthsofchaos | anyone good with catalogs look at this |
20:35.01 | depthsofchaos | http://pastebin.com/VBUkj4FP |
20:36.01 | *** join/#sc2mapster Hjalte (~chatzilla@cpe.ge-0-2-0-835.arcnqu2.customer.tele.dk) |
20:36.34 | depthsofchaos | its supposed to return a build abilities cooldown id for a unit |
20:38.38 | Vulfe | I need a validator that checks if there is a unit within a certain distance |
20:38.41 | Vulfe | does that exist? |
20:38.54 | depthsofchaos | enumerate area |
20:40.19 | Vulfe | how does the Areas thing within enumerate area work |
20:41.05 | depthsofchaos | look at some blizzard default |
20:41.07 | depthsofchaos | s |
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20:41.15 | Vulfe | ok |
20:41.19 | P_R_Deltoid | Any Abillity Command includes stop, move, and attack, right? |
20:41.36 | *** join/#sc2mapster Spoofed (62463343@gateway/web/freenode/ip.98.70.51.67) |
20:41.37 | depthsofchaos | what |
20:41.50 | P_R_Deltoid | <PROTECTED> |
20:41.55 | P_R_Deltoid | This will pick up moves, attacks |
20:41.55 | P_R_Deltoid | etc |
20:41.56 | P_R_Deltoid | correct? |
20:42.02 | P_R_Deltoid | not just spells and shit |
20:42.06 | depthsofchaos | ye |
20:42.14 | P_R_Deltoid | Well... |
20:42.27 | P_R_Deltoid | http://pastebin.com/yy80efhp |
20:42.30 | P_R_Deltoid | this is throwing an error |
20:42.32 | P_R_Deltoid | ignore the conditions |
20:42.34 | slightlyrandom | It'll fire multiple times per ability |
20:42.56 | P_R_Deltoid | even a move ability? |
20:43.44 | slightlyrandom | Can |
20:43.47 | slightlyrandom | 't recall :S |
20:43.50 | P_R_Deltoid | Well |
20:43.51 | depthsofchaos | why would it fire multiple times |
20:43.58 | P_R_Deltoid | Can you see why that would throw an error? |
20:44.17 | P_R_Deltoid | only when I do an attack move, and it never does the debug message |
20:44.18 | P_R_Deltoid | oh |
20:44.21 | P_R_Deltoid | I should set a default, 1 sec |
20:44.45 | slightlyrandom | I'm guessing the ground isn't a unit :) |
20:44.51 | *** join/#sc2mapster rrowland (~Ryan.W.Ro@pool-71-103-175-254.lsanca.dsl-w.verizon.net) |
20:44.52 | P_R_Deltoid | yeah, it ru ns multiple times, haha |
20:45.00 | P_R_Deltoid | On abilities with more than 1 effect |
20:45.05 | P_R_Deltoid | like my attack-then-stop ability |
20:45.07 | P_R_Deltoid | it runs twice |
20:45.14 | wOlfLinG | Hmm... so i can't seem to add a player 'Active players' |
20:45.18 | slightlyrandom | It also runs twice if the ability has multiple stages |
20:45.22 | slightlyrandom | or more than twice |
20:45.22 | P_R_Deltoid | well, I am right clicking on an enemy |
20:45.35 | P_R_Deltoid | So it should detect that it is an attack order on targeted unit for the order |
20:45.36 | slightlyrandom | wOlfLinG: Just make your own player group |
20:45.40 | P_R_Deltoid | so why is it throwing errors |
20:46.12 | slightlyrandom | When I was casting Frenzy on a unit, it returned the target of the ability as the ground |
20:46.25 | slightlyrandom | You draw your own conclusions |
20:46.30 | wOlfLinG | So i can't add a user to the active players, but a cpu does count as one :/ |
20:46.52 | P_R_Deltoid | shouldn't it return the unit if I say Target Unit? |
20:47.09 | slightlyrandom | I'm using Active Players as All Players Controlled By User, but I don't know if this is correct :) |
20:47.26 | slightlyrandom | Yeah P_R_Deltoid, unless it isn't targeting a unit |
20:47.27 | slightlyrandom | Debug it |
20:47.48 | slightlyrandom | Tell it to show you what the target was |
20:47.57 | P_R_Deltoid | aw hmmm |
20:48.01 | P_R_Deltoid | how should I go about doing that |
20:48.06 | P_R_Deltoid | debug messages? |
20:48.15 | slightlyrandom | Debug Message, Target of Triggering Order |
20:48.21 | slightlyrandom | something along those lines |
20:48.55 | P_R_Deltoid | hmm |
20:49.11 | slightlyrandom | And I think the Switch wants more General Ability stuff |
20:49.51 | P_R_Deltoid | Oh |
20:49.54 | P_R_Deltoid | Triggering ability |
20:49.55 | P_R_Deltoid | 1 sec |
20:49.56 | P_R_Deltoid | gonna try this |
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20:50.36 | *** join/#sc2mapster egodbout (4a0fd523@gateway/web/freenode/ip.74.15.213.35) |
20:51.14 | Azoreo | For future reference, setting the scale on ColossusBeam.m3 to 100 is a great way to simulate a nuclear blast. |
20:51.17 | P_R_Deltoid | Orders are not abilities or something, I can't figure this out |
20:51.19 | Azoreo | And blind yourself. |
20:52.11 | depthsofchaos | did i mention how i hate catalogs? |
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20:52.40 | P_R_Deltoid | I think how move and attack are built makes this impossible |
20:53.17 | P_R_Deltoid | it always defaults, no matter what. |
20:53.20 | slightlyrandom | What are you trying to do ? |
20:53.33 | P_R_Deltoid | Detect if a unit uses and order and deteremine what the order is through a switch |
20:53.44 | P_R_Deltoid | then do some other stuff depending (attacks cost more points, moving costs less) |
20:53.50 | slightlyrandom | Why not make an event for each order ? |
20:53.59 | P_R_Deltoid | I did that, but this seems like it would be cleaner |
20:54.13 | slightlyrandom | Huge triggers isn't "better" |
20:54.18 | slightlyrandom | It is just more confusing :P |
20:54.26 | egodbout | wtb dustin online |
20:54.34 | P_R_Deltoid | It wouldn't be huge, it'd branch out into a function with an input depending on the order |
20:54.50 | slightlyrandom | Yeah, but why would you do that? |
20:54.57 | P_R_Deltoid | attacks would send a 1 to the function, and the function would take that 1 and know that it has to add 15 to the total of the function. |
20:55.04 | P_R_Deltoid | Cleaner, easier to edit later on |
20:55.14 | slightlyrandom | Good luck |
20:55.26 | P_R_Deltoid | Well, now it seems impossible because apparently attack and move arn't considered abilitiues |
20:55.31 | slightlyrandom | Sure they are |
20:55.42 | Alpha_vst | yes they are |
20:55.44 | Alpha_vst | lol |
20:55.55 | P_R_Deltoid | Then explain why this simple switch doesn't work, and always defaults? I am switching on the triggering order, and it can't seem to detect it in eithe case. |
20:55.57 | slightlyrandom | You just haven't figured out the syntax |
20:56.11 | slightlyrandom | (Neither have I) |
20:56.26 | Alpha_vst | post code? |
20:56.33 | P_R_Deltoid | http://pastebin.com/yy80efhp |
20:57.36 | Vulfe | hmm |
20:57.47 | Vulfe | I've got everything but the actor for the ability working |
20:57.47 | Vulfe | : ( |
20:58.23 | slightlyrandom | What isn't working? |
20:58.36 | Vulfe | I want a fire effect for my buff |
20:58.41 | slightlyrandom | Events |
20:58.44 | Vulfe | I can't even get a different one to work on it |
20:58.49 | Phaos | anyone know a good screen capture program? |
20:58.49 | Vulfe | even though I copied fungal growth |
20:58.50 | slightlyrandom | Behavior.Ability.On |
20:58.51 | slightlyrandom | Create |
20:58.52 | Vulfe | verbatim |
20:58.57 | Vulfe | that's what I'm doing |
20:58.58 | Vulfe | : \ |
20:59.01 | *** part/#sc2mapster egodbout (4a0fd523@gateway/web/freenode/ip.74.15.213.35) |
20:59.18 | slightlyrandom | And the behavior is on the unit where you want the Model to spawn ? |
20:59.19 | Vulfe | Do I need to otherwise link it? |
20:59.29 | Vulfe | yes |
20:59.30 | *** join/#sc2mapster redmarine (504d8add@gateway/web/freenode/ip.80.77.138.221) |
20:59.31 | Vulfe | that's the idea |
20:59.34 | *** join/#sc2mapster egodbout (4a0fd523@gateway/web/freenode/ip.74.15.213.35) |
20:59.36 | wOlfLinG | Anyone know why my kill count for my leaderboard is differant to my kill count on my unit? |
20:59.37 | slightlyrandom | The little Icon shows up in game? |
20:59.48 | Vulfe | the behavior is applied correctly |
20:59.51 | slightlyrandom | Your Leaderboard is bugged |
20:59.53 | Vulfe | and functions as desired |
21:00.23 | egodbout | <---- making a hack and slash is a painnnn! |
21:00.35 | Vulfe | You're doing that one in the video |
21:00.38 | Vulfe | kind of cool ;P |
21:00.41 | slightlyrandom | Vulfe: You're messing the events up |
21:00.43 | redmarine | Helral, didn't work. :/ Probably doesn't matter anyhow since I can always just use another PC until the offiail version of the game is released. |
21:00.55 | Vulfe | Wow |
21:00.56 | slightlyrandom | That, or the actor you're creating the event for doesnt have a model |
21:00.58 | Vulfe | It deleted the subnames |
21:00.59 | Vulfe | nevermind |
21:01.00 | Vulfe | lol |
21:01.12 | wOlfLinG | Works now. I had a 'Unit takes fatal or non fatal damage' event, because thats what causes the respawn trigger :) |
21:01.26 | slightlyrandom | Unit Dies? :P |
21:01.35 | wOlfLinG | yeah, i changed to that |
21:02.03 | wOlfLinG | However, now it may not register hero kills :/ |
21:02.08 | slightlyrandom | So, TD, am I retarded for allowing people to play individual game modes? Duo and Solo play, that is |
21:02.16 | slightlyrandom | Probably doesnt |
21:02.21 | slightlyrandom | Do that individually |
21:02.28 | slightlyrandom | IE. when Hero dies, give a kill and update leaderboard |
21:02.37 | slightlyrandom | On your Save Hero trigger, or whatever |
21:03.21 | egodbout | if anyone know about Dustin Top Down Fighter Wep Global Cooldown system, whisper me, cause dustin AFK :( |
21:04.14 | TheUltimateMuffi | people so beta tomorrow. |
21:04.16 | slightlyrandom | How about looking at his map ? |
21:04.18 | TheUltimateMuffi | is dars trueee??? |
21:04.21 | slightlyrandom | no |
21:04.25 | TheLaughingMan | Yes |
21:04.31 | P_R_Deltoid | Man, I don't want a million different triggers for every ability :< |
21:04.33 | egodbout | i pass the hole day in his map |
21:04.41 | slightlyrandom | How about one per ability ? |
21:04.45 | P_R_Deltoid | Can abilities edit custom unit values |
21:04.51 | P_R_Deltoid | well, yeah, that is what I meant >:( |
21:05.08 | TheLaughingMan | How about using better triggering skills |
21:05.09 | P_R_Deltoid | still, it's going to be the exact same trigger over and over with 1 number added to the total over and over. |
21:05.13 | Vulfe | okay |
21:05.13 | slightlyrandom | The alternative is you need a Switch case per ability |
21:05.14 | Vulfe | I got it |
21:05.18 | Vulfe | how do I make the animation repeat? |
21:05.21 | Vulfe | : \ |
21:05.22 | P_R_Deltoid | Much easier to handle |
21:05.23 | slightlyrandom | You're not cutting down on code |
21:05.23 | Alpha_vst | P_R_Deltoid idono that trigger was confusing :P |
21:05.32 | P_R_Deltoid | Alpha_vst, confusing how |
21:05.36 | slightlyrandom | Repeat ? |
21:05.43 | Vulfe | never mind |
21:05.47 | Vulfe | I can just slow down the animation speed |
21:05.50 | Vulfe | and problem solved |
21:05.52 | Alpha_vst | General - If (( Attack (Target unit for (Triggering order)))) <-- whast target unit? |
21:06.00 | P_R_Deltoid | slightlyrandom, it would cut down on quite a bit. I'd have 1 function, and just add to that total depending on what comes in from the switch |
21:06.03 | P_R_Deltoid | 1 switch 1 function |
21:06.05 | P_R_Deltoid | a few variables |
21:06.05 | P_R_Deltoid | done |
21:06.24 | P_R_Deltoid | The target unit of the order. |
21:06.29 | P_R_Deltoid | Ie the immortal I am blasting |
21:06.45 | P_R_Deltoid | the unit that is being targeted for the attack, I should say. |
21:07.16 | Alpha_vst | i think your calling it backwards |
21:07.24 | Alpha_vst | the immortal cant do the command |
21:07.44 | Alpha_vst | maybe im reading it wrong :P |
21:07.50 | P_R_Deltoid | what do you mean |
21:07.56 | Alpha_vst | wtf is that trigger? |
21:07.59 | Alpha_vst | or condtion |
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21:08.14 | *** join/#sc2mapster devilesk (~devilesk@ool-43518e4d.dyn.optonline.net) |
21:08.15 | P_R_Deltoid | what what? |
21:08.27 | Alpha_vst | what it --> General - If (( Attack (Target unit for (Triggering order)))) |
21:08.36 | Alpha_vst | whast the name of the condtion |
21:08.46 | P_R_Deltoid | Oh, Order Targeting Unit |
21:08.47 | wOlfLinG | Ive hidden the menu bar at the top left and now my F10 key doesn't show the menu. How do i make F10 show it? |
21:09.03 | Tolkfan | so, what happens when the SC2 betaserver becomes self-aware and starts murdering us once we log back into the beta? Or worse, starts multiple melee matches and beats us all in 1v1? |
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21:10.59 | *** join/#sc2mapster Azoreo (~casqouro@189-19-170-54.dsl.telesp.net.br) |
21:11.22 | P_R_Deltoid | It only throws an error for the attack, but it never actually detects the Move either, it always defaults |
21:11.45 | wOlfLinG | Maybe i could just add a dialog asking 'Do you want to quit? Yes/ no' And if someone clicks yes they quit, no hides the dialog |
21:11.47 | P_R_Deltoid | The error with the attack command has to do with "point" or something. I think slightlyrandom was right about it targeting the position and just testing the unit |
21:12.04 | P_R_Deltoid | wOlfLinG, that'd be easy, but what about the options and stuff |
21:12.08 | P_R_Deltoid | screen size and everything |
21:12.22 | P_R_Deltoid | also restart button |
21:12.28 | P_R_Deltoid | How did you hide the menu, btw |
21:12.30 | *** join/#sc2mapster Triceron (60313557@gateway/web/freenode/ip.96.49.53.87) |
21:12.50 | Alpha_vst | <PROTECTED> |
21:13.00 | TheUltimateMuffi | LETS POST PICTURES OF OURSELF! |
21:13.01 | P_R_Deltoid | also, slightlyrandom, another good thing about the switch system is if I have to edit the basic mechanics, I can edit it once in the function and be done with it |
21:13.02 | TheUltimateMuffi | THis is me |
21:13.03 | TheUltimateMuffi | http://img706.imageshack.us/img706/376/gaygk.jpg |
21:13.07 | P_R_Deltoid | otherwise I'd have to go back through every trigger and edit it |
21:13.11 | P_R_Deltoid | which would be a royal pain always |
21:13.18 | TheUltimateMuffi | :D |
21:13.32 | P_R_Deltoid | How dyou do that |
21:13.35 | P_R_Deltoid | Alpha_vst, |
21:13.36 | Alpha_vst | sor your a gay unicorn TheUltimateMuffi |
21:13.40 | wOlfLinG | Just UI- Hide Menu bar for All players |
21:14.18 | Alpha_vst | i did a unit order P_R_Deltoid |
21:14.37 | Alpha_vst | and compaired it to a order targeting unit |
21:14.40 | slightlyrandom | ((Triggering unit) order((Player for (Triggering order)))) == ( Attack (Triggering unit)) <- Triggering Unit Attacks itself? |
21:14.50 | Alpha_vst | it was a example |
21:14.52 | Alpha_vst | GEEZ |
21:14.56 | slightlyrandom | :D |
21:15.01 | P_R_Deltoid | wait, where would that even be? |
21:15.09 | Alpha_vst | condtion.... |
21:15.27 | Alpha_vst | compare |
21:16.00 | P_R_Deltoid | Not... following you. I have no idea how you madei t look like that, or where that would even go in the siwtch. |
21:16.08 | *** join/#sc2mapster MUFFIN_ (42b73639@gateway/web/freenode/ip.66.183.54.57) |
21:16.22 | *** join/#sc2mapster LordAbyss2 (LordAbyss@ip72-201-114-36.ph.ph.cox.net) |
21:16.31 | P_R_Deltoid | The switch cases don't allow for comparisons, do they? |
21:16.46 | Alpha_vst | OHhh |
21:16.46 | rrowland | a switch is a comparison |
21:16.47 | P_R_Deltoid | Because it's basically already a comparison to the switch value |
21:16.48 | Alpha_vst | its a switch |
21:16.56 | P_R_Deltoid | did you... click the link? |
21:17.15 | *** join/#sc2mapster Alpha_vst (~Alpha_vst@c-24-5-9-172.hsd1.ca.comcast.net) |
21:17.15 | P_R_Deltoid | alright! |
21:17.21 | Alpha_vst | i didnt notcie the switch part :P |
21:17.26 | P_R_Deltoid | aw, okay |
21:17.32 | P_R_Deltoid | yeah, I want a switch to determine what the order is |
21:17.55 | P_R_Deltoid | I have an idea |
21:18.31 | Alpha_vst | but |
21:18.34 | Alpha_vst | the issue is |
21:18.46 | Alpha_vst | u need to set the switch |
21:19.09 | P_R_Deltoid | what do you mean...? |
21:19.13 | Alpha_vst | so you need another loop setting what the switch is currently set to |
21:19.29 | Alpha_vst | wait nm |
21:19.30 | Vulfe | Is there a way to make the animation on this fire model loop rather than just playing once |
21:19.30 | P_R_Deltoid | I don't follow |
21:19.36 | Alpha_vst | thats with a variable :P |
21:19.36 | Vulfe | this looks really awkward |
21:22.30 | redmarine | So, what day do you guys bet the beta will start again? |
21:23.16 | redmarine | I'm betting two days |
21:23.16 | P_R_Deltoid | Tomorrow |
21:23.16 | P_R_Deltoid | Well |
21:23.16 | P_R_Deltoid | Fuck, why won't this work ugh |
21:23.16 | redmarine | eh |
21:23.16 | Alpha_vst | the 12th |
21:23.21 | Helral | hey marine. |
21:23.37 | redmarine | Helral, didn't work. :/ Probably doesn't matter anyhow since I can always just use another PC until the offiail version of the game is released. |
21:23.54 | Alpha_vst | im testing it now P_R_Deltoid 0.o |
21:24.42 | Helral | and marine found anything usefull in the code? |
21:24.58 | redmarine | Helral, haven't been mapping at all today |
21:25.08 | redmarine | Just got back |
21:25.19 | Helral | well you looked it through yesterday didn't ya? ;p |
21:25.25 | redmarine | YEah some of it |
21:25.29 | redmarine | It looks solid |
21:25.41 | *** join/#sc2mapster Gohla (~user@92.67.189.131) |
21:26.00 | redmarine | Does a custom condition stop if I return a value? |
21:26.18 | Alpha_vst | LOL |
21:26.19 | Alpha_vst | NOOB |
21:26.24 | P_R_Deltoid | what what |
21:26.27 | Alpha_vst | works |
21:26.31 | Alpha_vst | gg |
21:26.35 | P_R_Deltoid | what does |
21:26.36 | Alpha_vst | want the code? |
21:26.37 | P_R_Deltoid | :< |
21:26.38 | P_R_Deltoid | yes |
21:26.40 | P_R_Deltoid | plz |
21:26.40 | Alpha_vst | for your switch |
21:26.48 | P_R_Deltoid | what was wrong with it? |
21:27.03 | Alpha_vst | http://pastebin.com/q25bxHM6 |
21:27.21 | Helral | redmarine: return = end of function/condition. |
21:27.41 | P_R_Deltoid | Hmm |
21:27.43 | P_R_Deltoid | thought I was doing that |
21:27.44 | P_R_Deltoid | 1 sec |
21:27.53 | P_R_Deltoid | Oh |
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21:27.56 | P_R_Deltoid | the switch is different, 1 sec |
21:27.57 | Alpha_vst | no your not if its nto working |
21:28.29 | RodOfNOD | grr found a bug with records |
21:28.34 | redmarine | Helral, alright |
21:28.37 | P_R_Deltoid | yeah, the value for the switch was apparently set wrong |
21:28.38 | P_R_Deltoid | thanks, Alpha_vst |
21:29.05 | redmarine | Helral, thought perhaps the code would continue to run if something was left. |
21:29.48 | P_R_Deltoid | now the tricky part |
21:29.52 | P_R_Deltoid | offloading this shit |
21:29.55 | Alpha_vst | so it works now? :P |
21:29.59 | P_R_Deltoid | yep |
21:30.03 | P_R_Deltoid | thanks |
21:30.15 | P_R_Deltoid | Can anyone tell me the difference between functions and actions? |
21:30.22 | P_R_Deltoid | oh |
21:30.24 | P_R_Deltoid | actions can't return, right |
21:30.25 | P_R_Deltoid | ? |
21:30.31 | Alpha_vst | they can |
21:30.35 | Helral | redmarine: it will throw an error if it has unreachable codes. |
21:30.40 | P_R_Deltoid | then what is the difference? |
21:30.41 | redmarine | okay |
21:31.14 | Alpha_vst | its all the same isnt it? |
21:31.22 | P_R_Deltoid | well, why seperate them |
21:31.30 | P_R_Deltoid | I remember getting errors while trying to return values with an action |
21:31.39 | RodOfNOD | lol blizzard has a bug with its records |
21:31.42 | RodOfNOD | dumbases |
21:31.50 | Helral | really? |
21:31.51 | Alpha_vst | are you not the dumbass? |
21:31.57 | Helral | what then Rod? |
21:31.59 | RodOfNOD | not this time |
21:32.10 | RodOfNOD | declare 2 variables in 2 records same name |
21:32.22 | RodOfNOD | whichever is declared first will be the type that both will use |
21:32.28 | *** join/#sc2mapster Computerpunk (~Computerp@95.76.177.207) |
21:32.57 | P_R_Deltoid | whoa, functions don't show up under actions? |
21:33.00 | P_R_Deltoid | Wtf is going on! |
21:33.02 | Demonette | Good night |
21:33.11 | Alpha_vst | lol |
21:33.11 | RodOfNOD | they do IF u change the function to an actuon |
21:33.12 | RodOfNOD | nite deathnight114 |
21:33.15 | RodOfNOD | Demonette |
21:33.28 | P_R_Deltoid | okay then what the fuck is the point of functions? For reals |
21:33.31 | P_R_Deltoid | this makes no sense |
21:33.37 | deathnight114 | lol |
21:33.39 | deathnight114 | hello... |
21:33.44 | RodOfNOD | lol |
21:33.53 | RodOfNOD | change the function to an action in the function part |
21:33.58 | *** join/#sc2mapster Vailreth (~kvirc@tx-71-52-84-43.dhcp.embarqhsd.net) |
21:34.11 | Helral | functions return values, they can be used to set variables for example. |
21:34.24 | P_R_Deltoid | Oh oh oh |
21:34.27 | P_R_Deltoid | okay |
21:34.31 | P_R_Deltoid | why did they even bother seperating the two |
21:34.38 | Helral | like creating 5 Dialogs with the same base setup. you don't need to copy paste the same code 5 times. |
21:34.39 | Vailreth | hello |
21:34.46 | depthsofchaos | yay my function has 14 aparameters -.- |
21:34.54 | depthsofchaos | i love you blizz again |
21:34.55 | redmarine | Nice |
21:35.03 | redmarine | It's your own fault :D |
21:35.05 | wOlfLinG | Woot! Almost solid proof SC2 is going back up tomorrow :D |
21:35.09 | RodOfNOD | P_R_Deltoid so as not to be unclear u make a function and then under OPTIONS u pick action |
21:35.13 | RodOfNOD | its still a function |
21:35.15 | depthsofchaos | my fault for not beating blizzard to create passable array? |
21:35.19 | depthsofchaos | true |
21:35.30 | redmarine | W0lflinG? How so? |
21:35.32 | Vailreth | does any one know how Bibendus got the marauder attack old animation to play when he used an attack? |
21:35.35 | redmarine | eh lol |
21:35.43 | RodOfNOD | his truthsayer told him |
21:35.44 | P_R_Deltoid | okay |
21:35.45 | wOlfLinG | If you open up SC2 it says that the client isn't recognised by bnet |
21:35.48 | P_R_Deltoid | this is easily the most confusing thing |
21:35.49 | P_R_Deltoid | ever |
21:35.53 | P_R_Deltoid | You can make a function an action |
21:35.55 | wOlfLinG | Therefor, they have updated the servers already |
21:35.57 | P_R_Deltoid | what is the point of having them seperate |
21:35.57 | Alpha_vst | lol wOlfLinG |
21:36.05 | redmarine | wOlfLinG, been like that since the 2dn |
21:36.06 | Alpha_vst | thast been like that a few days |
21:36.08 | redmarine | 2nd* |
21:36.08 | RodOfNOD | they are different actions |
21:36.11 | wOlfLinG | Meaning, Phase 2 isn't far away, probably tomorrow :D |
21:36.11 | Pierro | HI again |
21:36.17 | wOlfLinG | :( |
21:36.21 | P_R_Deltoid | Okay, I want to pass a value in as a parameter and get a value out as a return, will a regular action work for this? |
21:36.21 | wOlfLinG | Damn it >< |
21:36.27 | redmarine | wOlfLinG, don't expect it to pop out of nowhere |
21:36.32 | RodOfNOD | one is a definition the other is a line in a trigger |
21:36.33 | P_R_Deltoid | Or do I have to use a function |
21:36.33 | redmarine | We've been way too excited |
21:36.43 | RodOfNOD | u use function P_R_Deltoid |
21:36.44 | RedWraith | ~seen tehwildcard |
21:36.46 | purl | tehwildcard <~Jer@pool-96-252-135-143.tampfl.fios.verizon.net> was last seen on IRC in channel #sc2mapster, 12h 52m 54s ago, saying: 'xinehp, defeat didn't trigger first time'. |
21:36.52 | RodOfNOD | but u change the option to ACTION |
21:36.56 | RodOfNOD | at the top of the choices |
21:37.01 | Tolkfan | is it possible to detect what screen resolution the user has? |
21:37.06 | Alpha_vst | no |
21:37.16 | P_R_Deltoid | alright, did that |
21:37.19 | P_R_Deltoid | hope you are right |
21:37.22 | P_R_Deltoid | this is a lot of delicate work |
21:37.23 | RodOfNOD | lol |
21:37.27 | RodOfNOD | it will be on the list |
21:37.37 | Alpha_vst | lol |
21:37.38 | P_R_Deltoid | I already did it, I just hope this has all the features I hope it does |
21:37.39 | Pierro | i found a way to change actor when I hover my cursor on it |
21:37.42 | P_R_Deltoid | and doesn't give errors |
21:38.00 | Alpha_vst | good for you Pierro |
21:38.09 | Pierro | yup |
21:38.15 | Pierro | not very useful though |
21:38.23 | Alpha_vst | why not |
21:38.29 | Pierro | eye candy |
21:38.39 | Pierro | maybe I can set a test to shox |
21:38.41 | Pierro | show |
21:38.41 | Alpha_vst | you can make a whole game around that one thing |
21:38.55 | Vulfe | you can make a whole game around anything |
21:38.57 | Vulfe | but you shouldn't |
21:39.35 | Alpha_vst | yeah but its possible |
21:40.01 | Vulfe | I finished my Ur-Banshee |
21:40.05 | Vulfe | at least for now |
21:40.20 | Pierro | Event : PreselectionUpdate.*.Start //// Action : Set scale 1.5 Event PreselectionUpdate.*.Stop //// Action : SetScale 1.0 |
21:40.27 | Pierro | Voila |
21:40.40 | Triceron | Ur-banshee? what's that |
21:40.42 | Pierro | Increase size when you hover the unit |
21:40.48 | Vulfe | the one banshee to rule them all |
21:40.51 | Vulfe | the uber-banshee |
21:40.53 | Vulfe | etc |
21:41.07 | Alpha_vst | http://i46.tinypic.com/1zp5ylt.jpg how does my ui look so far? |
21:41.11 | *** join/#sc2mapster deathnight114 (~chatzilla@c-67-171-44-7.hsd1.wa.comcast.net) |
21:41.19 | Triceron | ah |
21:41.24 | Vulfe | it shoots 3 missiles at a time while moving to nearby targets and has an ability that makes them spread fire |
21:41.26 | Vulfe | kind of neat |
21:41.35 | slightlyrandom | Alpha_vst: Like this -> http://i46.tinypic.com/1zp5ylt.jpg |
21:41.36 | Triceron | nice :D |
21:41.42 | Triceron | should make it speedier when cloaked too |
21:41.51 | Vulfe | it doesn't have cloak |
21:41.54 | redmarine | The colours ruins it |
21:41.55 | Vulfe | it just kills everything |
21:41.57 | Triceron | aww |
21:42.08 | Alpha_vst | ? |
21:42.10 | Pierro | Uber Banshee should have flying mule to repair it |
21:42.17 | Pierro | when it is below 50% |
21:42.30 | Vulfe | lol |
21:42.41 | Vulfe | it's really just a test of my ability to make units |
21:42.42 | Triceron | I've decided on my next unit |
21:42.45 | Triceron | Blademaster |
21:42.51 | RodOfNOD | how do i give a custom value to a dialog item any ideas? |
21:42.51 | Vulfe | or abilities, effects, whatever |
21:43.00 | Triceron | I think I can cut up this DH's mesh and get it done fairly quick |
21:43.04 | Triceron | aiming for 2-3 days |
21:43.13 | *** join/#sc2mapster Pierro (5a20a2d6@gateway/web/freenode/ip.90.32.162.214) |
21:43.29 | Alpha_vst | anyone? no? :( |
21:44.06 | slightlyrandom | It's still pretty hard to read the Unit Selection part |
21:44.08 | P_R_Deltoid | jesus christ |
21:44.11 | P_R_Deltoid | this is fucking retarded |
21:44.25 | Lilianna | Alpha_vst, Thats better then the last time I saw it. :) |
21:44.25 | P_R_Deltoid | For some reason I can't take in an ability command and then use that parameter to command the unit to do something |
21:44.31 | P_R_Deltoid | It won't show up on the parameter list |
21:44.35 | P_R_Deltoid | even though they are the same variable type |
21:44.48 | Vailreth | is there a fix for the editor crashing wenever you load the terrain module ? |
21:44.48 | RodOfNOD | pastebin ur stuff P_R_Deltoid |
21:45.00 | Vailreth | i thought i saw one but i cant find it now |
21:45.02 | Alpha_vst | lol Vailreth? |
21:45.24 | P_R_Deltoid | http://pastebin.com/MiUX1E9P here is what I need help with |
21:45.40 | P_R_Deltoid | I want to have line 17 make an order of what comes in as the parameter OrderCommand |
21:45.43 | P_R_Deltoid | that is basically it |
21:45.50 | Alpha_vst | yeah slightlyrandom im working on it lol |
21:45.51 | P_R_Deltoid | But it can't see the ability command parameter |
21:46.47 | Alpha_vst | yeah |
21:48.28 | Alpha_vst | you have to swtich the |
21:48.35 | Alpha_vst | order type |
21:48.45 | P_R_Deltoid | How do you mean |
21:49.54 | Alpha_vst | the |
21:49.55 | Alpha_vst | ( |
21:49.56 | RodOfNOD | did u look under parameters P_R_Deltoid? |
21:50.28 | P_R_Deltoid | for what? |
21:51.30 | Alpha_vst | im not about to sit there and recreate the whole thing but |
21:51.34 | Alpha_vst | im pretty sure |
21:51.36 | Vailreth | i guess i am just out of luck till retaill.. |
21:51.47 | P_R_Deltoid | Alpha_vst, I didn't follow what you said... |
21:51.51 | P_R_Deltoid | the (? |
21:51.54 | P_R_Deltoid | There are quite a few |
21:51.59 | Alpha_vst | <PROTECTED> |
21:52.08 | Alpha_vst | change the order |
21:52.12 | RodOfNOD | i got it to work |
21:52.15 | RodOfNOD | no |
21:52.18 | RodOfNOD | that isnt it |
21:52.19 | RodOfNOD | <PROTECTED> |
21:52.21 | Alpha_vst | its in the list or its the ( in the working |
21:52.26 | RodOfNOD | is what u want u have to change the first part |
21:52.34 | RodOfNOD | but u have to pick PARAMETER |
21:52.39 | Alpha_vst | yeah |
21:52.43 | RodOfNOD | at the top there will be a new choice |
21:52.59 | *** join/#sc2mapster heysparky (~heysparky@216.40.136.42) |
21:53.03 | RodOfNOD | got it P_R_Deltoid? |
21:53.07 | heysparky | howdy folks |
21:53.10 | P_R_Deltoid | what is to default (Replace Existing Orders) |
21:53.12 | RodOfNOD | hey |
21:53.21 | RodOfNOD | default is MY name for my parameter |
21:53.31 | RodOfNOD | i couldnt be bothered to change all my code |
21:53.43 | RodOfNOD | its in the damn tree |
21:53.47 | RodOfNOD | u never look in the tree |
21:53.52 | RodOfNOD | ORDER: |
21:53.56 | Alpha_vst | HEY heysparky |
21:54.14 | Helral | hey psarky |
21:54.18 | Helral | sparky* |
21:54.18 | Alpha_vst | also your paramater should be order |
21:54.19 | P_R_Deltoid | I am looking at the tree, I can't see anything that looks even remotely like that |
21:54.28 | RodOfNOD | lol |
21:54.30 | RodOfNOD | not also |
21:54.31 | P_R_Deltoid | Is that Order Targeting Unit? |
21:54.32 | RodOfNOD | thats what i said |
21:54.36 | P_R_Deltoid | Order Targetting Point? |
21:54.37 | P_R_Deltoid | \Unit Order? |
21:54.38 | RodOfNOD | that is all he has to do |
21:54.39 | RodOfNOD | no |
21:54.42 | RodOfNOD | pick parameter |
21:54.43 | RodOfNOD | at the top |
21:55.14 | P_R_Deltoid | okay. |
21:55.18 | RodOfNOD | u are under function pick parametr |
21:55.30 | RodOfNOD | u should see ur order var |
21:56.12 | P_R_Deltoid | I think I am with you |
21:56.15 | Alpha_vst | http://i48.tinypic.com/znastf.jpg <---- P_R_Deltoid |
21:57.04 | P_R_Deltoid | man |
21:57.26 | P_R_Deltoid | thought I tried that... but I think it works |
21:57.28 | P_R_Deltoid | oh well |
21:57.29 | P_R_Deltoid | thanks |
21:58.53 | Alpha_vst | does it work now? |
21:59.06 | P_R_Deltoid | well, the code allows for it to be placed correctly |
21:59.12 | P_R_Deltoid | but I have not gotten to a point where I can test in game |
21:59.16 | P_R_Deltoid | but it seems like it will work |
21:59.20 | Alpha_vst | it should :P |
21:59.30 | depthsofchaos | the unorganization blasted my face hehe but your vista looks like mine :o |
21:59.52 | Alpha_vst | ? |
21:59.53 | redmarine | omg.. |
22:00.22 | redmarine | You can't find the location of the mouse x,y if you release the mouse |
22:00.27 | redmarine | -.- |
22:00.27 | Alpha_vst | duh |
22:00.43 | Alpha_vst | and its only where its clicked... |
22:00.53 | RodOfNOD | i really cant believe that blizzard cant add 2 damn reals together and get the same results everytime |
22:00.55 | redmarine | This basically means making Dungeon Keeper is impossible |
22:00.56 | RodOfNOD | wtf are they doing |
22:00.58 | depthsofchaos | what would you need it for |
22:01.00 | RodOfNOD | i mean this isnt 1979 |
22:01.09 | redmarine | Without making it intensely resource hungry |
22:01.24 | Alpha_vst | im sure your doing it wrong |
22:01.57 | Alpha_vst | send the mouse location to all players in the game would bring it to a hault |
22:02.19 | redmarine | I mean, they could at least also add release click |
22:02.29 | Alpha_vst | why? |
22:02.29 | redmarine | Or some fucntion to detect the location of the mouse |
22:02.35 | redmarine | Because I need it |
22:02.38 | Alpha_vst | didnt you just read |
22:02.39 | redmarine | lol |
22:02.40 | depthsofchaos | what fooor |
22:02.44 | redmarine | Yes I know |
22:02.45 | Helral | redmarine: the onmousebutton up doesn't give the new coordinates? |
22:03.06 | Alpha_vst | you shouldnt even use the mouse buttons |
22:03.12 | depthsofchaos | click detecton is just too messy overal imo |
22:03.15 | depthsofchaos | to use |
22:03.22 | Alpha_vst | yeah |
22:03.25 | redmarine | Helral, well, it only detects clicks when you left down |
22:03.31 | depthsofchaos | not even keyboard is good |
22:03.34 | redmarine | Sadly, there is no other way to make a dungeon keeper map |
22:03.38 | depthsofchaos | maybe to add 1 popup window |
22:03.40 | Alpha_vst | why not |
22:03.45 | Alpha_vst | what are you trying to do? |
22:03.58 | redmarine | Trying to detect when I release a selection of walls |
22:04.05 | Alpha_vst | ? |
22:04.12 | redmarine | I click a place on the map |
22:04.15 | redmarine | finds the x,y of the mouse |
22:04.17 | depthsofchaos | give a submit button?:o |
22:04.24 | redmarine | calculates what wall I clicked on |
22:04.30 | redmarine | or rather variable |
22:04.37 | redmarine | and then Idrag somewhere |
22:04.41 | redmarine | and I release |
22:04.50 | Alpha_vst | so you do it with 2 clicks |
22:04.53 | redmarine | do the same calculation and then mark the area between as diggable |
22:04.53 | Alpha_vst | wow |
22:04.57 | Alpha_vst | not hard |
22:05.02 | redmarine | I know |
22:05.11 | redmarine | I want to make a precise replication |
22:05.24 | Alpha_vst | letting you know now |
22:05.30 | Alpha_vst | that it will cause major lag |
22:05.33 | depthsofchaos | resistance is futile! you can not! |
22:05.35 | redmarine | Indeed. |
22:05.47 | *** join/#sc2mapster rrowland (~Ryan.W.Ro@pool-71-103-175-254.lsanca.dsl-w.verizon.net) |
22:05.47 | redmarine | wait, what will lag? |
22:06.07 | depthsofchaos | when i use my auto mouse presser |
22:06.09 | Alpha_vst | when a user clicks it will check every single click |
22:06.10 | depthsofchaos | and laugh |
22:06.28 | redmarine | Alpha_vst, I'll have to live with that. |
22:06.36 | Alpha_vst | to much lag :P |
22:06.39 | Alpha_vst | but ok |
22:06.44 | redmarine | Alpha_vst, in Dungeon keeper you don't click much |
22:06.46 | depthsofchaos | expecting players to no be cocks, bad idea |
22:06.51 | redmarine | since everything is automated |
22:06.54 | redmarine | and there are only 4 palyers |
22:06.56 | Alpha_vst | lol |
22:07.08 | Alpha_vst | i would find a better way to do things |
22:07.13 | redmarine | How? |
22:07.20 | Alpha_vst | you have a brain |
22:07.21 | redmarine | Without using the mouse? |
22:07.25 | Alpha_vst | come up with soemthing |
22:07.34 | redmarine | You said you would have thought a different method |
22:07.39 | redmarine | What exactly would you do without using the click |
22:07.48 | depthsofchaos | give the wall an ability to attack the other walls |
22:07.50 | depthsofchaos | easy |
22:07.57 | depthsofchaos | you create beam |
22:07.58 | depthsofchaos | between |
22:08.00 | depthsofchaos | whatever |
22:08.15 | redmarine | Can't do. |
22:08.22 | redmarine | Walls are diggable |
22:08.26 | redmarine | They won't destroy each other. |
22:08.29 | depthsofchaos | elaboration required |
22:08.40 | slightlyrandom | Hehe |
22:08.41 | depthsofchaos | you want 2 points |
22:08.51 | depthsofchaos | 2 points of walls |
22:08.53 | Alpha_vst | redmarine you can issue commands when a unit is selected |
22:08.54 | slightlyrandom | redmarine: Why not use the inbuilt selection tool ? :) |
22:09.06 | Alpha_vst | yes |
22:09.08 | redmarine | slightlyrandom, camera is angular |
22:09.13 | Alpha_vst | what i was going for |
22:09.21 | depthsofchaos | cause he wants the area between 2 units |
22:09.22 | Alpha_vst | well change it |
22:09.24 | redmarine | and I can't spawn 4096 units |
22:09.32 | depthsofchaos | i can |
22:09.35 | redmarine | I mean |
22:09.37 | redmarine | Sure it runs |
22:09.42 | redmarine | But hell, lower specs die |
22:09.46 | depthsofchaos | ^^ |
22:09.54 | redmarine | That's no way to treat users |
22:09.58 | Alpha_vst | dont show the whole map |
22:10.03 | Alpha_vst | duh |
22:10.08 | redmarine | Even with fog |
22:10.15 | redmarine | Things lag |
22:10.20 | depthsofchaos | data gets sent from fog to prevent hacking :p |
22:10.25 | Alpha_vst | i know |
22:10.27 | Alpha_vst | :P |
22:10.27 | depthsofchaos | its so easy you dont even have to hack |
22:10.31 | depthsofchaos | hacking prevented |
22:10.48 | redmarine | I'll just use double click like you said |
22:10.53 | heysparky | So, folks, why would these (http://dl.dropbox.com/u/6609857/Action%20Definition%20in%20Use.jpg) instances of my Action Definition result in both instances rallying to the second point? Action Defininition Guts: http://dl.dropbox.com/u/6609857/Action%20Definition.jpg |
22:10.56 | redmarine | Even though kinda annoying but then again, it's a must |
22:11.06 | depthsofchaos | i dont see whats wrong with my idea |
22:11.21 | depthsofchaos | its not reasource heavy |
22:11.29 | depthsofchaos | as mouse clicks |
22:11.56 | redmarine | depthsofchaos, well, I've tried different methods |
22:12.06 | redmarine | Found my solution the best from trial and error |
22:12.49 | Helral | heysparky: cause of the delay in the unload action. you change the point before the first group itself is underway so it will instead head for the 2nd point. |
22:13.22 | Alpha_vst | makes sense |
22:13.28 | Alpha_vst | add a .5 wait |
22:14.19 | heysparky | redmarine, maybe I don't understand what you're trying to accomplish, but couldn't you 'salvage' a wall that's clicked on and then put it on the cursor like you're going to build it? |
22:14.49 | redmarine | heysparky, would still nee to click to get that point |
22:15.10 | heysparky | it's placed like any other building |
22:15.14 | heysparky | what am I not getting? |
22:15.34 | redmarine | and then drag to another point in order to get the data necessary to fill it |
22:15.56 | redmarine | I'm actually select building |
22:15.59 | Alpha_vst | remarine |
22:16.01 | redmarine | Click on one built |
22:16.03 | redmarine | click on another |
22:16.14 | Lilianna | He's trying to dig a trench persay |
22:16.16 | Lilianna | from wall to point |
22:16.18 | redmarine | and then you calculate and loop to fill between the two point |
22:16.41 | redmarine | so 2 clicks necesary. |
22:16.41 | Alpha_vst | redmarine first click on where you want to start the thing then click another point create a retangle region from those points |
22:16.45 | Alpha_vst | remove the walls |
22:16.47 | Alpha_vst | EASY |
22:16.48 | Lilianna | Why not give the wall a Rally command or something? Can you track where a Rally flag is dropped? |
22:16.56 | redmarine | Alpha_vst, exactly what I am doing |
22:16.58 | Alpha_vst | yes |
22:17.09 | Alpha_vst | you can get the rally point |
22:17.11 | redmarine | Alpha_vst, what I wanted to do is click and release click to achive the same. |
22:17.40 | redmarine | That would mean I would have to control a unit throughout the game |
22:17.48 | Alpha_vst | redmarine cant you |
22:17.49 | redmarine | hm |
22:18.01 | redmarine | then I would need to use right click |
22:18.06 | redmarine | which is for another function |
22:18.06 | Lilianna | Can you have a trigger start an ability for you so its on your mouse, but not used yet? |
22:18.42 | Alpha_vst | redmarine you can issue a command to slected the higlithed unit when you release the mouse |
22:19.08 | redmarine | Lilianna, I could but the same could be achived by the other method by just using click twice |
22:19.18 | heysparky | do that, then |
22:19.47 | redmarine | Alpha_vst, the problem is that I can't just spam units all over the map |
22:19.52 | *** part/#sc2mapster TheLaughingMan (~TheLaughi@72.183.111.71) |
22:20.00 | redmarine | that would be necesary for your suggestion |
22:20.11 | Lilianna | Well from what I'm hearing mouse sensing isnt the best idea, so I was just asking thoughts for alternatives, you wont get 100% recreation, but the engine is designed to its needs, not everyone elses needs |
22:20.13 | redmarine | heysparky, I'll ofc, thing about that one |
22:20.17 | Alpha_vst | i thought you where removing units |
22:20.35 | redmarine | Alpha_vst, no I ain't |
22:20.39 | redmarine | Alpha_vst, I'm selecting them |
22:20.45 | Alpha_vst | to remove them? |
22:20.49 | redmarine | Alpha_vst, and then transforming them into floors |
22:21.05 | redmarine | Alpha_vst, when they're digged. |
22:21.37 | Lilianna | So were imagining a bunch of rock tiles, that You click on one and move accross, to remove the roks so you have floor? |
22:21.46 | Lilianna | or changing from rock wall, to floor |
22:21.47 | RodOfNOD | ok i have confirmed there is definatly a problem with floating point numbers and its not even a unlikely one |
22:21.55 | heysparky | sounds like the walls need an ability that targets a point and you place the second point with a second click and nuke whatever is between origin point and target point |
22:22.04 | P_R_Deltoid | welp |
22:22.09 | P_R_Deltoid | this got very complicated very fast |
22:22.16 | depthsofchaos | rod you mean rounding of the editor?:p |
22:22.19 | Lilianna | thats easy to do with all sorts of things. :D |
22:22.21 | depthsofchaos | its hilarious |
22:22.24 | RodOfNOD | take a number like 1.00 add .05 to it till you get to just over 6 and it becomes 6.16 instead of 6.15 but do this using only integers it works fine |
22:22.49 | Lilianna | theres always bugs with floating point numbers. :| |
22:22.51 | Lilianna | even in C |
22:22.51 | RodOfNOD | yes but it is much worse that i have ever seen from any area |
22:22.55 | RodOfNOD | correct |
22:22.58 | RodOfNOD | but this is horrible |
22:23.00 | Lilianna | hehe |
22:23.03 | Lilianna | true |
22:23.11 | RodOfNOD | so heres how i solved it |
22:23.16 | RodOfNOD | instead of using reals |
22:23.19 | Lilianna | Use integers and parse it |
22:23.21 | Lilianna | :_ |
22:23.22 | Lilianna | :) |
22:23.24 | RodOfNOD | i multiplied the # by 100 and then used integer |
22:23.25 | RodOfNOD | s |
22:23.28 | depthsofchaos | these are mistic numbers blizzard must use to get blessed by the gods |
22:23.30 | RodOfNOD | yea :> |
22:23.31 | Lilianna | Yah |
22:23.41 | RodOfNOD | which is horrible but effective |
22:23.46 | redmarine | http://www.youtube.com/watch?v=LOfZJ-3PrCQ#t=3m05 |
22:23.49 | redmarine | That's how it works |
22:24.08 | *** join/#sc2mapster Funkeh` (~funk@WoWUIDev/WoWAce/Ace3/BigWigs/funkeh) |
22:24.08 | Lilianna | well I thought it was fun, I type in 1000 in a data field that says values <0 - 1000 > and it gives me 997.77929 whatever |
22:24.09 | Vulfe | This is for ProzaicMuze |
22:24.13 | Vulfe | who pretended to help me earlier |
22:24.14 | Vulfe | http://filesmelt.com/dl/EffectsTest.SC2Map |
22:24.28 | Vulfe | you can all look at it too |
22:24.31 | RodOfNOD | hehe |
22:24.31 | Vulfe | but it's not that exciting |
22:24.38 | RodOfNOD | i think thats a different problem Lilianna |
22:24.43 | RodOfNOD | related but different |
22:24.47 | Lilianna | more then likely |
22:24.52 | Lilianna | but I was thinking Blizzard Magic Numbers |
22:25.05 | Vulfe | They should have capped it at 9000 |
22:25.08 | Vulfe | just to annoy people |
22:25.13 | Helral | RedMarine: I don't see the mouse down/up catching problem. |
22:25.25 | redmarine | Helralhm? |
22:25.43 | depthsofchaos | marine how will you make that guly waving hand? |
22:25.48 | Helral | I'll pastebin 2 triggers. |
22:25.50 | depthsofchaos | ugly* |
22:26.06 | RodOfNOD | anyone see a way to right justify numbers? |
22:26.23 | casperb_ | justify? |
22:26.24 | depthsofchaos | in the data editor? |
22:26.24 | RodOfNOD | or anything for that matter |
22:26.25 | Helral | http://pastebin.com/2EXuxvYZ <-- very simpel mouse pos retrieval. |
22:26.32 | RodOfNOD | no in text to the screen |
22:26.34 | Helral | mouse down != mouse up values. |
22:26.52 | depthsofchaos | oh i misunderstood :o |
22:27.10 | depthsofchaos | well theres always the add space optiion :p |
22:27.23 | casperb_ | In Text objects? |
22:27.23 | redmarine | Helral, so it counts releases as well? |
22:27.32 | RodOfNOD | doesnt work with chars that are not same spacing |
22:27.33 | Helral | mouse up ;p |
22:27.35 | casperb_ | redmarine: mouse up and down are different events yes |
22:27.54 | redmarine | but the function works for both events |
22:27.55 | redmarine | So nice |
22:27.59 | depthsofchaos | i mean adding whitepsaces |
22:28.23 | Helral | you didn't notice that the event had a toggle between mouse down and up? |
22:28.29 | RodOfNOD | how would that help? |
22:28.30 | casperb_ | styles have indendation tho? |
22:28.39 | RodOfNOD | ooh |
22:28.42 | RodOfNOD | styles maybe |
22:28.42 | redmarine | Helral, sure I did |
22:28.44 | Alpha_vst | OMG |
22:28.46 | RodOfNOD | where do i find that |
22:28.50 | casperb_ | not sure how they are specified actually o.o |
22:28.58 | casperb_ | but i'd bet it's defined in a xml based stylesheet |
22:30.04 | slightlyrandom | Oh, but this will cause me a few headaches. Trying to reorganize players from their position in Active Players to a new position I decide. But my entire map is based off of Active Players right now |
22:31.15 | Vulfe | wow |
22:31.36 | casperb_ | position == index? |
22:31.50 | slightlyrandom | I want to allow players to choose whether they want to play solo or duo ingame, but only players 1+2, 3+4, 5+6 and 7+8 can play together. So if players 2 and 7 want to Duo, I need to move em to positions 7+8 |
22:32.01 | slightlyrandom | Yeah, index |
22:32.03 | P_R_Deltoid | stupid game calculates how the distance between the attacker and the reciever, even if the unit doesn't have to move |
22:32.09 | P_R_Deltoid | oh oh can I get a units range using triggers? |
22:32.10 | casperb_ | Ignore that, use your own grouping |
22:32.10 | P_R_Deltoid | I wonder |
22:32.46 | slightlyrandom | I'll have to go through my entire code and replace Active Players with PlayerGroup :S |
22:34.01 | depthsofchaos | i love how you can only give positive height for units in behaviours -.- |
22:34.07 | depthsofchaos | no falling to death effect |
22:34.29 | casperb_ | it's relative height tho |
22:34.35 | casperb_ | 0 == ground |
22:34.46 | Alpha_vst | yeah lol |
22:34.49 | RodOfNOD | cant u override by holding down the shift key? |
22:34.55 | casperb_ | so negative is below the terrain |
22:35.02 | Alpha_vst | silly people |
22:35.12 | casperb_ | override what where who? |
22:35.14 | depthsofchaos | 0 is not the lowest level tho |
22:35.17 | Lilianna | But I wanna make him fall in a hole! |
22:35.27 | casperb_ | 0 is level with terrain |
22:35.35 | casperb_ | cog might vary |
22:35.46 | Vulfe | it's like flyheight |
22:35.47 | Vulfe | basically |
22:35.58 | depthsofchaos | i want it to fall to the skybox :o |
22:36.05 | Vulfe | lol |
22:36.05 | Alpha_vst | cant go below 0 |
22:36.06 | depthsofchaos | i know i can use triggers but nah.. |
22:36.08 | Vulfe | make the actor smaller |
22:36.09 | casperb_ | modify the terrain |
22:36.23 | casperb_ | nah just lower the hidden terrain |
22:36.46 | casperb_ | scale the actor, what is this the 80s? :P |
22:37.01 | RodOfNOD | hmm evidently they havent transferred # override from wc3 to sc2 bastardss |
22:37.30 | depthsofchaos | ah maybe i can modify the actors height |
22:37.55 | RodOfNOD | grr |
22:37.57 | RodOfNOD | grrrr |
22:37.59 | RodOfNOD | grrrrrrr |
22:38.01 | casperb_ | rarrw |
22:38.14 | *** join/#sc2mapster johanw123123 (~johanw123@81-235-162-144-no21.tbcn.telia.com) |
22:38.19 | RodOfNOD | how can i color text onto a dialog label that is based on a variable? |
22:38.31 | Lilianna | convert to text? |
22:38.36 | Vulfe | using the style tags and custom text, I'd assume |
22:38.41 | Vulfe | custom script, rather |
22:38.50 | RodOfNOD | gonna have to see if i can concat 3 strings |
22:38.57 | casperb_ | the color is variable? |
22:39.03 | RodOfNOD | the label is |
22:39.04 | Vulfe | it's not called concat in SC2 |
22:39.05 | Vulfe | ffs |
22:39.08 | Vulfe | lol |
22:39.09 | RodOfNOD | whatever |
22:39.10 | Helral | Set Dialog Item Color? |
22:39.14 | RodOfNOD | dosnt work |
22:39.16 | RodOfNOD | never has |
22:39.25 | Vulfe | works for some things |
22:39.36 | casperb_ | string to text escapes? |
22:39.59 | casperb_ | otherwise concat should work |
22:40.50 | casperb_ | Vulfe: regardless, what else would you call the operation :p |
22:41.06 | Vulfe | concat = combine in sc2 |
22:41.11 | Vulfe | stop being so old school |
22:41.11 | Vulfe | ;P |
22:41.20 | casperb_ | concat == hard coded in my brain |
22:41.43 | Vulfe | there are a lot of really cool unused icons for protoss |
22:42.14 | Vulfe | also, there's a copy of the mothership recall icon |
22:42.19 | Vulfe | that's called "warmholetransit |
22:42.20 | Vulfe | " |
22:42.21 | Vulfe | lol |
22:43.00 | Vulfe | warm hole.. |
22:43.18 | Lilianna | o.o |
22:43.34 | casperb_ | typo on your part or blizzard? |
22:44.00 | Vulfe | blizzard |
22:44.04 | Vulfe | there are two icons that are identical |
22:44.06 | Vulfe | one has a typo |
22:44.10 | Vulfe | way to waste space, bliz |
22:44.23 | depthsofchaos | kinky |
22:44.37 | Vulfe | no |
22:44.38 | Vulfe | not kinky |
22:44.50 | Vulfe | although that's kind of a difficult typo to make |
22:44.55 | Vulfe | more of a freudian slip |
22:44.56 | Vulfe | imo |
22:45.18 | RodOfNOD | damn worked but what a pain in the arse |
22:45.23 | RodOfNOD | concat concat concat |
22:46.06 | rrowland | combine text multiple |
22:46.11 | rrowland | or combine string multiple |
22:46.52 | Vulfe | also |
22:46.54 | Vulfe | swam seeds icon |
22:47.04 | Vulfe | all the typos have copies |
22:47.05 | Vulfe | why |
22:47.17 | slightlyrandom | casperb_: The index returned by "Triggering Player" corresponds to that of the index of the group "Active Players", right? Good workaround that isn't a linked list? :S |
22:47.30 | casperb_ | hum there's two of me o.o |
22:47.54 | Vulfe | now there's 3 |
22:47.59 | Vulfe | jk |
22:48.37 | casperb_ | EventPlayer is not an array index per-se |
22:48.44 | *** join/#sc2mapster casperc (80243741@gateway/web/freenode/ip.128.36.55.65) |
22:48.46 | redmarine | Meh... My problem was a calculation error -.- |
22:48.52 | *** join/#sc2mapster greg (d03a751d@gateway/web/freenode/ip.208.58.117.29) |
22:48.57 | casperb_ | Player index != array index in other words |
22:49.05 | casperc | yeah |
22:49.06 | casperc | that |
22:49.07 | Helral | hahaha |
22:49.13 | redmarine | Omfg... |
22:49.18 | redmarine | One single bug |
22:49.19 | casperb_ | o.o |
22:49.19 | redmarine | in my code |
22:49.27 | casperc | O.O |
22:49.28 | redmarine | Debugged it for 4 days |
22:49.30 | casperc | I'm watching you |
22:49.38 | redmarine | Only 1 bug caused it to mailfuncton |
22:49.43 | casperc | mailfunction |
22:49.44 | casperc | lol |
22:49.44 | Helral | thinks Vulfe is bored. |
22:49.49 | casperc | is correct |
22:49.51 | RodOfNOD | ok so i need someone to think this through with me please... if u want to TAG a particular unit in sc2 just use custom and have uniqu numbers that way when u select a unit u can look at some info about the unit right? like an index into an array.. but how do i do this with dialog items? we dont have the return bug and i was going to try and use DataTableSetDialog but there isnt one for dialog item, ideas? basically i wa |
22:49.52 | casperc | wait... |
22:50.01 | slightlyrandom | So me using Triggering Player to get Index number and using that to refer to array index values was never gonna work? |
22:50.20 | casperc | oh snap |
22:50.22 | casperc | snaps |
22:50.34 | RodOfNOD | crackles |
22:50.36 | casperb_ | Player Group != an array |
22:50.37 | redmarine | slightlyrandom, it should? |
22:50.38 | Lilianna | pops |
22:50.42 | casperb_ | just to make it more complicated |
22:50.44 | Helral | meows |
22:51.00 | RodOfNOD | triggeringplayer is just an integer |
22:51.02 | casperb_ | The public index access i would assume accepts player indicies |
22:51.03 | Lilianna | Player Group is like the kiddy pool full of fat kids? |
22:51.09 | RodOfNOD | from 0-15 |
22:51.23 | redmarine | I've used triggeirng player before for arrays |
22:51.29 | redmarine | so I presume it works |
22:51.30 | casperb_ | Your own arrays, yes |
22:51.43 | *** join/#sc2mapster Corbo (~thecorbo@190.87.70.9) |
22:51.49 | casperb_ | Alright you have a player group of size 4 with players 1, 8, 9 and 14 |
22:51.53 | redmarine | Just don't pass them to custom functions. Heard it fails |
22:51.57 | casperc | So |
22:52.01 | casperc | Who wants to talk about.. |
22:52.03 | casperc | Data! |
22:52.12 | casperb_ | The star trek dude? |
22:52.13 | Lilianna | Yay Data! |
22:52.16 | RodOfNOD | i do :P |
22:52.16 | slightlyrandom | Ah, so that's where it fails |
22:52.18 | redmarine | casperc, why not just place them to 1,2,3,4,? |
22:52.22 | casperc | lol |
22:52.24 | casperb_ | :S |
22:52.27 | casperb_ | stop confusing meeh! |
22:52.29 | Corbo | Hey guys, just to let you know, if you haven't found out already http://forums.sc2mapster.com/development/artist-tavern/4443-live-streaming-with-corbo/ |
22:52.29 | redmarine | lol |
22:52.33 | slightlyrandom | They might be fuckers that mess up the Lobby redmarine :) |
22:52.40 | Corbo | My live stream will be starting right now, I'llcover up stuff on graphics |
22:52.44 | RodOfNOD | im gonna try and be there corbo |
22:52.46 | casperc | I'll get myself ready |
22:52.46 | redmarine | slightlyrandom, alriight :D |
22:52.46 | Corbo | http://www.livestream.com/corbo |
22:52.48 | slightlyrandom | wait, does that even make sense |
22:52.48 | casperc | for the Corbo overload |
22:52.50 | casperc | har har har |
22:52.52 | slightlyrandom | I have no idea |
22:53.24 | casperc | when are you starting |
22:53.31 | casperc | Corbo |
22:53.49 | RodOfNOD | soon |
22:54.02 | Helral | Vulfe, Corbo has already started ;p |
22:54.04 | redmarine | Debugging is fun... |
22:54.11 | redmarine | When you SOLVE the problem |
22:54.18 | casperb_ | slightlyrandom: public API should work as expected basically |
22:54.21 | casperb_ | i just go off on tagents |
22:54.24 | Corbo | just starting up programs I'll be needing then I'll start |
22:54.39 | RodOfNOD | helral any thoughts on my dilema please? |
22:54.50 | Helral | hmmm dilemma? |
22:54.56 | casperc | Hurry up Corbo |
22:54.57 | RodOfNOD | big post bout 3 pages back |
22:54.57 | casperc | omg |
22:55.06 | depthsofchaos | Corbo, how do i ask a quastion?:o |
22:55.12 | Corbo | There's a chat |
22:55.13 | casperc | it's livestreaam |
22:55.16 | Corbo | just do it via the chat |
22:55.17 | redmarine | You just asked one |
22:55.20 | redmarine | and he replied |
22:55.21 | casperc | thar be a chat |
22:55.28 | Helral | was too much reading, and I didn't understand what you wanted to do with the tagging |
22:55.29 | casperc | lol redmarine |
22:55.30 | casperc | 2 true |
22:55.34 | RodOfNOD | hehe |
22:55.51 | RodOfNOD | well when a user clicks on a button on the dialog u can get an event to capture it right? |
22:55.54 | casperc | what does the mothership event horizon effect do? |
22:56.03 | casperc | yes, Rod |
22:56.05 | casperc | you can |
22:56.06 | RodOfNOD | well i dont want 40 differerent switches for my events |
22:56.08 | RodOfNOD | i just want one |
22:56.11 | RodOfNOD | how? |
22:56.16 | casperc | what do you mean |
22:56.28 | RodOfNOD | i have 3 popup menus |
22:56.34 | casperc | o.o |
22:56.37 | casperb_ | yeah issue with that is, the dialog api is horrible |
22:56.37 | RodOfNOD | i want to use one routine that does the same thing for all menus |
22:56.38 | casperc | me too |
22:56.41 | RodOfNOD | without using a switch |
22:56.44 | casperc | wanna make out? |
22:56.51 | RodOfNOD | :P |
22:56.53 | casperc | what's a switch |
22:56.58 | RodOfNOD | ::P |
22:57.06 | RodOfNOD | a big ass IF THEN |
22:57.07 | Lilianna | Wht defines differnt mechanics of the menus? |
22:57.11 | casperc | oh |
22:57.14 | casperc | yeah |
22:57.14 | casperc | well |
22:57.20 | RodOfNOD | are u asking me Lilianna? |
22:57.22 | Lilianna | Yes |
22:57.23 | casperc | you could just use conditions and be inefficient |
22:57.31 | Helral | Rod you don't want to use a switch to walk through the different menu buttons? |
22:57.37 | casperc | but 40 if/thens isn't that bad |
22:57.38 | RodOfNOD | well i have created records to store the data in an array of records |
22:57.39 | casperc | amirite |
22:57.43 | RodOfNOD | correct helral |
22:57.46 | casperb_ | there is no thing such as a switch in galaxy :P |
22:58.01 | RodOfNOD | switches work in galaxy |
22:58.01 | Lilianna | Theres is a Switch, its just a collector of if statments. :x |
22:58.09 | casperb_ | Just a GUI macro |
22:58.12 | RodOfNOD | so anyways back to the issue |
22:58.14 | RodOfNOD | fine fine |
22:58.16 | slightlyrandom | casperb_: Are you pointing out theoretical or actual issues here? |
22:58.18 | Lilianna | true enough |
22:58.34 | casperb_ | slightlyrandom: I lost my train of thought way back |
22:58.40 | RodOfNOD | so i want it to TAG the item so when u click on it the routine has a number associated with it that points to my array |
22:58.42 | slightlyrandom | :S |
22:58.50 | RodOfNOD | dialogitem that is |
22:58.53 | casperb_ | slightlyrandom: try it, it it doesn't work i'll fix it :P |
22:58.54 | slightlyrandom | This channel got way too active all of a sudden |
22:59.06 | slightlyrandom | Well, I know this won't work |
22:59.15 | Helral | I think you can use Dialog Item Current Value for it. |
22:59.21 | Lilianna | So, You have Menu X, Click Button with Data Y, to Pull up Menu X with new Data Z from Item? or something |
22:59.31 | Helral | it is not used in displays for buttons afaik. |
22:59.32 | RodOfNOD | yep |
22:59.36 | slightlyrandom | And I can't quite think of a workaround apart from making a list of which Triggering Player corrosponds to which player in my own Player Group |
22:59.56 | RodOfNOD | ahh yes |
23:00.04 | RodOfNOD | maybe value isnt what i thought it was |
23:00.09 | RodOfNOD | oooh ty for that Helral |
23:00.17 | Helral | there are 2 different things: Value and Text. |
23:00.18 | RodOfNOD | i got caught up and forgot about value |
23:00.23 | RodOfNOD | yes i know that now |
23:00.25 | Helral | Value = hidden. Text = visible. |
23:00.28 | RodOfNOD | ty ty |
23:00.30 | RodOfNOD | thats what i wanted |
23:00.32 | RodOfNOD | easy peasy |
23:00.36 | Alpha_vst | like pie |
23:00.49 | Helral | unless they finally implement the dialog item edit box. |
23:01.00 | Helral | cause that one will use value as visible ;p |
23:02.41 | greg | hi everyone. does anyone know why my fungul growth (level 2) no longer roots enemies? been working on this for 6+ hours and i just cannot get it <-- data editor noob |
23:02.48 | slightlyrandom | So, how are you nuts that are using your own Player Groups instead of Active Players dealing with referring to arrays using Triggering Player ? |
23:03.56 | casperb_ | All player groups deal with player indicies tho, i'm pretty sure of that |
23:04.29 | slightlyrandom | I think I am confusing myself now |
23:04.38 | casperb_ | o wait |
23:04.47 | slightlyrandom | So, players have a innate number attached to em ? |
23:04.49 | casperb_ | There's a function to get the player index at the array index |
23:05.14 | slightlyrandom | and all the Triggering Player and Picked Player functions refer to this innate number ? |
23:05.43 | casperb_ | EventPlayer and PlayerGroupLoopCurrent refer to a player index yes |
23:06.01 | slightlyrandom | Instead of the return value of Picked Player of RandomGroupIJustMadeUp being it's position in that group |
23:06.02 | Alpha_vst | fixed my respawn bug woot |
23:06.22 | casperb_ | yep |
23:06.26 | slightlyrandom | Right |
23:06.32 | slightlyrandom | That'll simplify matters |
23:06.57 | slightlyrandom | Hm, and make my way of sorting players totally useless |
23:07.07 | slightlyrandom | Bugger, back to the drawing board |
23:07.22 | casperb_ | Well, All players would return adjacent players |
23:07.26 | casperb_ | i mean in order |
23:08.23 | slightlyrandom | Well, I am depending quite heavily on PickedPlayer from ActivePlayers returning the players position on the board |
23:08.27 | P_R_Deltoid | I love how many problems are caused by certain actions taking longer than others |
23:08.32 | P_R_Deltoid | just random looping shit |
23:08.41 | P_R_Deltoid | had to add a wait .1 seconds command or else it would spazz |
23:08.53 | casperb_ | yeah you'd kill the thread ;p |
23:10.06 | *** join/#sc2mapster Warcrime (47e77d97@gateway/web/freenode/ip.71.231.125.151) |
23:10.09 | slightlyrandom | argh |
23:10.14 | casperb_ | slightlyrandom: anyways, you want to split players up based on what? lobby teams, starting position, etc? |
23:10.24 | slightlyrandom | Thats what I did initially |
23:10.30 | casperb_ | which one? :p |
23:10.32 | Warcrime | Oh man this editor is wack, compared to WC3; I was pro with WorldEdit |
23:10.39 | slightlyrandom | Everything was based off of the numbers returned by Triggering Player and Picked Player from Active Players |
23:10.55 | casperb_ | Yeah but adjacent indicies doesn't have to mean anything |
23:10.56 | slightlyrandom | Which I assume to be 1-8, given that those are the valid User Slots for my map |
23:11.01 | Triceron | it's a beta editor |
23:12.01 | slightlyrandom | There's a perfectly simple fix |
23:12.11 | slightlyrandom | Just make a vote, and force everyone to play either solo or duo |
23:12.15 | slightlyrandom | :S |
23:12.25 | casperb_ | Not really seeing the issue |
23:12.45 | slightlyrandom | I am allowing people to pick whether they want to play alone or with another player |
23:12.57 | casperb_ | yeah |
23:12.58 | slightlyrandom | But for them to play with someone else, they have to be in a start location next to that player |
23:13.01 | Alpha_vst | slightlyrandom time to redo yoru code |
23:13.06 | Lilianna | the issue was trying to play duo with people int he wrong positions |
23:13.27 | slightlyrandom | Now say players 1,2,5 and 8 pick Duo |
23:13.33 | slightlyrandom | 1 and 2 is fine, they're golden |
23:13.42 | slightlyrandom | 5 and 8 can't play duo, they arent next to each other |
23:14.04 | Alpha_vst | dont give them the option to then |
23:14.06 | Alpha_vst | :P |
23:14.08 | slightlyrandom | So now I have to switch players 5 and 7, and make that stick whenever I am referring to player 5 or 7 from then on |
23:14.16 | *** join/#sc2mapster TheLaughingMan (~TheLaughi@72.183.111.71) |
23:14.18 | Lilianna | rebuild the map where players are built with triggers filled in order, instead of fixed positions. :x |
23:14.25 | Alpha_vst | yeah |
23:14.27 | Warcrime | You think I should make a SC2 remake of http://www.introversion.co.uk/defcon/? |
23:14.28 | Alpha_vst | you have to |
23:14.32 | TheLaughingMan | Can you do range mineral mining? |
23:15.02 | Alpha_vst | sure |
23:15.04 | slightlyrandom | This means I can't use the Picked Player and Triggering Player functions ? |
23:15.10 | *** join/#sc2mapster Mozared (525ffb7c@gateway/web/freenode/ip.82.95.251.124) |
23:15.16 | casperb_ | But you can use them |
23:15.16 | Mozared | Evening folks |
23:15.23 | Mozared | What's going on in here? |
23:15.26 | Alpha_vst | slightlyrandom REDO ALL OF YOUR CODE OR FORGET ABOUT IT |
23:15.40 | slightlyrandom | Yeah, trying to determine how to do this though :) |
23:15.44 | Warcrime | YA REDO YOUR CODE |
23:15.45 | casperb_ | array index <-> player index |
23:15.47 | casperb_ | conversion ftw |
23:15.48 | Warcrime | DO EEEEEETTTT |
23:15.51 | slightlyrandom | Right |
23:15.53 | Alpha_vst | yeah |
23:15.55 | Warcrime | DO EEEEEEEEET |
23:16.06 | Alpha_vst | not so hard |
23:16.12 | casperb_ | hey what happend with my evil twin? |
23:16.16 | Lilianna | TheLaughingMan, I have been playing with mining stuff, haven't looked at range, but I'd assume is in the gather ability |
23:16.24 | Alpha_vst | and use a referance value |
23:16.29 | slightlyrandom | So every time I use Picked Player or Triggering Player, I run the result through my conversion list, and use the result? |
23:16.51 | Mozared | Ew, triggering stuff... *silently retreats back into his cave* |
23:16.54 | casperb_ | no list |
23:16.57 | casperb_ | just call the function |
23:17.04 | Warcrime | Should I remake http://www.introversion.co.uk/defcon/ for SC2? |
23:17.05 | greg | can someone help me fix my fungal growth? i duplicated the ability but the level 2 version no longer roots enemies.. the damage and effects still work but they can still move with the fungal growth on them.. |
23:17.07 | Warcrime | YAY or NAY? |
23:17.16 | casperb_ | yeh sure if you want |
23:17.19 | casperb_ | happy now? :p |
23:17.19 | Lilianna | If you want |
23:17.27 | Warcrime | Would you like to play it if I did?! |
23:17.31 | Warcrime | YaY or NaY |
23:17.37 | casperb_ | I'd try it |
23:17.41 | Lilianna | Not particularily, but I never wanted to play the first one anyways |
23:18.18 | Warcrime | WELL FINE |
23:18.19 | Warcrime | F U |
23:18.32 | Alpha_vst | slightlyrandom: you should only have to check teh players once at the start of the game |
23:18.41 | Alpha_vst | and then set a referance to the player number |
23:18.56 | Lilianna | lol |
23:19.26 | heysparky | that's weird greg |
23:19.33 | heysparky | wonder why part of it works and not the other |
23:19.36 | greg | tell me about it.. |
23:19.41 | Alpha_vst | lol |
23:19.49 | greg | this has been my entire day so far |
23:19.56 | Alpha_vst | awwwww |
23:19.57 | greg | 8 hours of just comparing two versions of fungal growth |
23:19.59 | Alpha_vst | redo the thing |
23:20.08 | Alpha_vst | start clean |
23:20.24 | greg | might as well |
23:20.27 | Alpha_vst | its probably in your events + |
23:20.39 | greg | i have no idea how that events+ thing works |
23:20.42 | greg | which is probably why |
23:20.48 | Lilianna | I had to do alot of compare to figure out why my minerals that I made weren't mineable. :x |
23:20.53 | Alpha_vst | its like a trigger greg |
23:20.54 | P_R_Deltoid | is there any way to hide thrown errors? |
23:21.05 | P_R_Deltoid | not player debug messages, but blizzard ones |
23:21.21 | slightlyrandom | Fix the bug |
23:21.27 | casperb_ | slightlyrandom: just call PlayerGroupPlayer to get the array index |
23:21.29 | P_R_Deltoid | it's intentional |
23:21.32 | P_R_Deltoid | a s loppy workaround |
23:21.50 | P_R_Deltoid | the unit is ordered to attack, but cannot because the attack move stops their movement to the target |
23:21.55 | P_R_Deltoid | so if they are out of range, it throws an error |
23:22.33 | *** join/#sc2mapster MUFFIN_ (42b73639@gateway/web/freenode/ip.66.183.54.57) |
23:22.37 | MUFFIN_ | did someone call me! |
23:22.43 | Mozared | I was getting hungry |
23:22.47 | MUFFIN_ | ... |
23:22.57 | Mozared | Well hey, you set yourself up for that |
23:24.05 | Alpha_vst | P_R_Deltoid: YOU NEED TO FIX IT |
23:24.09 | Alpha_vst | not hide it |
23:24.29 | P_R_Deltoid | I can't think of a way to do it |
23:24.30 | Alpha_vst | every error is preventable 0.o |
23:24.37 | casperb_ | Err no |
23:24.46 | P_R_Deltoid | this way works just fine as far as I can tell |
23:24.50 | P_R_Deltoid | besides the error |
23:25.10 | casperb_ | Alpha_vst: segfaults etc happend regardless at some point :p |
23:25.19 | casperb_ | even if it's not your fault |
23:25.41 | Alpha_vst | LIES |
23:25.44 | Alpha_vst | :P |
23:26.27 | Alpha_vst | ive fixed every error i have gotten so it must be true :P |
23:26.42 | greg | so i did reset object to parent for a bunch of actors, abilities, effects, etc. |
23:26.47 | P_R_Deltoid | is ther e awy to check if a unit is in range of a nother unit |
23:26.47 | greg | but one of them is staying green |
23:26.49 | P_R_Deltoid | range of their weaponj |
23:26.49 | greg | why is this |
23:28.09 | greg | nevermind i just deleted it and then it came back.. |
23:28.29 | *** join/#sc2mapster `MindWorX (~Nikolaj.M@93.166.203.126) |
23:28.35 | `MindWorX | Ohh |
23:28.38 | `MindWorX | I found you! |
23:28.49 | *** join/#sc2mapster poiuy_qwert (~poiuy_qwe@bas5-toronto47-2925108742.dsl.bell.ca) |
23:29.03 | `MindWorX | Helral! |
23:29.04 | `MindWorX | You around? |
23:29.09 | Helral | hides |
23:29.13 | `MindWorX | HAH |
23:29.14 | `MindWorX | I see you |
23:29.18 | Helral | damn |
23:29.34 | `MindWorX | You were doing that random generated dungion map? |
23:29.39 | `MindWorX | dungeon* |
23:29.46 | Helral | yup |
23:30.00 | Lilianna | Yay I get my new phone tomorrow! |
23:30.10 | `MindWorX | Any new features on the map? |
23:30.28 | *** join/#sc2mapster MUFFIN__ (42b73639@gateway/web/freenode/ip.66.183.54.57) |
23:30.29 | TheLaughingMan | Lilianna, what phone? |
23:30.32 | Helral | working on some ;p |
23:30.37 | `MindWorX | :D |
23:30.42 | `MindWorX | Gotten static rooms working? |
23:30.47 | Lilianna | Upgrading my iPhone(original) to a 4. :o |
23:30.52 | MUFFIN__ | i killed you door helral.. |
23:31.01 | Helral | designing how to implement it ;p |
23:31.12 | TheLaughingMan | Blah IPhone |
23:31.21 | `MindWorX | Remember to buy a bumpber for the iPhone Lilianna |
23:31.22 | Lilianna | I like it. :p |
23:31.30 | Lilianna | bumper? |
23:31.32 | `MindWorX | Unless you don't want to be able to dial out |
23:31.42 | `MindWorX | You don't know about the antenna problem? |
23:31.52 | Alpha_vst | lol |
23:31.59 | Alpha_vst | remember to hold it correctly :P |
23:32.03 | `MindWorX | xD |
23:32.05 | Lilianna | I heard about that |
23:32.12 | Lilianna | but it was a software issue from what I heard |
23:32.15 | `MindWorX | No |
23:32.19 | `MindWorX | It's a hardware issu |
23:32.21 | `MindWorX | issue* |
23:32.22 | Alpha_vst | its a desgin flaw |
23:32.34 | Lilianna | the whole thing was supposed to be an antenna |
23:32.51 | `MindWorX | You can shortcircuit the BT and GSM antennas by holding the thumb on the lower right side |
23:33.00 | Lilianna | From what I was told, the software was reading the signal wrong and displaying better then what you should get |
23:33.09 | `MindWorX | Yea, that's not the case |
23:33.12 | `MindWorX | You should get better sources |
23:33.34 | `MindWorX | http://gizmodo.com/5571171/iphone-4-loses-reception-when-you-hold-it-by-the-antenna-band |
23:33.40 | Lilianna | Heh, no matter, my friend had one, and it was working great |
23:34.02 | Lilianna | who the hell holds their phone ont he bottom anyways? |
23:34.28 | `MindWorX | I do? |
23:34.33 | `MindWorX | Steve Jobs do |
23:34.41 | Alpha_vst | everyones does? |
23:34.41 | `MindWorX | It's a pretty normal way of holding it |
23:34.43 | poiuy_qwert | http://www.macrumors.com/2010/07/02/apple-on-iphone-4-reception-signal-strength-display-issue-only-software-update-coming/ |
23:35.21 | Lilianna | I always held the middle. :x |
23:35.22 | Alpha_vst | LOL |
23:35.43 | `MindWorX | A "software issue" ? :P Right, that's just to try and save face xD |
23:35.52 | Alpha_vst | reporting too many bars while not being held. |
23:35.54 | Alpha_vst | LOL |
23:36.02 | Alpha_vst | HWO DOES THAT EVEN MAKE SENSE |
23:36.06 | Fatal5101 | lol i watched a video where someone predicted they would just call it a software issue and release a patch to cover it up |
23:36.08 | `MindWorX | I wonder how the software would relate to that xD |
23:36.38 | Alpha_vst | thats a bunch of crap |
23:36.44 | `MindWorX | Indeed |
23:36.52 | Warcrime | Android is way better |
23:36.55 | `MindWorX | Nah |
23:36.56 | Warcrime | if they didnt run out of it so much |
23:36.59 | Alpha_vst | they are putting out a patch to decrease teh number of bars shown |
23:37.01 | Alpha_vst | :P |
23:37.06 | Alpha_vst | im sure |
23:37.09 | `MindWorX | Android crashes often, and most Android phones have serious power problems |
23:37.17 | Alpha_vst | not true |
23:37.18 | Warcrime | 2nd Generation of Android is very comparitive than the apples 4th generation iphone |
23:37.20 | Warcrime | c'mon now. |
23:37.44 | `MindWorX | My experience with Android is crashing market, lagging menus and poor poor battery lifetime |
23:38.00 | Alpha_vst | crashing market? |
23:38.00 | TheLaughingMan | What was that the first Android Phone you played with? |
23:38.08 | `MindWorX | Well, not lagging menu, but it's nowhere near as smooth as the iPhone menu |
23:38.17 | TheLaughingMan | They fixed everything |
23:38.18 | `MindWorX | HTC Desire is the one i've been trying |
23:38.29 | Lilianna | hehe I like this picture, http://cache.gawkerassets.com/assets/images/4/2010/06/500x_newhold_01.jpg |
23:38.38 | Alpha_vst | just amit it your would buy a rock if it was called irock |
23:38.42 | greg | OK so i completely wiped everything and started over. everything is set to default and all level 2 versions of fungal growth are removed. i duplicate fungal growth (the ability) along with its effects and behaviors. i rename everything from copy to level 2 and then i go to events for fungal growth and add events for the second level of it and launch the game. still, it does more damage like it should and has sound, models, and effec |
23:38.56 | Lilianna | Alpha_vst, Only if it had a USB cord |
23:39.15 | TheLaughingMan | Already out |
23:39.16 | Alpha_vst | sure but only in ver 2 |
23:39.22 | Lilianna | http://www.thinkgeek.com/geektoys/cubegoodies/c208/ |
23:39.23 | Lilianna | I know |
23:39.27 | Lilianna | Think Geek already did it |
23:39.32 | Lilianna | or whoever |
23:39.35 | Lilianna | they got the supply from |
23:39.47 | *** join/#sc2mapster ekcolnvkol (ekcolnovko@pool-173-68-14-99.nycmny.east.verizon.net) |
23:39.50 | ekcolnvkol | I'M ALIVE |
23:39.54 | ekcolnvkol | WHAT THE FUC |
23:39.58 | rrowland | darn |
23:40.04 | TheLaughingMan | Anyone, the Evo and the Arya are very responsive |
23:40.06 | ekcolnovkol | digs up through the ground |
23:40.17 | *** join/#sc2mapster MaxMode (~Adium@2002:4406:763b:0:21f:5bff:fecf:375) |
23:40.33 | ekcolnovkol | hand bursts through the ground and grabs rrowland's ankle |
23:40.34 | Alpha_vst | incredible is incredible :P |
23:40.42 | `MindWorX | Speaking of digging, time to take a look at minecraft again |
23:40.42 | Alpha_vst | hehehehehe |
23:40.51 | Warcrime | I can get my hands on the HTC Andriod Incredible |
23:40.54 | Warcrime | if they had in stock |
23:40.58 | Warcrime | but I order online for 150$ |
23:41.02 | Alpha_vst | yeah |
23:41.06 | Alpha_vst | they dont have any :( |
23:41.12 | Warcrime | Upgrade plan is in effect. |
23:41.17 | Warcrime | Well its 100$ off through verizon |
23:41.18 | Alpha_vst | so im waiting for the new phones this moth :P |
23:41.19 | Warcrime | on line |
23:41.38 | Warcrime | 100$+50$ upgrade = 150$ |
23:41.47 | Warcrime | 15% off because active military |
23:41.48 | Warcrime | Wooot |
23:41.54 | TheLaughingMan | Evo is only $200 and worth it |
23:42.05 | Helral | goes to sleep |
23:42.17 | Helral|asleep | nn all |
23:43.13 | Alpha_vst | im going to get me a driod x |
23:44.01 | *** join/#sc2mapster Ashamed (43adf1dc@gateway/web/freenode/ip.67.173.241.220) |
23:44.07 | Ashamed | i need sc2 |
23:44.11 | Ashamed | i need to balance my map! |
23:44.15 | Alpha_vst | lol |
23:44.17 | Alpha_vst | you can balance |
23:44.20 | Alpha_vst | :P |
23:44.27 | Alpha_vst | make some ui |
23:44.28 | Alpha_vst | DUH |
23:44.37 | Ashamed | its hard to balance a mass game without anyone else |
23:45.25 | Ashamed | Would it be easy to make an AI for a mass game? |
23:45.39 | Ashamed | I would have to program each hero |
23:45.41 | Ashamed | it would be hard >< |
23:45.49 | Alpha_vst | lol |
23:45.58 | Alpha_vst | AI is always good to have |
23:46.05 | Ashamed | It is pretty cool |
23:46.11 | *** join/#sc2mapster slightlyrandom (~random@port451.ds1-ba.adsl.cybercity.dk) |
23:46.16 | Ashamed | cuz then you can do vs computer |
23:46.18 | Ashamed | but its a mass game |
23:46.34 | Ashamed | It kinda seems like a waste to do |
23:50.23 | Lilianna | Every map should have AI, so you can play against them! |
23:50.46 | Ashamed | Not mass games |
23:50.56 | Lilianna | I dunno what a mass game is |
23:50.57 | Lilianna | :x |
23:51.06 | Lilianna | I think of throwing heavy balls when you say mass |
23:51.20 | Ashamed | lol |
23:51.25 | Ashamed | its like evolves? |
23:51.51 | Lilianna | evolves? |
23:51.59 | Ashamed | it just creates units and you need to controle them |
23:52.19 | Ashamed | and win by killing your oppoinents base |
23:52.29 | Ashamed | every 2.5 second a new unit spawns |
23:52.30 | Lilianna | kinda like zone control without the zones? |
23:52.37 | Ashamed | and it depends on how many kills and what you select |
23:52.40 | Ashamed | yes |
23:52.40 | P_R_Deltoid | I think I official made my most confusing project |
23:52.41 | P_R_Deltoid | phew |
23:52.43 | P_R_Deltoid | a long time coming |
23:52.44 | P_R_Deltoid | ! |
23:52.46 | Ashamed | zone control |
23:52.47 | Lilianna | \o/ |
23:52.54 | TheLaughingMan | Woot |
23:53.04 | Lilianna | an AI for a game like that wouldnt be too hard |
23:54.38 | Alpha_vst | pretty simple really |
23:54.55 | Ashamed | this game has alot of hereos |
23:55.01 | Ashamed | that all do spacific things |
23:55.07 | Ashamed | to make winning easier |
23:55.21 | Ashamed | like tank/pull/upgrade/etc |
23:55.21 | TheLaughingMan | http://i740.photobucket.com/albums/xx46/7H3LaughingMan/Rorqual_V1.png |
23:55.29 | *** join/#sc2mapster rrowland (~Ryan.W.Ro@pool-71-103-175-254.lsanca.dsl-w.verizon.net) |
23:55.30 | Ashamed | about 50 units like that |
23:55.39 | Ashamed | Good luck making an AI :) |
23:55.50 | Alpha_vst | GRRRR THIS STUPID ABILTY |
23:56.57 | LordAbyss2 | more like...grrrrr attachments |