00:14.43 | Razernok | :( |
00:16.12 | casperb | it will still follow a unit no? |
00:16.18 | casperb | just move the unit |
00:16.54 | casperb | Might seem silly, but how do you spawn a single unit from CBehaviorSpawn? :o |
00:17.01 | casperb | limit to 1, it keeps auto-spawning forever |
00:18.41 | Razernok | casperb: it does but the camera can't rotate around the unit though |
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00:32.10 | Razernok | if only someone could help me with this mouselook problem |
00:32.15 | Razernok | .... |
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01:11.24 | Tordy | hello |
01:14.00 | Razernok | hi |
01:14.39 | casperb | yo |
01:16.24 | Razernok | wish i could get this damn mouselook working right |
01:22.30 | Razernok | :( |
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01:47.33 | Tordy | =o |
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02:10.04 | Tordy | :] |
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02:36.19 | Tordy | hi there! |
02:38.36 | pirate | anyone have any ideas how to make some awesome/realistic clouds? |
02:38.55 | pirate | the white clouds doodad isnt doing it for me :( |
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02:47.43 | Tordy | i like clouds |
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03:43.39 | casperb | quiet tonight o.o |
03:43.50 | casperb | did you guys dieded? :O |
03:44.04 | casperb | emphasis on the eided just because its the internets! |
03:53.02 | allenmelon | wow... 50 ppl only? |
03:53.18 | allenmelon | thought there were ppl in the hundreds in here... |
04:00.52 | progammer | snowstorm killed us all |
04:05.57 | JManV | we're getting hit right now |
04:08.44 | casperb | more like 5 people max here :p |
04:12.38 | RoarMan | IM HERE |
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04:18.18 | casperb | uv layout, yaay -_- |
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04:30.35 | Dogmai | dieded -_- |
04:30.39 | Dogmai | wtf mate |
04:30.51 | casperb | been playing alot of leauge of legends -_- |
04:31.02 | casperb | Top words spoken are |
04:31.03 | casperb | Dieded |
04:31.05 | casperb | Feededed |
04:31.08 | casperb | Stupiededed |
04:31.22 | casperb | :P |
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05:00.17 | RoarMan | Echo |
05:00.18 | RoarMan | Echoooooooooooooooo |
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05:08.25 | casperb | tssk |
05:08.29 | casperb | echo is so last year |
05:08.34 | casperb | print"hello RoarMan"); |
05:08.36 | casperb | :p |
05:11.57 | Razernok | grrr, this mouselook camera problem is sooo pissing me off |
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05:27.04 | onetwo | hey |
05:27.13 | onetwo | so, anyone here used catalogs in triggers? |
05:28.01 | casperb | yup |
05:29.09 | onetwo | you know how it goes CatalogFieldValueGet (int catalog, string entry, string fieldPath, int player); |
05:29.14 | onetwo | well catalog is Items for me |
05:29.17 | onetwo | fieldPath is Level |
05:29.21 | onetwo | but heres my problem |
05:29.21 | onetwo | player is any |
05:29.33 | onetwo | i need entry to be the raw name of the just picked up item |
05:29.35 | onetwo | aka triggering item |
05:29.40 | onetwo | so how do i get the raw name of a unit |
05:30.05 | casperb | hm can you do it another way? |
05:30.14 | casperb | cause this is going to be computationally expensive |
05:30.20 | casperb | catalog reads are kinda slow |
05:30.22 | onetwo | well i need a trigger that prevents a hero from picking up an item that has a > levle than him |
05:30.24 | onetwo | than* |
05:30.28 | onetwo | level* |
05:30.42 | onetwo | and theres no way i can find to "get" the level of an item |
05:30.44 | onetwo | to compare against hero level |
05:30.50 | onetwo | outside of catalogs |
05:31.05 | casperb | level is is set on the unit? |
05:31.07 | casperb | or item |
05:31.11 | onetwo | item |
05:31.14 | onetwo | different than veterancy |
05:31.27 | onetwo | it was in a trigger in war3 |
05:31.28 | onetwo | sigh |
05:31.28 | onetwo | lol |
05:31.50 | onetwo | http://forums.sc2mapster.com/development/triggers/9379-accessing-an-item-level-from-trigger/ i found that which is great and all |
05:31.57 | onetwo | and the only thing about item level i could find |
05:32.04 | onetwo | but it already knew the raw name of item |
05:32.09 | onetwo | i dont in this case |
05:32.45 | casperb | But you know the pickup unit right? |
05:32.51 | casperb | item on ground unit |
05:32.53 | casperb | cause then it's not expensive |
05:32.54 | onetwo | yes |
05:32.55 | onetwo | yeah i know that |
05:32.56 | onetwo | i do |
05:33.06 | onetwo | <PROTECTED> |
05:33.08 | casperb | so find the item by quering the unit's item |
05:33.24 | casperb | by unit i mean pickup ground item thingy |
05:33.33 | onetwo | the issue is getting the item level |
05:33.38 | onetwo | not the unit |
05:33.40 | casperb | CUnit_Item |
05:33.47 | casperb | read that, and you have the id of the item |
05:33.57 | casperb | then just read CItem_Level |
05:34.29 | onetwo | just "Level" actually |
05:34.34 | onetwo | according to that post i linked |
05:34.53 | onetwo | sorry i dont get how i get "triggering inventory item"'s raw name? |
05:35.16 | onetwo | in triggers mind you |
05:35.42 | casperb | yeah, given that triggering inventory item is a unit |
05:35.46 | onetwo | correct |
05:36.26 | onetwo | and i want to get the item level of that unit |
05:36.35 | onetwo | which means using catalog get field value |
05:36.37 | onetwo | correct? |
05:37.10 | casperb | CatalogFieldValueGet (c_catalogUnit, UnitGetType(EventUnit()), "Item", -1); |
05:37.35 | casperb | ups wrong event parameter |
05:37.59 | casperb | replace EventUnit with EventUnitInventoryItem |
05:38.14 | casperb | used EventUnit by habit :p |
05:38.42 | onetwo | and its c_catalogItems |
05:38.48 | onetwo | and "Item" is actually "Level" |
05:38.49 | onetwo | correct? |
05:39.17 | casperb | nope, two step process |
05:39.22 | onetwo | oh shiii |
05:39.26 | onetwo | lol |
05:39.30 | casperb | now that you have the id of the item |
05:39.35 | casperb | you can query the item catalog for its level |
05:39.35 | onetwo | i see |
05:39.37 | casperb | in the same manner |
05:39.44 | onetwo | <PROTECTED> |
05:39.53 | casperb | c_gameCatalogUnit* btw |
05:40.26 | casperb | yeah as i was saying, you have the item id |
05:40.53 | onetwo | its fine im doing it in triggers so that misspell |
05:40.56 | onetwo | is actually a preset |
05:40.56 | onetwo | :D |
05:41.21 | casperb | int lv_level = CatalogFieldValueGet (c_gameCatalogItem, lv_item, "Level", -1); |
05:42.15 | casperb | easy peasy |
05:42.19 | onetwo | yep thx |
05:42.22 | onetwo | ill check if it works |
05:42.28 | onetwo | LOL hero level is under Real |
05:42.29 | onetwo | not Integer |
05:42.31 | onetwo | unit property |
05:42.32 | onetwo | thats odd |
05:43.42 | casperb | suppose it also holds progress then |
05:43.50 | casperb | 0-1 range |
05:43.52 | casperb | so 1.5 is valid |
05:44.04 | onetwo | interesting |
05:45.36 | casperb | oh and a heads up, catalog -1 might not exist :p |
05:46.22 | Razernok | grrr, this mouselook camera problem is sooo pissing me off |
05:46.59 | onetwo | doesnt matter its "Any Player' in GUI |
05:49.03 | Razernok | I'm out of ideas on how to fix this crap |
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05:51.44 | Razernok | I just love how helpful people are |
05:51.53 | Razernok | rolls his eyes. |
05:52.18 | Lilianna | I offer help in Data only, no idea how to do trigger camera stuff |
05:52.34 | Lilianna | not everyone knows everything |
05:53.25 | Saeris1 | thanks again for the trailer onetwo, it really came out great |
05:53.34 | onetwo | np |
05:53.35 | Razernok | not like anyone cares to help though |
05:53.42 | Saeris1 | i didn't end up using that font for the logo though, i found something better |
05:53.46 | onetwo | yeah casperb was super helpful |
05:53.51 | onetwo | thanks casperb! |
05:54.11 | Saeris1 | http://www.miritica.net/img/screenshots/WP-Tower-Defense-Classic.jpg |
05:54.27 | Lilianna | ON FIRE! |
05:54.31 | onetwo | FIYAH |
05:55.06 | Saeris1 | i really enjoy how that logo turned out =) |
05:55.26 | casperb | Razernok: It's something i would have to investigate, and I'm busy :P |
05:55.35 | Razernok | -_- |
05:55.52 | casperb | Also it's solvable and has been solved, there's like a dozen FPS and TPS maps on the forums |
05:56.00 | casperb | is * |
05:56.14 | casperb | no wait, It's * |
05:57.13 | Razernok | mine isn't fps or tps |
05:57.26 | Razernok | its a mmorpg style |
05:57.45 | Razernok | like WoW |
05:58.00 | casperb | Oh no! |
05:58.05 | Razernok | problem is unable to pan the camera like in mouselook |
05:58.06 | casperb | RELEASE THE HOUNDS! |
05:58.13 | casperb | :P |
05:58.37 | casperb | you can't move the camera target while relative mode is on? |
05:59.03 | Razernok | both relative and rotation |
05:59.16 | Razernok | like move the camera to another location |
06:00.14 | casperb | do your own camera mouse look then |
06:00.19 | casperb | have mouse tracking since 1.2 |
06:00.39 | Razernok | holding right click is for mouselook |
06:01.47 | Razernok | like in WoW |
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06:02.31 | casperb | that's not even coherent -.- |
06:02.54 | casperb | if mouse relative isn't working for you, don't use it |
06:03.13 | Razernok | its the only possible way to do mouselook |
06:03.47 | casperb | nope |
06:03.52 | Razernok | yea |
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06:06.32 | Razernok | i wonder if progammer can fix it and isn't busy. |
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06:07.08 | progammer | huh ? |
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06:07.16 | Razernok | problem is unable to pan the camera like in mouselook |
06:07.31 | QueenGambit | razer, u should make a forum post about it |
06:07.32 | Razernok | very buggy mouselook crap |
06:07.39 | progammer | mouse look ? |
06:07.44 | Razernok | why? never get help like that |
06:07.46 | progammer | for FPS view ? |
06:07.55 | Razernok | ppl just ignore my forum posts |
06:07.57 | Razernok | no |
06:08.03 | QueenGambit | because u haven't made one =/ |
06:08.04 | Razernok | not fps or tps |
06:08.13 | Razernok | I'm doing one like WoW |
06:08.24 | Razernok | hold right mouse to mouselook |
06:08.54 | Razernok | I've posted on the forums and my stuff is just ignored |
06:09.02 | QueenGambit | I want to marry him: http://www.youtube.com/watch?v=iB0WG2-hFtc&NR=1 |
06:09.07 | progammer | not so many ppl is on the forum tbh |
06:10.52 | Razernok | when I'm holding down right mouse, either i can't move the camera or i can but when i walk its very glitchy |
06:12.08 | Razernok | ... |
06:13.30 | Razernok | yea......no help at all |
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06:27.38 | casperb | onetwo: still working on that rpg? :o |
06:28.11 | QueenGambit | i don't think anyone knows =( |
06:28.22 | onetwo | yep |
06:28.29 | onetwo | powering through it lately |
06:29.02 | Razernok | I'm stuck on my project cause of this damn mouselook bullshit problem |
06:29.46 | Razernok | can't work on it until this shit is fixed |
06:30.06 | Razernok | if only people were willing to actually help out. |
06:30.49 | onetwo | razernok are you martul |
06:31.06 | Razernok | who? |
06:31.40 | onetwo | ~seen Martul |
06:31.42 | purl | martul <~chatzilla@unaffiliated/martul> was last seen on IRC in channel #sc2mapster, 246d 5h 25m 48s ago, saying: 'and still no one'. |
06:31.47 | casperb | lmao |
06:31.49 | onetwo | saying no one helps |
06:31.53 | onetwo | back in beta |
06:32.02 | onetwo | also was on dsl.rcsntx.swbell.net like you |
06:32.04 | onetwo | just a note |
06:32.21 | Razernok | never heard that name before |
06:32.35 | casperb | realname shadowsong? o.o |
06:33.27 | Razernok | I've tried everything I can think of to fix this problem on my own and nothing works. I need help. |
06:33.32 | onetwo | lol |
06:33.34 | onetwo | :( |
06:34.06 | Razernok | at least i had no problems when i built the chat system for Starcraft Universe |
06:34.53 | casperb | just post your issue on the forums -.- |
06:34.58 | Razernok | why? |
06:35.13 | Razernok | no one ever reads my forum posts |
06:35.26 | casperb | Might have something to do with your attitude :p |
06:36.13 | Razernok | and to really help you need to hop ingame and see what its doing to know how to fix it |
06:38.12 | Razernok | guess I'll have to stop making my map until someone posts a fix for it |
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06:47.35 | QueenGambit | i don't c ur post Razernok? |
06:48.12 | Razernok | no reason to post something that won't get answered |
06:48.29 | Hedus | you know onetwo, skybox tutorial also fixes the camera bug while UI is on, was that on purpose or just a side effect of messing with the UI layout? |
06:48.42 | onetwo | side affect |
06:48.47 | onetwo | i mean |
06:48.48 | onetwo | im brilliant |
06:48.55 | Hedus | haha, nice :P |
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06:51.10 | onetwo | need an opinion |
06:51.24 | onetwo | in my RPG right now you cant pick up or buy or receive ANY item that is a higher level than your own |
06:51.39 | onetwo | you have a weapon/armor container, and then 2 regular bags for holding other items |
06:51.43 | onetwo | and you cant pick it up at all |
06:51.54 | onetwo | but should you be able to pickup higher level items but just not equip them? |
06:52.03 | casperb | yup |
06:52.07 | onetwo | damn fine |
06:52.07 | Hedus | probably |
06:52.19 | casperb | Unless you have hover tooltips |
06:52.32 | casperb | basically atleast allow the player to examine the item and requirements |
06:53.55 | onetwo | they can |
06:54.14 | onetwo | i dont know how id check if theyre moving an item to a certain container |
06:54.22 | onetwo | i can check container indexes but not type |
06:54.34 | onetwo | i wonder, assuming my hero has 3 bags, the equipment and 2 'stuff' bags |
06:54.42 | onetwo | index 0 must always mean the equipment |
06:59.31 | onetwo | meh screw it too hard |
06:59.32 | onetwo | just gonna block higher level items lol |
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06:59.44 | onetwo | hi vjeux |
07:00.42 | onetwo | afk |
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08:43.45 | casperb | -_- |
08:43.57 | casperb | export fails, sigh |
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09:06.50 | QueenGambit | then Petty is like, " You got an enemy by your tail! Use the brake (press Left C)" |
09:07.09 | QueenGambit | then Falco is like "f u fox i hate u" |
09:07.12 | QueenGambit | then i shoot falco |
09:07.15 | QueenGambit | then he dies |
09:07.51 | RyanWin | http://www.youtube.com/watch?v=qBU4pZuPB4c |
09:08.27 | QueenGambit | whoah awesome |
09:08.30 | QueenGambit | republish! |
09:08.40 | QueenGambit | i want to space RP right now |
09:09.09 | QueenGambit | btw, the song is a rock version of super nintendo super mario when mario is in the castle |
09:09.31 | RyanWin | good call ;) |
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10:33.04 | XenoX101 | helo |
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10:37.20 | XenoX101 | hey Xaragoth |
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10:37.48 | Xaragoth | Morning Xenox |
10:38.18 | XenoX101 | how goes it |
10:38.45 | Xaragoth | great |
10:38.56 | Xaragoth | found out I can make my own picture on my mastercard |
10:39.08 | Xaragoth | it'll either be a modteam mastercard or a mapster mastercard :P |
10:39.23 | XenoX101 | lol |
10:39.25 | XenoX101 | nice |
10:56.40 | XenoX101 | you working on any maps Xaragoth? |
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10:59.05 | Xaragoth | ruins right now, mostly |
10:59.15 | Xaragoth | and secret project stuff |
11:03.05 | XenoX101 | ruins? |
11:03.33 | Xaragoth | remember the stuff from malu? |
11:03.34 | Xaragoth | the tps? |
11:04.52 | XenoX101 | ah ya |
11:13.23 | XenoX101 | looks pretty cool |
11:15.42 | Xaragoth | we're all pretty much working on that right now, to throw it out on bnet |
11:16.34 | XenoX101 | ya |
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11:19.02 | XenoX101 | does anyone know how to hide a submenu, or if its possible? |
11:29.32 | casperb | define submenu |
11:30.06 | casperb | cc? |
11:30.07 | XenoX101 | command card submenu, nvm I actually dont need it |
11:30.08 | XenoX101 | ya |
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13:41.35 | Te3-BloodyIron | casperb you wouldn't happen to be there now would you? |
13:42.50 | Te3-BloodyIron | nuts my bad |
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14:15.31 | Te3-BloodyIron | would anyone be able to help me out with a behavior i'm trying to make with 2 effects? it's not quite working how i want it to |
14:20.35 | Shawn|Rawr | I might be the only one here |
14:23.08 | Te3-BloodyIron | are you able to help me? :P |
14:23.42 | Shawn|Rawr | It's possible |
14:24.04 | JManV|Work | what's the question? |
14:24.46 | Te3-BloodyIron | bear with me, at work :P |
14:25.11 | Shawn|Rawr | I'm a bear |
14:25.20 | Te3-BloodyIron | good, we're both bears |
14:26.37 | Te3-BloodyIron | so i have the behavior using 2 effects, and the desired effect is that it forces the unit to keep going forward |
14:26.38 | JManV|Work | i'm a giraffe |
14:27.06 | Te3-BloodyIron | the 2 effects used are issue order (move) and create persistent |
14:27.24 | Te3-BloodyIron | casperb mentioned this should do the job, and i think it will, but the results are a little quirky |
14:27.44 | Te3-BloodyIron | when i move the unit it keeps sending itself back to where it spawned, instead of toward the direction it is facing |
14:27.56 | Te3-BloodyIron | and ive tried to figure out what i did wrong, and am out of idears |
14:28.33 | JManV|Work | create persistant + issue order should work |
14:28.37 | JManV|Work | i've used it before |
14:28.45 | Te3-BloodyIron | i dont think i have it configured properly |
14:29.38 | JManV|Work | that's quite possible |
14:29.42 | Te3-BloodyIron | i suspect it's a targetting issue but i dont know which fields should be set to which |
14:29.49 | JManV|Work | the create persistant should call the issue order |
14:29.59 | JManV|Work | the create persistant sets the target |
14:30.00 | Te3-BloodyIron | yup im pretty sure i have that part set right |
14:30.06 | Te3-BloodyIron | the calling of the issue order |
14:31.24 | Te3-BloodyIron | any idea? |
14:32.05 | JManV|Work | what does your persistant look like? |
14:32.10 | JManV|Work | like, what fields have you changed? |
14:32.29 | Te3-BloodyIron | flags - persistent until destroyed |
14:32.35 | Te3-BloodyIron | period durations - 1.000 |
14:32.41 | Te3-BloodyIron | period effects - issue order (move) |
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14:34.30 | Te3-BloodyIron | :( |
14:34.34 | Te3-BloodyIron | Shawn|Rawr any idea? |
14:36.29 | Shawn|Rawr | I've tried moving units with behavioers |
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14:36.57 | JManV|Work | stupid web client |
14:37.19 | Te3-BloodyIron | hey JManV |
14:37.24 | Te3-BloodyIron | did you get what i said there? |
14:37.31 | Te3-BloodyIron | Shawn|Rawr: and how did that go? |
14:38.18 | JManV|Work | do you have a target offset in your persistant? |
14:39.24 | Te3-BloodyIron | uhh i dont know how to set that |
14:39.36 | Te3-BloodyIron | it has a location offset start and end |
14:39.46 | Te3-BloodyIron | but i dont know which they should be set to, ive tried various options, but doesnt seem to help |
14:41.03 | JManV|Work | location offset hmmm? |
14:41.38 | JManV|Work | yeah, i think you need a target offset |
14:41.48 | Te3-BloodyIron | how does i get such? |
14:41.51 | JManV|Work | are you trying to get him to move the direction he's facing, or up? |
14:41.57 | Te3-BloodyIron | facing |
14:42.07 | JManV|Work | that ones a little harder |
14:42.11 | Te3-BloodyIron | lol yup |
14:42.21 | JManV|Work | im not sure that you'd use a target offset for that |
14:42.34 | JManV|Work | the effect i did made him move up |
14:42.59 | Te3-BloodyIron | up? as in north? |
14:43.06 | JManV|Work | yeah |
14:43.10 | Te3-BloodyIron | ahh |
14:43.16 | JManV|Work | i had a target offset of (0, -1) |
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14:43.37 | Te3-BloodyIron | i dont see where you set coordinates |
14:43.42 | JManV|Work | i'm not quite sure how that would work in relation to the facing direction |
14:43.58 | JManV|Work | Target - Offset - Initial |
14:44.12 | Te3-BloodyIron | i dont see a target offset initial |
14:44.28 | Te3-BloodyIron | oh wait |
14:44.31 | Te3-BloodyIron | it was a hidden attribute |
14:44.33 | Te3-BloodyIron | what the crap is that |
14:44.39 | Te3-BloodyIron | advanced fields? |
14:44.42 | Te3-BloodyIron | come now |
14:45.22 | Te3-BloodyIron | well i have more to play with now lol |
14:45.44 | JManV|Work | that's something |
14:46.03 | Te3-BloodyIron | shakes fist at Blizzard |
14:46.21 | JManV|Work | yeah i recommend always leaving those advanced fields on |
14:46.29 | Te3-BloodyIron | lol i will now :X |
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15:38.53 | HP-X|Arthas | hmm |
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15:51.18 | Griffith` | say i have a line in 3ds max, i can delete vertices by pressing delete, but how do i add in more vertices? |
15:51.56 | Griffith` | divide? |
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16:04.14 | JManV|Work | it must be six's brother :P |
16:04.35 | JManV|Work | where's eightin? |
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16:33.56 | XenoX101 | helo |
16:34.01 | JManV|Work | yo |
16:34.08 | XenoX101 | sup |
16:34.39 | JManV|Work | not much |
16:34.44 | JManV|Work | working on another dialog tutorial |
16:34.56 | XenoX101 | cool, lot of those going around it seems |
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16:35.16 | JManV|Work | not that i'm aware of |
16:35.25 | Te3-BloodyIron | JManV|Work i havnt had any luck trying to figure this out, do you have any ideas? (moving forward thing) |
16:36.07 | JManV|Work | i'm not sure how to make him move the direction he's facing, sorry... i'm not even sure where to start really :( |
16:36.16 | Te3-BloodyIron | nuts |
16:36.25 | Te3-BloodyIron | i tried doing it through triggers and it ended up just looping itself |
16:36.26 | Te3-BloodyIron | :X |
16:36.42 | JManV|Work | it should be possible in triggers |
16:36.55 | JManV|Work | because you can set up the target point fairly easily |
16:36.57 | XenoX101 | you can set point offset towards degree |
16:37.04 | Te3-BloodyIron | i might have to resort to triggers but i think it might be better to make it a behavior if i can figure it out |
16:37.05 | JManV|Work | point with polar offset |
16:37.10 | Te3-BloodyIron | i think it could be more efficient that way |
16:37.19 | Te3-BloodyIron | XenoX101: trigger or behavior? |
16:37.24 | XenoX101 | trigger sadly |
16:37.35 | JManV|Work | perhaps, but in my experience with moving a unit via behaviors, it wasn't actually more efficient |
16:37.37 | XenoX101 | you could do it with a persistent |
16:37.40 | Te3-BloodyIron | yeah i already tried with triggers, as i said the trigger loops itself due to issue - order, etc |
16:37.48 | XenoX101 | persistents let you choose positions relative to a units facing |
16:37.54 | Te3-BloodyIron | XenoX101: i've been trying with a persistent, and so far it's almost working, but not quite |
16:38.03 | XenoX101 | mm |
16:38.04 | Te3-BloodyIron | XenoX101: is this an effect we're talking about? |
16:38.12 | XenoX101 | yes |
16:38.18 | Te3-BloodyIron | okay i think i have that setup already |
16:38.19 | Te3-BloodyIron | so |
16:38.22 | Te3-BloodyIron | i have an issue order effect |
16:38.36 | Te3-BloodyIron | and then a create persistent issuing the move order |
16:38.42 | XenoX101 | ya |
16:38.49 | Te3-BloodyIron | my first attempt it kept sending the unit back to the spawn point |
16:39.17 | Te3-BloodyIron | the attempts after that just kept stopping the unit in it's track (i suspect telling it to move to the point it was at already) |
16:39.20 | XenoX101 | mm the issue order's target will be the same as the persistent's |
16:39.26 | XenoX101 | so if you put target offset |
16:39.35 | XenoX101 | it will sync with the move order |
16:39.43 | Te3-BloodyIron | okay so for issue order, target - target should be set to? |
16:39.54 | Te3-BloodyIron | it's source point, i should set it to offset? |
16:40.00 | Te3-BloodyIron | er |
16:40.04 | XenoX101 | what |
16:40.06 | Te3-BloodyIron | i dont see an offset option... hmmm |
16:40.21 | Te3-BloodyIron | in issue order, how do i get it to sync with the persistent? |
16:42.20 | Te3-BloodyIron | ? |
16:42.29 | XenoX101 | it should by itself |
16:42.38 | XenoX101 | the persistent has offsets at the bottom |
16:42.56 | Te3-BloodyIron | yeah so for the issue order, target - target should be source point? |
16:43.15 | XenoX101 | target - offset initial |
16:43.18 | Te3-BloodyIron | NO |
16:43.19 | XenoX101 | no just leave it at target point |
16:43.21 | Te3-BloodyIron | not in the persistent |
16:43.24 | Te3-BloodyIron | in the issue order |
16:43.26 | XenoX101 | yeah |
16:43.29 | XenoX101 | leave it at target point |
16:43.32 | Te3-BloodyIron | there is no offset in issue order |
16:43.34 | Te3-BloodyIron | okay |
16:43.35 | XenoX101 | cause it is synced |
16:43.35 | Te3-BloodyIron | target point |
16:43.42 | Te3-BloodyIron | k hold on |
16:43.43 | XenoX101 | the effect carries the same target as the persistent |
16:43.53 | XenoX101 | so if the persistent has a (0,-5) target |
16:44.06 | XenoX101 | then the target point of the issue order will also be (0,-5) |
16:44.21 | Te3-BloodyIron | okay so what should i put for initial? |
16:44.29 | Te3-BloodyIron | 0 , -1 , 0? |
16:45.38 | Te3-BloodyIron | okay some progress! |
16:45.44 | XenoX101 | ya |
16:45.48 | Te3-BloodyIron | i think it tells itself to turn around persistently |
16:45.54 | Te3-BloodyIron | im gonna try 0,1,0 |
16:47.40 | Te3-BloodyIron | lol i just tried to test the map and it launched the intro to the game o.O |
16:49.38 | Te3-BloodyIron | okay it keeps sending itself back to the spawn point now :( |
16:52.47 | XenoX101 | not sure, what do you mean spawn point |
16:53.19 | Te3-BloodyIron | where the unit spawns |
16:53.29 | Te3-BloodyIron | when i move the unit away from there it tells it to move back to that location |
16:53.46 | XenoX101 | so how does it move away from the spawn point in the first place |
16:53.54 | Te3-BloodyIron | i tell it to |
16:53.58 | XenoX101 | so the move works then |
16:53.59 | Te3-BloodyIron | select, right click |
16:54.01 | Te3-BloodyIron | no |
16:54.04 | Te3-BloodyIron | well |
16:54.07 | Te3-BloodyIron | it does, but not as intended |
16:54.16 | Te3-BloodyIron | because i want it to keep moving forward, not turn around back to the spawn point |
17:00.02 | Te3-BloodyIron | haha i have it turning in a circle now |
17:00.07 | Te3-BloodyIron | had it just going north for a while |
17:00.09 | Te3-BloodyIron | wierddd |
17:00.56 | XenoX101 | not sure |
17:01.04 | Te3-BloodyIron | i think i might be getting the hang of some of this |
17:01.14 | XenoX101 | hm does anyone know how I can get some doodads or units to position themself exactly in line with eachother? |
17:01.23 | XenoX101 | like I have a 'unit' that is made up of other units |
17:01.32 | XenoX101 | so I want them all to be positioned next to eachother |
17:01.36 | XenoX101 | well its a building |
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17:02.39 | Te3-BloodyIron | hmm i did that before, cant remember how |
17:03.14 | Te3-BloodyIron | I think if you hold down one of the keyboard modifiers (alt?) it should let you align doodads in a variety of ways, such as clamping to the grid, and following your mouse, etc |
17:04.21 | XenoX101 | yeah sorry I meant |
17:04.27 | XenoX101 | like with a trigger or something |
17:04.34 | XenoX101 | or data |
17:04.45 | Te3-BloodyIron | sorry havn't touched doodads in triggers yet |
17:04.54 | XenoX101 | mm np |
17:05.03 | Te3-BloodyIron | shucks, a chance to actually help for once :P |
17:05.11 | XenoX101 | lol |
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17:05.30 | casperb | Waddap |
17:05.31 | Te3-BloodyIron | hey casperb |
17:05.39 | Te3-BloodyIron | im closer to figuring it out ;D |
17:05.49 | casperb | good :p |
17:06.03 | Te3-BloodyIron | i have it running around in a circle now |
17:06.13 | casperb | lol |
17:06.35 | casperb | what's the offset set to? |
17:07.13 | Te3-BloodyIron | hold on, work again :P |
17:14.10 | Te3-BloodyIron | let me try a few fiddles |
17:14.59 | Te3-BloodyIron | okay i think im out of ideas |
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17:16.12 | Te3-BloodyIron | so i have target - offset - initial to 0,0,0 |
17:16.13 | Te3-BloodyIron | but |
17:16.20 | Te3-BloodyIron | i have effect - periodic offsets 5,5,0 |
17:16.25 | Te3-BloodyIron | which im pretty sure is what is sending me in a spiral |
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17:17.00 | Te3-BloodyIron | the problem is the point it is running circles around i cant figure out how it determines it |
17:18.11 | Helral | Te3-BloodyIron: fall back is set to unit not to poin t |
17:18.16 | Helral | facing fallback value |
17:18.27 | Te3-BloodyIron | which unit, source unit? |
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17:18.35 | casperb_ | dropped |
17:18.36 | Helral | it should be set to point instead of unit |
17:18.46 | Te3-BloodyIron | it was set to source point |
17:18.50 | casperb_ | anyways like i was saying, or not saying not sure if it showed |
17:18.54 | casperb_ | only set it in y |
17:19.09 | Te3-BloodyIron | i tried setting it to y, and it kept going north |
17:19.11 | Te3-BloodyIron | but ima try it again |
17:19.17 | Helral | ah |
17:19.21 | Helral | how you want it to move? |
17:19.27 | casperb_ | facing angle |
17:19.28 | Te3-BloodyIron | i want it to always "move forward" |
17:19.31 | Te3-BloodyIron | based on where it is facing |
17:19.33 | casperb_ | which is negative y afaik |
17:19.39 | Helral | ok so do set unit fallback value |
17:19.45 | Helral | and -5 on the Y |
17:19.46 | Te3-BloodyIron | source unit? |
17:19.55 | Helral | yup |
17:20.47 | Te3-BloodyIron | heh -5 he keeps turning around |
17:20.49 | Te3-BloodyIron | so im gonna try 5 |
17:21.01 | Helral | hmmm *looks up his own code |
17:21.45 | casperb_ | hm i know i use a negative y offset in my stuff o.o |
17:22.27 | *** join/#sc2mapster XenoX101 (XenoX101@115-64-132-151.static.tpgi.com.au) |
17:22.33 | Te3-BloodyIron | okay now with 5 it moves and then stops |
17:22.50 | Helral | http://img225.imageshack.us/img225/4748/automove.png |
17:22.53 | Te3-BloodyIron | but in the same direction that it did when it was "turning around" constantly |
17:22.56 | Helral | that's my automove effect. |
17:23.04 | Te3-BloodyIron | thx, i'll look at it |
17:23.40 | Helral | and I have a buff on the unit which issues it constantly. |
17:24.02 | *** join/#sc2mapster Jum-Jum (~Jum-Jum@h85-8-27-19.dynamic.se.alltele.net) |
17:24.11 | Helral | which in my case is every 0.0010 seconds. |
17:25.42 | *** join/#sc2mapster La0fer (~Laofers1@64.120.233.114) |
17:28.07 | casperb_ | no need to have updates that often tho Helral? :p |
17:28.56 | Helral | mine is turned on and off. |
17:29.04 | Helral | so I want it to stop moving immediately. |
17:29.20 | Helral | also I change just the facing to change the units direction. |
17:29.42 | casperb_ | yeah did the same thing previously |
17:29.48 | casperb_ | ended up just going for mouse |
17:30.04 | Helral | and that value still causes no lag for 4 players (currently max amount in my map. :P) |
17:30.22 | casperb_ | but my logic was the game renders at 30 frames per second |
17:30.38 | casperb_ | so waiting for a period less than one frame has no effect |
17:31.15 | Helral | well actually I did notice a differense if I changed the moving distance and the period. |
17:31.27 | Helral | I noticed that the unit didn't stop when I wanted it to ;p |
17:32.57 | Helral | ofc. I didn't completely finetune it ;p |
17:35.27 | Helral | Te3-BloodyIron: did you get it working yet? |
17:35.41 | *** join/#sc2mapster pirate (45a59314@gateway/web/freenode/ip.69.165.147.20) |
17:37.07 | casperb_ | -_- |
17:37.20 | casperb_ | attachment modifier isn't in 3ds |
17:37.51 | *** part/#sc2mapster Sixen (~Kevin@conference/fudcon/x-qjanymwcbcyefulw) |
17:38.21 | casperb_ | *looks at Skizot* :p |
17:40.05 | Helral | Skizot fled his pc? |
17:40.20 | Xaragoth | I think he is out, murdering Griffith |
17:40.31 | Helral | ahhh |
17:40.38 | Helral | well that's allowed isn't it? |
17:42.15 | casperb_ | hehe |
17:42.59 | Te3-BloodyIron | Helral: sc2 is now never finishing to load when testing the map |
17:43.02 | Te3-BloodyIron | trying to figure out what i fucked up |
17:43.14 | casperb_ | recursion prolly :p |
17:43.22 | casperb_ | does it crash? |
17:43.33 | Te3-BloodyIron | no, just never finishes loading |
17:43.44 | Te3-BloodyIron | also still at work, so my tests are here and ther e:P |
17:44.22 | Helral | hmmm |
17:47.19 | casperb_ | eh nevermind, lazy loading or something it appeared now -.- |
17:48.00 | Te3-BloodyIron | oh crap its still not loading t.t |
17:48.58 | Te3-BloodyIron | okay got it back to a testable state |
17:49.06 | Te3-BloodyIron | now to figure out what i had to undo to "fix" that |
17:51.50 | casperb_ | finally, art of part a of a unit in a "testable" state -_- |
17:52.07 | Te3-BloodyIron | lol what? |
17:53.27 | casperb_ | Progress is sort of slow with my pipeline, silo -> c4d -> 3ds -> sc2 |
17:53.40 | *** join/#sc2mapster Funkeh` (~funk@5ad7116e.bb.sky.com) |
17:53.40 | *** join/#sc2mapster Funkeh` (~funk@WoWUIDev/WoWAce/Ace3/BigWigs/funkeh) |
17:54.00 | *** join/#sc2mapster MaxMode (~Adium@ip184-187-175-87.sb.sd.cox.net) |
18:07.38 | *** join/#sc2mapster pirate (45a59314@gateway/web/freenode/ip.69.165.147.20) |
18:08.35 | *** join/#sc2mapster Funkeh`` (~funk@5ad71174.bb.sky.com) |
18:10.20 | *** join/#sc2mapster Funkeh` (~funk@5ad71174.bb.sky.com) |
18:10.20 | *** join/#sc2mapster Funkeh` (~funk@WoWUIDev/WoWAce/Ace3/BigWigs/funkeh) |
18:14.11 | pirate | my search filters for a damage effect arent working at all :( |
18:14.31 | Te3-BloodyIron | ohh casperb_: i see |
18:14.57 | Te3-BloodyIron | im nowhere near dealing with importing models:P |
18:15.19 | casperb_ | ugh and not it wont export -.- |
18:15.36 | casperb_ | diddn't i just identify? :O |
18:15.44 | *** join/#sc2mapster Computerpunk (~Computerp@85.186.122.45) |
18:16.00 | Te3-BloodyIron | how detailed is the thing youre importing? |
18:16.56 | casperb_ | 3k ish |
18:17.17 | casperb_ | verts that is |
18:18.02 | Te3-BloodyIron | im not sure how that compares to other items, sounds more complex than a marine though |
18:19.40 | casperb_ | nah |
18:20.03 | casperb_ | really low poly |
18:21.29 | Te3-BloodyIron | how much is a marine? |
18:21.36 | *** join/#sc2mapster Ssehkmet (Sehkmet@190.174.80.71) |
18:21.50 | *** part/#sc2mapster Ssehkmet (Sehkmet@190.174.80.71) |
18:22.29 | casperb_ | 2k ish |
18:23.12 | *** join/#sc2mapster Sehkmet (~Sehkmet@190.174.80.71) |
18:23.12 | Sehkmet | Hey guys |
18:23.13 | Te3-BloodyIron | ahh |
18:23.16 | Te3-BloodyIron | sup |
18:23.21 | Te3-BloodyIron | you sound familiar? |
18:24.40 | Sehkmet | me? |
18:24.43 | Te3-BloodyIron | yes |
18:24.46 | Te3-BloodyIron | kinda? |
18:24.49 | Sehkmet | mm |
18:24.55 | Sehkmet | i think i not |
18:26.41 | casperb_ | Te3-BloodyIron: you're the new guy so that's kinda a counter intuitive question :p |
18:27.10 | Te3-BloodyIron | well i might have seen him elsewhere |
18:27.12 | Te3-BloodyIron | :O |
18:27.30 | *** join/#sc2mapster MaxMode (~Adium@ip184-187-175-87.sb.sd.cox.net) |
18:27.42 | Sehkmet | what has happened to casperb? |
18:27.46 | Sehkmet | why casperb_ |
18:27.54 | Te3-BloodyIron | it's the cool thing to do |
18:27.54 | casperb_ | What? :p |
18:27.56 | Te3-BloodyIron | didnt yuo know? |
18:28.01 | casperb_ | ah |
18:28.08 | Sehkmet | your name was "Casperb" , why you have a "_" ? |
18:28.09 | Te3-BloodyIron_ | see |
18:28.09 | casperb_ | uhm i've identified twice |
18:28.17 | casperb_ | but nothing happends |
18:28.28 | casperb_ | get the message that i've identified and whatnot |
18:28.37 | casperb_ | w00t i started a meme! :p |
18:29.47 | Sehkmet | wellwellwellwellwell |
18:29.59 | Sehkmet | casperb im going to spam you at a private chat |
18:30.03 | Sehkmet | soz |
18:31.03 | casperb_ | I'm gonna start charging soon -_- |
18:32.13 | wOlfLinG | I just made an array of [3][5][3][3] :/. Thats a big array |
18:33.01 | Shawn|Rawr_ | Someone give me a cool behavior i can attach to a weapon |
18:33.39 | wOlfLinG | Shawn, try an invisable weapon :D |
18:35.34 | Shawn|Rawr_ | I don't even know what that means. A weapons that makes you invisible would be odd. |
18:36.14 | Helral | meows |
18:36.47 | Helral | wOlfLinG: that one only has 135 values. |
18:36.54 | Helral | that ain't big. |
18:37.01 | wOlfLinG | swoem |
18:37.07 | casperb_ | However.. |
18:37.07 | wOlfLinG | meh |
18:37.14 | wOlfLinG | Still reasonably big :D |
18:37.25 | wOlfLinG | And requires a bit of code to find it all out :/ |
18:37.29 | casperb_ | It's ugly as hell and you should be shot for writing code like that :p |
18:37.59 | Helral | my largest one is only [5][2000][4] |
18:38.04 | wOlfLinG | :O |
18:38.09 | wOlfLinG | Whats the 2000 for? |
18:38.13 | Helral | the 2000 is a bit of overkill though. |
18:38.20 | Helral | the amount of things I can store in it. |
18:38.31 | Helral | number of rooms/passages/doors/static rooms |
18:38.37 | wOlfLinG | ah |
18:38.38 | Helral | might expand it with items. |
18:38.41 | casperb_ | ... -_- |
18:38.42 | Helral | and monsters. |
18:38.50 | Helral | but I only need it to be size 200 then. |
18:38.53 | Helral | maybe 500 |
18:39.10 | casperb_ | why..? :S |
18:39.19 | Helral | why not? ;p |
18:39.37 | casperb_ | why would you ever need it :o |
18:39.49 | casperb_ | everything in sc is self enclosed more or less |
18:41.03 | *** join/#sc2mapster Skizot (~skizot@237-214.200-68.tampabay.res.rr.com) |
18:41.27 | Helral | have to keep track of my randomly generated stuff . |
18:43.12 | Te3-BloodyIron_ | oh god now i have it acting even wierder |
18:43.34 | Te3-BloodyIron_ | i tried the settings Helral linked me to earlier in the png |
18:43.51 | Te3-BloodyIron_ | but if i set period durations to 0, or delete he value sc2 never loads |
18:44.04 | Helral | don't set period to 0 ;p |
18:44.13 | Helral | hmm one moment |
18:44.20 | Helral | lemme see what I linked ;p |
18:44.23 | Te3-BloodyIron_ | but period duration is 0 in your ss! |
18:44.51 | Helral | ow that one, yeah |
18:44.58 | casperb_ | the persistent period should be 0 yeh |
18:45.01 | Helral | I never needed to change it. |
18:45.04 | casperb_ | but periodic period? |
18:45.08 | Helral | thought you meant the behaviors one ;p |
18:47.29 | *** join/#sc2mapster JManV|Work (d1fefd82@gateway/web/freenode/ip.209.254.253.130) |
18:47.37 | JManV|Work | ok i got a question |
18:48.03 | JManV|Work | first: why in the hell, when you switch the unit for an actor, does it feel the need to change a billion fields as a result? |
18:48.06 | *** join/#sc2mapster Twiner (~Twiner@c-24-218-116-235.hsd1.ct.comcast.net) |
18:48.21 | JManV|Work | and second: is there a way to make it freakin' *not* do that? |
18:48.31 | casperb_ | JManV|Work: it's how tokens work |
18:48.48 | JManV|Work | that's absolutely retarded |
18:49.04 | JManV|Work | is there a way to make it *not* do that? |
18:49.06 | Te3-BloodyIron_ | sounds like something i'll encounter in the future o.O! |
18:49.20 | Te3-BloodyIron_ | request it on the forums? |
18:49.50 | JManV|Work | how could they not expect that possibility that someone would want to copy and actor and *only* change the unit it's attached to? |
18:50.23 | JManV|Work | in fact, i'd think that would actually happen *more* often than whatever they're trying to do |
18:50.28 | *** join/#sc2mapster progammer (4a3ea6d2@gateway/web/freenode/ip.74.62.166.210) |
18:50.44 | progammer | happy new yeah folks :P |
18:50.53 | JManV|Work | so, no way to make it not happen? |
18:51.03 | JManV|Work | that a lot of frickin fields it changes |
18:54.00 | casperb_ | JManV|Work: it doesn't happend if you've actually changed the field |
18:54.08 | casperb_ | only the base definition uses the macros |
18:54.22 | casperb_ | thus if you override it, it will no longer do that |
18:54.41 | JManV|Work | but the point is i don't want to set all those fields |
18:54.43 | Te3-BloodyIron_ | any thoughts there Helral? |
18:54.45 | JManV|Work | i want to copy them |
18:56.31 | *** join/#sc2mapster Razernok (~fhbjsdbkj@adsl-66-141-186-78.dsl.rcsntx.swbell.net) |
18:56.51 | JManV|Work | i think i got what i need with minimal annoyance |
19:01.40 | JManV|Work | why is it taking 2 minutes to load a perfect blank 64x64 terrain? |
19:02.00 | Te3-BloodyIron_ | because you fail to have an underscore at the end of your name |
19:02.02 | Te3-BloodyIron_ | obviously |
19:02.05 | JManV|Work | ever get those days where you're annoyed with just about everything the editor does? |
19:02.07 | casperb_ | Lawls, my unit selection circle is appearing about 100 units away -_- |
19:02.19 | Te3-BloodyIron_ | lol? |
19:02.47 | *** join/#sc2mapster MaxMode (~Adium@169-231-109-3.wireless.ucsb.edu) |
19:02.53 | JManV|Work_ | JManV|Work isn't even registered, but I didn't want to feel left out |
19:03.08 | casperb_ | Good! :D |
19:04.42 | Shawn|Rawr_ | its catching on! |
19:04.44 | JManV|Work_ | hehe |
19:04.54 | Shawn|Rawr_ | how is pokemon? |
19:04.58 | JManV|Work_ | i just made some items, and placed them on my map |
19:05.03 | JManV|Work_ | my hero attacked and killed them |
19:05.09 | Shawn|Rawr_ | haha |
19:05.16 | JManV|Work_ | pretty good |
19:05.18 | casperb_ | hehe remove items from scan filters |
19:05.31 | JManV|Work_ | i'm taking a brief hiatis, working on some dialog tutorials |
19:05.33 | Te3-BloodyIron_ | heh dance my puppets :) |
19:05.46 | progammer | what's with everyone has an underscore after their name now |
19:05.50 | JManV|Work_ | the item shouldn't be destructible in the first place |
19:05.53 | JManV|Work_ | jealous? |
19:05.55 | Te3-BloodyIron_ | it increases success rate of code |
19:05.56 | casperb_ | don't you know progammer? |
19:06.03 | casperb_ | 8-) |
19:06.11 | JManV|Work_ | he's jealous |
19:06.24 | Shawn|Rawr_ | hoorah! |
19:06.30 | JManV|Work_ | w00t |
19:06.32 | progammer_ | >.< |
19:06.35 | Te3-BloodyIron_ | outlined in this study: http://tinyurl.com/yc3d4xm |
19:06.55 | progammer_ | video not yet played |
19:06.57 | casperb_ | fail Te3-BloodyIron_ ... |
19:06.59 | Te3-BloodyIron_ | yes |
19:07.00 | progammer_ | rickroll not yet rolled |
19:07.01 | Te3-BloodyIron_ | slaps forhead |
19:07.09 | casperb_ | That's like |
19:07.14 | casperb_ | intent to rick roll |
19:08.20 | JManV|Work_ | shawn: i've got capturing and switching working completely |
19:08.31 | Te3-BloodyIron_ | Helral: still there? |
19:09.04 | JManV|Work_ | i was able to fight probichu vs probichu. it was epic |
19:09.22 | progammer_ | probe should not be named chu chu like that |
19:09.26 | progammer_ | not intimidating |
19:10.10 | casperb_ | pokemons are intimidating? |
19:10.19 | JManV|Work_ | i was going for comical value over intimidation :P |
19:10.35 | JManV|Work_ | it's a probe ffs :P |
19:10.54 | progammer_ | name mah proble like charizard or smt |
19:11.00 | progammer_ | dont chu chu it .. |
19:11.06 | casperb_ | I'd mech it up |
19:11.09 | casperb_ | call it the XR172 |
19:11.11 | casperb_ | or whatever |
19:11.21 | JManV|Work_ | he gets electrical attacks |
19:11.24 | casperb_ | who lives in a psionic bubble |
19:11.30 | JManV|Work_ | cuz he's a pikachu clone |
19:12.02 | JManV|Work_ | thunder makes him initimadating, no? |
19:12.39 | Griffith` | ugh is there a button that i have to press to make it so i can move |
19:12.43 | Griffith` | seems like i cant move anything |
19:12.45 | Griffith` | did i press a lock button |
19:16.34 | Griffith` | ohh f8 |
19:16.34 | Griffith` | nm |
19:16.50 | JManV|Work_ | ... somebody doesn't have an underscore |
19:16.57 | JManV|Work_ | i'm not gonna name any names... |
19:17.09 | Te3-BloodyIron_ | clearly it locked his movement |
19:17.39 | JManV|Work_ | its the only logical thing |
19:18.16 | Griffith_ | like f8 just cycles through them |
19:18.18 | Griffith_ | how do you disable it |
19:18.35 | Sehkmet | i prefear "Probeling" |
19:18.39 | Sehkmet | insted probechu |
19:18.46 | Shawn|Rawr_ | Probichu is fine! |
19:18.51 | Shawn|Rawr_ | :< |
19:18.54 | Sehkmet | The Hungry Hungry Probleing |
19:18.59 | Te3-BloodyIron_ | uh oh, i suspect problems will happen to another person who isn't underscored |
19:19.00 | Sehkmet | PRobeling |
19:19.30 | Sehkmet | PRobeling Escape , The Hungry Hungry Probeling, Catch the probeling, Probeling tower defense |
19:19.32 | Sehkmet | thats my maps |
19:19.55 | Shawn|Rawr_ | I won't play them, but good luck |
19:19.56 | Sehkmet | oh and Probeling heroe defense |
19:20.16 | Sehkmet | and almost finished "Run Probeling Run" |
19:21.17 | JManV|Work_ | yeah, i've gotten a good response from probichu. he's not changing |
19:24.07 | JManV|Work_ | he's also a personal favorit |
19:26.31 | JManV|Work_ | although, i might be willing to rename him "Probichu_" |
19:26.33 | JManV|Work_ | :P |
19:26.35 | Griffith_ | hm |
19:26.43 | Griffith_ | i cant seem to turn off axis constraints in 3ds max |
19:27.39 | Sehkmet | why "Probichu_" ? |
19:27.45 | JManV|Work_ | heh |
19:27.47 | Sehkmet | stay at Probichu |
19:27.56 | JManV|Work_ | you have noticed the gag? |
19:28.00 | Sehkmet | Probichu_ for u_U? |
19:28.12 | JManV|Work_ | everyone here but you has an underscore after their name |
19:28.22 | Te3-BloodyIron_ | it increases our rate of sucess with code |
19:28.23 | Te3-BloodyIron_ | OBVIOUSLY |
19:28.26 | *** join/#sc2mapster Skiz_brokenet (~skizot@237-214.200-68.tampabay.res.rr.com) |
19:28.27 | Te3-BloodyIron_ | gosh |
19:28.30 | JManV|Work_ | it's l33t |
19:28.31 | Sehkmet | jajaja |
19:28.34 | Sehkmet | you'r crazy |
19:28.43 | JManV|Work_ | you're just jealous |
19:28.45 | JManV|Work_ | that's cool |
19:28.45 | Sehkmet | what about dekar? |
19:28.47 | JManV|Work_ | we're used to it |
19:28.49 | Sehkmet | Dekar- |
19:28.59 | Dekar- | what about me |
19:29.06 | Sehkmet | he decreases his rate of succes withc ode? |
19:29.07 | Dekar- | i have a minus |
19:29.12 | Sehkmet | using - instead "_" |
19:29.13 | JManV|Work_ | definitely |
19:29.17 | Dekar- | im special |
19:29.18 | Dekar- | :< |
19:29.21 | Sehkmet | i see |
19:29.22 | JManV|Work_ | just not having an underscore is enought |
19:29.29 | JManV|Work_ | but using a minus is just tempting fate |
19:29.31 | Sehkmet | i wont change == |
19:29.57 | Sehkmet | jManB- |
19:30.04 | JManV|Work_ | no! |
19:30.08 | Te3-BloodyIron_ | if you have - at the end it results in a rolling of the dice for effect |
19:30.13 | Sehkmet | how much % you have made ? |
19:30.20 | Te3-BloodyIron_ | the die is rolled every hour on the hour |
19:30.21 | Sehkmet | 60%? |
19:30.27 | JManV|Work_ | % of what? |
19:30.30 | JManV|Work_ | pokemon? |
19:30.30 | Sehkmet | talking about your map |
19:30.40 | Sehkmet | y |
19:30.44 | JManV|Work_ | probably closer to 25% |
19:30.56 | Sehkmet | and.. u 'r mapping 24/7? |
19:31.08 | JManV|Work_ | although, i am probably about halfway through the main engine |
19:31.17 | Sehkmet | ah |
19:31.19 | JManV|Work_ | after that, it will be a lot of data editing |
19:31.28 | Sehkmet | ye i see.. |
19:31.31 | Sehkmet | adding 13091230123 pokemons? |
19:31.38 | JManV|Work_ | goal is about 100 |
19:31.43 | Sehkmet | 250 o no balls |
19:31.54 | Sehkmet | 251* |
19:32.08 | Te3-BloodyIron_ | 250 starting at 0 |
19:32.31 | Sehkmet | they were 251 or 253 at the first chapters, right ? |
19:32.58 | *** join/#sc2mapster JManV|Work (d1fefd82@gateway/web/freenode/ip.209.254.253.130) |
19:33.13 | JManV|Work | i'm gonna kill this web client today |
19:33.21 | JManV|Work | dropped on me like 5 times today |
19:33.29 | Sehkmet | ok.. |
19:33.30 | Sehkmet | i said: |
19:33.33 | Sehkmet | 250 o no balls |
19:33.35 | Sehkmet | 251* |
19:34.19 | JManV|Work | it might depend on how many you can save at once |
19:34.24 | Sehkmet | look, you can create something like "dito".. its so easy.. when its burrowed, its a zergling burrow splat.. and when it comes up, its any model with a small scale and maroon tint |
19:34.39 | *** join/#sc2mapster Griffith` (~Zeta@CPEc0c1c013ce86-CM0013718d3546.cpe.net.cable.rogers.com) |
19:34.45 | JManV|Work | although, i'm not adverse to saying it's just plain not possible to catch them all |
19:34.56 | Sehkmet | :( |
19:35.15 | Sehkmet | oH! |
19:35.18 | Sehkmet | dito = lurker |
19:35.23 | JManV|Work | well, you can catch/find them all, but you may not be able to physically store one of every type |
19:35.29 | Sehkmet | dito is a lurkerrrrrrr omgggg |
19:35.35 | Sehkmet | isnt it? |
19:35.53 | JManV|Work | i was thinking ditto = changeling |
19:35.59 | Sehkmet | mm |
19:36.05 | Sehkmet | i prefear dito as a lurker |
19:36.15 | Sehkmet | it burrows |
19:36.23 | Sehkmet | and he is able to attack while burrowed |
19:36.23 | JManV|Work | ditto doesn't burrow |
19:36.25 | Te3-BloodyIron_ | JManV|Work! your reduced coding chance! |
19:36.25 | Sehkmet | means.. dito |
19:36.39 | Sehkmet | yes! Ditto burrows |
19:36.44 | JManV|Work_ | that was close! |
19:36.52 | Sehkmet- | :) |
19:37.22 | JManV|Work_ | it's your funeral... |
19:37.36 | Sehkmet- | :( |
19:37.41 | Sehkmet_ | now? |
19:37.46 | Sehkmet_ | my born? |
19:37.51 | JManV|Work_ | haha... peer pressure |
19:38.08 | Sehkmet_- | now? its equal? |
19:38.10 | JManV|Work_ | gasp! |
19:38.21 | JManV|Work_ | maybe if the minus was first |
19:38.50 | JManV|Work_ | i can accept that |
19:38.52 | *** join/#sc2mapster sallem (~sallem@81-65-171-132.rev.numericable.fr) |
19:38.52 | _Sehkmet | jajaja |
19:39.23 | _Sehkmet | its like.. im going to get luck while making the code |
19:39.29 | _Sehkmet | you'll get it while trying it |
19:42.07 | _Sehkmet | JManV|Work_ |
19:42.18 | JManV|Work_ | _Sehkmet |
19:42.33 | _Sehkmet | there is any way to make a bunker able to store 2 units from different players? |
19:42.45 | JManV|Work_ | ooo |
19:42.50 | _Sehkmet | seems hard |
19:42.51 | JManV|Work_ | somehow i doubt it |
19:43.06 | JManV|Work_ | but i don't know |
19:43.23 | JManV|Work_ | i do know from experience tho that the game is a little picky about unit owners |
19:43.36 | _Sehkmet | mm what does picky mean? |
19:44.09 | Dekar- | doesnt it work with full shared control? |
19:44.44 | _Sehkmet | mm |
19:44.45 | *** join/#sc2mapster JManV|Work__ (d1fefd82@gateway/web/freenode/ip.209.254.253.130) |
19:44.51 | JManV|Work__ | wtf with this web client?!?! |
19:45.09 | _Sehkmet | why u dont use mirC orany software like that |
19:45.36 | _Sehkmet | jmanVwork, dekar asks if it doesnt work with full shared control |
19:45.40 | _Sehkmet | do you think it may? |
19:45.49 | JManV|Work__ | and i swear to god, that captcha had a delta in it |
19:46.00 | JManV|Work__ | <-- because of the work part |
19:46.13 | _Sehkmet | mm |
19:46.28 | JManV|Work__ | no, i don't think it will, but it's worth a shot |
19:46.37 | Sehkmet|Work_ | like my name? |
19:46.51 | JManV|Work__ | i've pretty sure if you're playing the normal game and your partner quits, that you can't put your units in his bunkers |
19:46.57 | JManV|Work__ | heh |
19:47.01 | Sehkmet|Work_ | mm |
19:47.36 | Sehkmet|Work_ | can u join sc2 to test it? |
19:48.03 | JManV|Work_ | certainly can't |
19:48.08 | _Sehkmet | kk |
19:48.13 | JManV|Work_ | <-- again because of the work part |
19:48.30 | JManV|Work_ | make a computer ally |
19:53.55 | _Sehkmet | ok i tried it |
19:54.04 | _Sehkmet | i askd my mate to quit |
19:54.08 | _Sehkmet | and i cant join his bunker |
19:54.10 | JManV|Work_ | and it doesn't work? |
19:54.10 | _Sehkmet | :( |
19:54.15 | JManV|Work_ | yeah, i thought so |
19:54.24 | _Sehkmet | brb 12 sec |
19:54.27 | JManV|Work_ | i'm not sure it's going to be possible |
20:00.16 | _Sehkmet | mm ok |
20:00.19 | _Sehkmet | i have 60 bunkers |
20:00.31 | _Sehkmet | i should make 30 of em for player 1 and 30 of em to player 2? |
20:06.52 | *** join/#sc2mapster casperb_ (3e10f62b@gateway/web/freenode/ip.62.16.246.43) |
20:09.24 | casperb_ | _Sehkmet is our rival? o.o |
20:09.29 | Shawn|Rawr_ | Make them all player 15 and give player 1 and 2 a corruptor each |
20:09.41 | Shawn|Rawr_ | Put them in the middle of the bunkers |
20:09.47 | Shawn|Rawr_ | And see if the player cna escape |
20:10.09 | *** join/#sc2mapster Sixen (~Kevin@conference/fudcon/x-uazvrcodrkcnpwjn) |
20:10.11 | *** mode/#sc2mapster [+o Sixen] by ChanServ |
20:10.47 | JManV|Work_ | you could possibly swap control as needed |
20:10.53 | _Sehkmet | mm |
20:10.58 | _Sehkmet | how? |
20:11.09 | _Sehkmet | i make 60 neutral bunkers |
20:11.29 | _Sehkmet | and if a unit from player2 joins a bunker, that bunker changes its owner to player 2 till the unit go out |
20:12.41 | *** join/#sc2mapster JManV|Work (d1fefd82@gateway/web/freenode/ip.209.254.253.130) |
20:12.44 | JManV|Work | omfg! |
20:12.50 | JManV|Work | that's 7 times today |
20:13.25 | JManV|Work | but yes, something like that |
20:13.43 | JManV|Work | except you can't wait until they enter the bunker, because they can't enter it if it's not theirs |
20:14.08 | _Sehkmet | and what happens if the unit is inside the bunker, and i change its owner? |
20:14.15 | _Sehkmet | weird |
20:14.22 | _Sehkmet | the unit gets trapped? xD |
20:14.34 | JManV|Work | well, you wouldn't change owners if there were units inside of the bunker |
20:14.42 | JManV|Work | they can't share bunkers like that |
20:14.46 | JManV|Work | that just won't work |
20:15.01 | _Sehkmet | i was thinking about giving an ability to the unit to cast at certain bunker |
20:15.08 | _Sehkmet | then i make a event, that if the unit casts the skill.. |
20:15.10 | JManV|Work | i think if you did, it would change ownership of the units inside as well |
20:18.19 | casperb_ | cargo units retain their ownership |
20:18.45 | casperb_ | jumped on in the middle, alot of drops today :p |
20:19.22 | _Sehkmet | mm |
20:19.34 | _Sehkmet | so.. the units 'll be still inside the bunker? |
20:20.03 | JManV|Work | ikr |
20:20.08 | JManV|Work | i've been dropped 7 times today |
20:20.29 | casperb_ | JManV|Work fix your nick :/ |
20:20.34 | casperb_ | it's all wrong :S |
20:21.01 | JManV|Work_ | cuz it keeps d/cing me! |
20:21.34 | casperb_ | _Sehkmet: what do you want to do anyways |
20:21.48 | JManV|Work_ | to share bunkers |
20:22.00 | casperb_ | only one player may control a unit tho |
20:22.13 | casperb_ | so unless the players have shared control it wont work |
20:22.23 | JManV|Work_ | even with shared control it doesn't work |
20:22.41 | JManV|Work_ | you can't jump into another players bunker |
20:22.46 | casperb_ | you can |
20:22.52 | casperb_ | just change the target filters |
20:23.43 | JManV|Work_ | interesting... |
20:23.50 | JManV|Work_ | sehk: you catching this? |
20:24.09 | _Sehkmet | w8 |
20:24.13 | _Sehkmet | i was translating something |
20:24.15 | _Sehkmet | let me read |
20:24.44 | _Sehkmet | mm |
20:24.48 | _Sehkmet | the target filters ? |
20:24.49 | casperb_ | but units can only belong to one person, so only the owner can actually issue orders |
20:24.57 | casperb_ | yeh in the transport ability |
20:24.58 | _Sehkmet | of the bunker or of the unit thats trying to join it? |
20:25.01 | _Sehkmet | ah |
20:25.06 | _Sehkmet | let me see |
20:25.24 | wOlfLinG | Most epic parody ever: http://www.youtube.com/watch?v=KbTtsezso4Q |
20:25.41 | casperb_ | _Sehkmet: so here's what you have to do :p |
20:26.00 | casperb_ | give the bunkers to a third party |
20:26.04 | casperb_ | who both share control with |
20:26.32 | casperb_ | neutral or ally slot, controlled by none |
20:26.34 | _Sehkmet | ready |
20:26.44 | _Sehkmet | i changed target filters of the bunker ability to allys and player |
20:26.46 | casperb_ | that's pretty much it |
20:26.57 | casperb_ | neutral aswell |
20:27.09 | casperb_ | to allow neutral bunker -> player units |
20:28.01 | _Sehkmet | mm |
20:28.12 | _Sehkmet | i didnt got the last line |
20:28.42 | casperb_ | shit happends |
20:28.46 | casperb_ | :p |
20:29.18 | casperb_ | anyways depends on gameplay mechanics and how you want it |
20:29.21 | casperb_ | so nevermind |
20:29.46 | Hati | oh man stupid youtube buffer |
20:29.46 | casperb_ | but it's sort of pointless to do tho imo |
20:32.35 | casperb_ | did i drop again? :O |
20:32.40 | casperb_ | nvm :p |
20:33.01 | _Sehkmet | ok casper |
20:33.12 | _Sehkmet | now my unit player1 can join a player2 bunker |
20:33.59 | _Sehkmet | nice, a neutral bunker too |
20:34.22 | _Sehkmet | i dont know how to give neutral control to all players |
20:34.45 | casperb_ | make them an ally with shared control |
20:34.56 | casperb_ | with a neutral |
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20:35.47 | casperb_ | so neutral wasn't necessary after all :p |
20:36.27 | Te3-BloodyIron_ | casperb_: can you help me later when i get home? probably like a couple hours or so |
20:36.58 | casperb_ | Dunno |
20:37.41 | casperb_ | I might be struck by a huge truck falling from a airplane into my room on the 4th floor |
20:37.45 | casperb_ | These things happend |
20:38.12 | *** join/#sc2mapster Funkeh` (~funk@5ad71174.bb.sky.com) |
20:38.12 | *** join/#sc2mapster Funkeh` (~funk@WoWUIDev/WoWAce/Ace3/BigWigs/funkeh) |
20:38.35 | _Sehkmet | ye.. happened to me lastnight |
20:38.43 | _Sehkmet | it hurts :( |
20:39.04 | _Sehkmet | oh i see |
20:40.09 | Te3-BloodyIron_ | happened??? shit, you better duck |
20:40.56 | *** join/#sc2mapster MaxMode (~Adium@169-231-110-160.wireless.ucsb.edu) |
20:43.40 | _Sehkmet | its.. its.. PERFECT |
20:44.04 | *** join/#sc2mapster Demonette (b206f304@gateway/web/freenode/ip.178.6.243.4) |
20:44.04 | *** join/#sc2mapster wOlfLinG (~wOlfLinG@cpc3-nrte21-2-0-cust330.8-4.cable.virginmedia.com) |
20:44.08 | Helral | roflol I just went for an achievement and I got the achiev. lost the match though ;p |
20:44.34 | wOlfLinG | xD |
20:45.38 | JManV|Work_ | sehk: i'm glad i was wrong |
20:46.36 | *** join/#sc2mapster MaxMode (~Adium@169-231-110-160.wireless.ucsb.edu) |
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20:58.28 | *** join/#sc2mapster Tordy (81317eed@gateway/web/freenode/ip.129.49.126.237) |
20:58.29 | wOlfLinG | Ok, give me lotsa ideas for heroes! |
20:58.33 | Tordy | Can you turn all the data in the map to a mod? |
20:58.39 | wOlfLinG | Also, HAI TORDY :D |
20:58.39 | Tordy | conveniently |
20:58.44 | Tordy | hello |
20:58.52 | wOlfLinG | Tordy, you could extract it |
20:58.52 | Tordy | so i got all this custom data in my map |
20:59.00 | Helral | wOlfLinG: a cat which has laser eyes :) |
20:59.01 | Tordy | but i also want to use that data for another map |
20:59.03 | Helral | meows |
20:59.08 | Tordy | and it's a loooot of custom data |
20:59.14 | Tordy | so i'd rather find some way to turn it into a mod |
20:59.21 | Tordy | so that other map can just use the mod as a dependency |
20:59.22 | wOlfLinG | Tordy, you could save as an SC2Components list |
20:59.27 | Tordy | what |
20:59.32 | wOlfLinG | Not sure what it would do, but it could work |
20:59.40 | wOlfLinG | Also, helral: No cat model :( |
20:59.52 | JManV|Work_ | there's the predator |
20:59.57 | wOlfLinG | ah :D |
20:59.58 | JManV|Work_ | it's kind of like a kitty |
21:00.05 | wOlfLinG | makes aHalral |
21:00.12 | JManV|Work_ | a kitty of death |
21:00.23 | wOlfLinG | Gonna call it Helral after Helral :D |
21:01.37 | Helral | :) |
21:02.32 | wOlfLinG | Talking of which, I need ideas for a Sixen hero as well :D |
21:02.49 | Helral | hmmmm |
21:02.51 | wOlfLinG | And for that matter, anyone from SC2Mapster :/ |
21:03.38 | Helral | hmmm |
21:03.39 | Tordy | so what is this sc2components list again |
21:04.04 | wOlfLinG | no idea tbh |
21:04.18 | wOlfLinG | But i think it can be used to save just data or terrain etc |
21:04.37 | wOlfLinG | hang on |
21:04.40 | wOlfLinG | Gonna test it |
21:05.30 | Tordy | does helral know |
21:05.38 | Tordy | i know helral is an expert on this! |
21:06.04 | Helral | sc2component list? |
21:06.10 | wOlfLinG | Ok, I know what it is now |
21:06.21 | wOlfLinG | A .SC2Map is an MPQ |
21:06.27 | wOlfLinG | Which means it contains data |
21:06.59 | Tordy | yes |
21:07.03 | wOlfLinG | Saving it as a .SC2Map file compresses the data into an MPQ. Saving as a .SC2Components file saves it as a folder |
21:07.19 | wOlfLinG | So you can just open it without an MPQ editor |
21:07.29 | wOlfLinG | But still open it in the editor |
21:08.21 | wOlfLinG | So save it as .SC2Component, open the folder and go into Base.SC2Data -> Game Data |
21:08.36 | wOlfLinG | And copy that folder over to your other map |
21:08.45 | Tordy | =o |
21:08.47 | wOlfLinG | Or other component file |
21:08.53 | wOlfLinG | And then save as a map |
21:08.58 | wOlfLinG | And it should work |
21:09.05 | wOlfLinG | But as I haven't done that before |
21:09.09 | Tordy | what's wrong with this design: |
21:09.10 | Tordy | http://static.sc2mapster.com/content/images/29/972/bca2.jpg |
21:09.13 | wOlfLinG | I wouldn't know if you need anything else |
21:09.48 | Tordy | something i made in sc1 a couple years ago |
21:09.56 | Tordy | feel like porting to sc2 |
21:10.02 | Helral | Tordy: it's from sc1 ;p |
21:10.08 | Tordy | yea i know! :] |
21:10.17 | Helral | ya asked what's wrong with the desing ;p |
21:10.22 | Tordy | hello helral |
21:10.27 | Helral | meows |
21:10.46 | Helral | that wasn't such a hard map I think. |
21:11.20 | Tordy | terrain is no biggie |
21:11.39 | Tordy | problem is gameplay, do you think making the player able to change paths would be too complicated |
21:11.41 | Tordy | for them |
21:11.47 | Tordy | cuz you know |
21:11.50 | Tordy | al labout the benjmanins |
21:12.05 | wOlfLinG | Tordy: It works |
21:12.15 | wOlfLinG | Just tested it myself |
21:12.16 | JManV|Work_ | but weird al says its all about the pentiums... |
21:12.28 | Tordy | des it really |
21:12.31 | Tordy | did you try the map yet |
21:12.34 | Tordy | is everything like normal |
21:12.40 | wOlfLinG | Data is in BaseData.SC2Data |
21:12.46 | Tordy | because i tried transferring data sometimes and there's some stuff missing when i actually play the map |
21:12.47 | wOlfLinG | Triggers are just Triggers |
21:13.01 | Tordy | talkin about data, triggers no biggie |
21:13.03 | wOlfLinG | And terrain seems to be quite a few files |
21:13.20 | wOlfLinG | But yeah, jusy copy over the GameData folder |
21:13.34 | wOlfLinG | Although it would overwrite everything anyway |
21:14.16 | wOlfLinG | But yeah, it works fine :) |
21:15.19 | Tordy | you saved it as a mod |
21:15.21 | wOlfLinG | I'm on a roll, with all this discovering stuff :O |
21:15.22 | Tordy | does it work as a mod now |
21:15.25 | Tordy | =o |
21:15.31 | wOlfLinG | It should work with a mod |
21:15.33 | Tordy | dont even know how mods work |
21:15.36 | wOlfLinG | I did it with a map |
21:15.44 | wOlfLinG | hang on |
21:15.49 | Tordy | never tried mods |
21:18.45 | wOlfLinG | Works with mods |
21:21.06 | Shawn|Rawr_ | I'm doing mods. Hehe.. It's how we're putting SCU together |
21:21.08 | Shawn|Rawr_ | :D |
21:27.08 | *** join/#sc2mapster Funkeh` (~funk@5ad71177.bb.sky.com) |
21:27.08 | *** join/#sc2mapster Funkeh` (~funk@WoWUIDev/WoWAce/Ace3/BigWigs/funkeh) |
21:27.23 | Tordy | what is this SCU |
21:27.27 | Tordy | starcraft universe!? |
21:27.58 | JManV|Work_ | i'm doing pokemon with mods too |
21:28.44 | JManV|Work_ | all the units and the engine are in a mod |
21:29.31 | JManV|Work_ | and there's a set of map-based variables in the mod that have to be set in the map |
21:29.40 | JManV|Work_ | like spawn/fight locations |
21:31.39 | wOlfLinG | I'm using mods... Left 2 Die and Auir chef... |
21:34.04 | Shawn|Rawr_ | yes |
21:35.21 | JManV|Work_ | i'm missing part of my shop sell... not sure what |
21:40.48 | wOlfLinG | Helral is crashing my map :( |
21:41.28 | Shawn|Rawr_ | JMan, what is it doing? |
21:42.03 | JManV|Work_ | telling me that i must target a unit with inventory |
21:43.01 | wOlfLinG | Then give it an inventory :D |
21:43.12 | JManV|Work_ | its a forge |
21:45.32 | JManV|Work_ | ok, i guess i'm missing the pawn ability |
21:46.15 | Shawn|Rawr_ | that could be it |
21:48.15 | JManV|Work_ | maybe... |
21:49.23 | Shawn|Rawr_ | I was going to look at my map, but it's on the other computer and its locked on bnet lol |
21:49.54 | JManV|Work_ | no worries |
21:50.02 | Shawn|Rawr_ | Definitely needs the pawn ability though |
21:50.15 | JManV|Work_ | i was trying to avoid having to go through the entire hero tutorial, but i already have now |
21:51.02 | Shawn|Rawr_ | I watch it for fun. In fact I started watching it now lol |
21:51.45 | JManV|Work_ | ok, that works |
22:05.41 | *** join/#sc2mapster wOlfLinG (~wOlfLinG@cpc3-nrte21-2-0-cust330.8-4.cable.virginmedia.com) |
22:08.42 | *** join/#sc2mapster Maged (~chatzilla@74-207-56-117.nat.luther.edu) |
22:09.38 | JManV|Work_ | i finally beat outbreak on brutal yesterday |
22:09.42 | JManV|Work_ | i hate that mission |
22:10.28 | Tordy | he |
22:10.45 | JManV|Work_ | its frickin' crazy hard |
22:10.53 | JManV|Work_ | on brutal at least |
22:10.58 | Tordy | =o |
22:11.02 | Tordy | brb |
22:14.17 | _Sehkmet | hey im back |
22:14.23 | _Sehkmet | JManB|Lazy- |
22:16.31 | JManV|Work_ | i don't know anyone by that name |
22:16.51 | JManV|Work_ | definitely not with a minus at the end |
22:22.43 | _Sehkmet | JManB|Work- |
22:22.49 | _Sehkmet | i love that guys |
22:23.00 | _Sehkmet | the lazy and the work one |
22:23.45 | Shawn|Rawr_ | Hmm.. so in this td thingy.. if i take away the footprint then the towers face their targets, but the enemies pathing gets screwed up.. |
22:24.07 | Shawn|Rawr_ | I need an alternative methos |
22:24.27 | Shawn|Rawr_ | method* |
22:37.08 | Razernok | hey -_- |
22:40.40 | C-H | add a pathing blocker inplace of the footprint? |
22:41.50 | C-H | oh wait maybe not |
22:46.54 | C-H | would have to do that when tower is created and remove it when tower is destroyed. should be an easier way though |
23:03.08 | *** join/#sc2mapster TeddyFace (~Teddy@165.196.223.17) |
23:07.04 | _Sehkmet | mmmm |
23:07.08 | _Sehkmet | jmanb- |
23:07.41 | _Sehkmet | GManB- |
23:08.34 | JManV | what's up? |
23:08.50 | _Sehkmet | 26%? |
23:09.45 | JManV | i haven't actually worked on it today |
23:09.51 | _Sehkmet | :/ why? |
23:09.54 | _Sehkmet | 'r u lazy today? |
23:09.58 | JManV | i just got out of work |
23:10.39 | JManV | its comng along nicely tho |
23:11.07 | _Sehkmet | oh |
23:11.21 | _Sehkmet | had u made ditt? |
23:11.22 | _Sehkmet | jaja |
23:11.39 | _Sehkmet | u should use a lurker instead a changeling |
23:11.46 | _Sehkmet | <PROTECTED> |
23:12.04 | _Sehkmet | so he burrows and attacks |
23:12.19 | _Sehkmet | and when he unburrow , u just see his head, like original ditto (? |
23:15.15 | *** join/#sc2mapster FireryRage (~FireryRag@129-97-120-192.uwaterloo.ca) |
23:21.08 | JManV | i think you're talking about diglet |
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23:31.05 | *** join/#sc2mapster casperb (3e10f62b@gateway/web/freenode/ip.62.16.246.43) |
23:31.16 | casperb | ups |