15:43.12 | *** join/#sc2mapster purl (~purl@rikers.org) |
15:43.12 | *** topic/#sc2mapster is http://sc2mapster.com | sc2mapster bnet2 channel | Themed Creature Contest: http://bit.ly/l1EbS5 | Patch 1.3.X Undocumented Changes: http://bit.ly/ejywRQ | We want your broken maps! http://bit.ly/aU9AgC | Join #sc2replayed for SC2Replayed |
15:45.16 | *** join/#sc2mapster Ingela (~Ingela@90-230-170-118-no35.tbcn.telia.com) |
15:48.26 | Clord | WoW annual pass.. GW2 beta comes... you get invited..... noooooooooooooooooooooooooooooooooooo! XD |
15:48.33 | Clord | lol |
15:48.50 | Clord | dump account for someone else >_> |
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16:40.27 | Ashamed | i feel like blizzcon sucked this year |
16:40.35 | Ashamed | just not enuff info on any of their games |
16:48.29 | Ashamed | the silence of monday >< |
16:50.42 | Xaragoth | I was disappointed by WoW, hoped they'd pull some big moves... SC2 seems nice |
16:50.46 | Xaragoth | and the D3 CE is a damn beast |
16:50.58 | Xaragoth | I might actually buy it just for the Diablo Skull :p |
16:52.03 | Xaragoth | also |
16:52.04 | Xaragoth | http://youtu.be/zGEv1W3c7cg |
16:52.05 | JademusSreg | I awaken. |
16:52.07 | Xaragoth | So. Fucking. Good. |
16:52.32 | *** join/#sc2mapster PassivePicasso1 (~Twiner@c-75-68-114-20.hsd1.nh.comcast.net) |
16:55.01 | Aelia | ok.. i didnt realize that was live action for a second |
16:55.09 | Aelia | then i was like "wow... that looks incredible" |
16:56.08 | Xaragoth | it's still incredible |
16:56.32 | JademusSreg | Cute. |
16:58.45 | Xaragoth | I want dat Dragon. |
16:58.48 | Xaragoth | Gimme. |
17:00.39 | *** join/#sc2mapster Claymuffin (1835165f@gateway/web/freenode/ip.24.53.22.95) |
17:01.17 | Claymuffin | I are clueless... How do you run an action definition? How do you make it happen? |
17:01.36 | JademusSreg | You call it just like any other action. |
17:02.11 | Claymuffin | Define "call it" |
17:02.35 | Xaragoth | "Here defi, here defi defi" |
17:02.35 | Xaragoth | ~ |
17:02.41 | JademusSreg | Haha. |
17:03.11 | Claymuffin | i just don't know what it mean in english in that situation, I prolly did it, just don't know what you named |
17:03.24 | Claymuffin | English aint my first language |
17:04.03 | JademusSreg | In programmer paralance, calling a function means to use it. In GUI, you call actions from trigger action sets and from inside custom action and function definitions. |
17:04.14 | JademusSreg | *parlance |
17:04.26 | Xaragoth | he is talking in coder-gibberish to you |
17:04.26 | Xaragoth | :p |
17:04.33 | Claymuffin | hehe |
17:04.36 | JademusSreg | "Paralance" sounds like a pretty cool weapon. |
17:04.37 | Claymuffin | ty very much |
17:04.44 | Claymuffin | :D |
17:04.57 | JademusSreg | No problem. |
17:05.19 | JademusSreg | What's your native language? |
17:05.23 | Claymuffin | French |
17:05.35 | Claymuffin | french canadian |
17:05.41 | JademusSreg | Ah. |
17:06.51 | Xaragoth | get a real language *cough* |
17:07.03 | Xaragoth | like mine! german! people can make fun of our english ALL THE TIME |
17:07.04 | Xaragoth | :D |
17:07.19 | Xaragoth | fire zhe kanone ~ |
17:07.47 | JademusSreg | Romance languages aren't too difficult to read if you know at least one of them (understanding one spoken is another matter). |
17:09.19 | Claymuffin | So I guess you use the "run triger" action to call an action definition, right? |
17:09.50 | Claymuffin | or is there a specific function to call an AD? |
17:10.00 | JademusSreg | Nope. It should appear in the standard list of actions. |
17:10.07 | Vailreth | is it a parabolic llama canon? |
17:10.42 | JademusSreg | I'm not familiar with the canonical status of parabolic llamas. |
17:11.11 | Vailreth | heh |
17:11.48 | Vailreth | every story needs a parabolic llama if they would have had one in starcraft there would have been no brood war.. |
17:12.08 | JademusSreg | Hah. |
17:12.34 | Claymuffin | o god i found out |
17:12.37 | Claymuffin | finally |
17:13.05 | Claymuffin | when you don't get it... you don't get it! |
17:13.37 | Vailreth | i wonder if kerrigans infestation involved tentacles .... but then im may be eccentric |
17:13.37 | Claymuffin | hey vail |
17:13.40 | Vailreth | yes? |
17:13.56 | Claymuffin | are you intending to make your minecraft game into some sort of arcade? |
17:14.03 | Claymuffin | a multi round game |
17:14.05 | JademusSreg | That's like calling the Japanese eccentric. They love tentacles. Or so the internet would have me believe. |
17:14.17 | Vailreth | im not the minecrafty one |
17:14.37 | Claymuffin | who is it then?ç |
17:14.42 | Claymuffin | hum |
17:14.49 | Claymuffin | I was sure it was you |
17:14.50 | Vailreth | i think its A1... but not sure |
17:14.56 | Claymuffin | Ya thats him |
17:15.10 | JademusSreg | Even some of their ancient works depict octopi having amorous relations with women. |
17:15.11 | Shawn|Rawr | Jademus, that's gross |
17:15.12 | Vailreth | na i am doing the data for a mod called Unreal Foftress |
17:15.45 | Vailreth | but Jademus is correct |
17:16.18 | JademusSreg | Anyway, it's no surprise that under a prohibition against displaying male genitals that they would find a substitute in their visual media erotica. |
17:16.34 | Vailreth | yes |
17:18.35 | Vailreth | i am probably going to wait for HotS and its UI editing to finish Unreal Fortress |
17:18.43 | Vailreth | a mod years in the making |
17:20.32 | Vailreth | i just hope they give the ability to make footprints or some other data object hide terrain cells |
17:21.17 | JademusSreg | Terrain objects, don't they do that automatically? |
17:21.31 | Vailreth | yes but they can not be created dynamicly |
17:21.34 | *** join/#sc2mapster Ousnius (4e2aaba3@gateway/web/freenode/ip.78.42.171.163) |
17:21.41 | JademusSreg | Yeah, haha. |
17:21.42 | Ousnius | o hai |
17:21.50 | JademusSreg | Don't much care for them, anyway. |
17:21.52 | JademusSreg | Hi thar. |
17:21.56 | Vailreth | Hello |
17:23.24 | Ousnius | wtf why is SC2 turning up my mics volume to 100% at launch?.... |
17:23.29 | Vailreth | right now for a map with the Pufifier's Planet cracker i have to use a trigger to create a region and hide terrain cells in that region when the blast mark unit is created |
17:23.36 | Ousnius | i have voicehcat disabled |
17:23.40 | Ousnius | voicechat* |
17:23.56 | JademusSreg | Not so bad. |
17:24.10 | JademusSreg | I wonder if there is a way to hide terrain cells via actor. |
17:24.39 | JademusSreg | Actors can modify terrain mesh, I don't see why they couldn't hide terrain cells. |
17:25.05 | Claymuffin | anybody know a blizz map that use some kind of grid system using points? I would have a look at that.... |
17:25.08 | Vailreth | intersting idea i will check |
17:47.35 | Vailreth | nope dosent seem like there are any actors for that damn |
17:50.42 | JademusSreg | Unfortunate. |
17:50.54 | Vailreth | indeed |
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18:09.34 | *** join/#sc2mapster soulcarver (6334b114@gateway/web/freenode/ip.99.52.177.20) |
18:09.59 | soulcarver | anybody here? |
18:10.06 | JademusSreg | Yup. |
18:10.21 | soulcarver | i have a unit that is turning to attack someting |
18:10.26 | soulcarver | im using wasd to turn the unit |
18:10.37 | soulcarver | and dont want the unit turning to aim a weapon |
18:10.38 | soulcarver | how do i stop this? |
18:11.04 | JademusSreg | To aim a weapon? What do you mean? |
18:19.00 | *** join/#sc2mapster soulcarver (6334b114@gateway/web/freenode/ip.99.52.177.20) |
18:19.05 | soulcarver | hey jade |
18:19.11 | JademusSreg | ? |
18:19.13 | soulcarver | did you have an answer? I craseh |
18:19.20 | soulcarver | to my question before |
18:19.23 | JademusSreg | [14:11:09] <JademusSreg> To aim a weapon? What do you mean? |
18:19.29 | soulcarver | how to stop a unit from auto turning to aim |
18:20.04 | JademusSreg | Sounds like an target acquisition problem. |
18:20.27 | JademusSreg | It acquires a target, and turns to fire toward it.Change how it acquires its targets. |
18:21.42 | soulcarver | where would i do that? |
18:21.48 | soulcarver | im not seeing anything on the unit |
18:23.58 | JademusSreg | Check the unit Combat fields and the weapon. |
18:26.18 | soulcarver | nothing |
18:28.36 | Kueken | what do you want? |
18:28.42 | soulcarver | hey |
18:28.52 | Kueken | a unit, which doesn't acquire targets on its own? |
18:28.55 | soulcarver | how do you stop a unit from turning when attacking a target? |
18:29.05 | Kueken | but still attacks at right click? |
18:29.09 | soulcarver | yea... or well it does turn to do so |
18:29.24 | Kueken | so |
18:29.24 | soulcarver | i just dont want my unit auto turning |
18:29.44 | Kueken | it should still attack units, if they are in front of the unit? |
18:29.51 | soulcarver | yes |
18:30.01 | Kueken | hm |
18:30.03 | soulcarver | or within the weapons arc of fire |
18:30.16 | Kueken | but the unit itself should be turnable? |
18:30.26 | Kueken | if you manually order it to? |
18:30.40 | soulcarver | well i wonder if the turn triggers work if its not turnable |
18:30.58 | Kueken | dont think so |
18:31.13 | Kueken | well, first thing I can think of would be |
18:31.30 | Kueken | disable target acquirisation all together |
18:31.38 | Kueken | and add a periodic search effect |
18:31.51 | Kueken | which searches for targets in the weapons arc of fire |
18:32.04 | Kueken | and orders your unit to attack, if it has no order |
18:32.10 | soulcarver | well that works |
18:32.18 | soulcarver | just made the unit un turnable |
18:32.22 | Kueken | there might be a better solution, though |
18:32.26 | Kueken | ah |
18:32.54 | Kueken | and thats just like you need it? |
18:33.08 | soulcarver | exactly |
18:33.23 | Kueken | so you dont need to turn it manually |
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18:59.15 | *** join/#sc2mapster Shawn|Rawr (~chatzilla@ip70-189-190-50.lv.lv.cox.net) |
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19:26.56 | Vailreth | hey any one know the mapster link to modeling for sc2? |
19:29.48 | Ashamed | gross sub >< |
19:47.25 | Vailreth | bother |
19:47.47 | Vailreth | i cant seem to get my unit to attack my custom forcefield |
20:11.33 | Ashamed | cuz your custom forcefield SUCKS |
20:11.40 | Vailreth | hah |
20:11.54 | JademusSreg | Hah++ |
20:13.26 | Vailreth | but seriously any help would be apreciated |
20:14.14 | JademusSreg | Need more information. |
20:14.48 | Vailreth | i have created a structure with the model for its actor being the Forcefieldimpact model. |
20:15.26 | JademusSreg | The sentry forcefield has an untargetable flag or some such, iirc. But assume you're doing something unlike that. |
20:15.31 | JademusSreg | *I assume |
20:15.55 | Vailreth | i have removed all of the untargtabl and unselectable flags |
20:16.02 | Vailreth | but it remains both |
20:16.15 | Ashamed | vail "USER ERROR" |
20:16.21 | JademusSreg | That's odd. |
20:16.31 | Vailreth | Ashamed i doubt that |
20:16.43 | Ashamed | oh cuz your God now? |
20:16.45 | Ashamed | you can |
20:16.47 | Ashamed | can |
20:16.51 | Ashamed | can't have user error |
20:16.52 | Ashamed | * |
20:17.04 | Ashamed | my fingure was off kept pressing enter for ' >< |
20:17.07 | Vailreth | i make lots of mistakes |
20:17.23 | Vailreth | just in this instance i dont think i am making one |
20:17.51 | JademusSreg | Ash, you must have stupid fingers, like Fry. |
20:18.02 | JademusSreg | I suggest getting some Robot Devil hands. |
20:18.11 | Ashamed | I have stupid fingers yes :) |
20:22.14 | Shawn|Rawr | I'm stuck. ^.^ |
20:22.23 | Shawn|Rawr | Hello Jade |
20:22.24 | JademusSreg | Wiggle around. |
20:22.38 | JademusSreg | =D |
20:23.17 | Shawn|Rawr | I'm at the point where I have multiple options on where to go in my mapping, but I don't know if any of them are worth doing |
20:23.34 | Clord | I love how various forums fake delete stuff.. including blizzard ones... search engine finds the thread and can pull out of words from it but selecting it tells that thread is deleted |
20:23.56 | JademusSreg | Hah. |
20:23.56 | Clord | they can't just simply call them blocks |
20:24.07 | Vailreth | ok the build |
20:24.10 | JademusSreg | Shawn, prototype simple version with barebones mechanics, play test them. |
20:24.20 | Vailreth | er the build unit on mineral field dosent seem to work |
20:25.09 | Shawn|Rawr | I am at that point with 2 of my older maps and 1 that I started last night. I guess I'll have to wait for my friend to get back so I can get his opinion |
20:25.25 | Shawn|Rawr | But that won't be for another 12 hours or so haha |
20:25.49 | Clord | btw.... I found that upcoming in-built dialog editor as awesome idea |
20:26.06 | Clord | they implement it smarter than expected |
20:26.16 | JademusSreg | Looks pretty cool. |
20:26.26 | JademusSreg | Hopefully custom UIs will become more common place. |
20:26.30 | Vailreth | ok i was right the Model has no interactin volume |
20:26.49 | Clord | what I mean by that implementing smarter than expected is that you can just right click the trigger where dialog is supposed to be made and then just it generates the end result there |
20:27.48 | Clord | also idea that you can easily make good cutscenes for maps is also awesome... some intro stuff for example =) |
20:29.07 | Clord | anyways overall good thing that expansion is coming relatively soon(ish) |
20:29.12 | Clord | XD |
20:29.35 | Vailreth | i say sometime between july and october next year |
20:29.45 | JademusSreg | Haha. |
20:29.49 | Clord | aaaaaw... you feel generous liek that |
20:29.50 | Clord | XD |
20:30.03 | Clord | awwwww |
20:30.27 | Clord | THE CARD GAME DIABLO VS LICH KING SPECIAL EDITION |
20:30.28 | Clord | XD |
20:30.31 | Clord | or |
20:30.49 | Clord | THE Card Game: Survival: VS Edition |
20:33.12 | *** join/#sc2mapster Sixen (~Sixen@173-29-13-13.client.mchsi.com) |
20:33.12 | *** mode/#sc2mapster [+o Sixen] by ChanServ |
20:33.40 | Vailreth | grr |
20:36.36 | Vailreth | i have no clue how to add a hit test area to the forcefield model |
20:47.58 | *** join/#sc2mapster cplusplus (~kvirc@174-23-130-228.slkc.qwest.net) |
20:48.08 | cplusplus | Hello all. |
20:48.16 | JademusSreg | Hi. |
20:49.06 | cplusplus | So I'm looking back on wasd movement, and im wondering what the most efficient way to do it would be that supports holding a key down to move, or several keys for diaganol movement. |
20:50.15 | cplusplus | right now im doing it pretty poorly. im using a timer that tells a unit to move in a direction every .0625 |
20:50.42 | cplusplus | based on what keys have been pressed / released |
20:50.59 | JademusSreg | I use a single thread with a Wait 0 gmae time, so it runs 32 times per game second, 48 times per real second on fastest speed. |
20:51.39 | cplusplus | im guessing a timer is not a thread? |
20:51.42 | JademusSreg | It's just a thread with a while(true) loop. |
20:51.59 | JademusSreg | A timer event trigger starts a new thread each time the event fires. |
20:52.06 | cplusplus | oh i see |
20:52.11 | cplusplus | so you do it on like map init? |
20:52.34 | JademusSreg | To start my thread, I just call TriggerExecute during map init or at somepoint thereafter. |
20:52.43 | cplusplus | or better yet, how do i create an arbitrary thread? |
20:52.51 | JademusSreg | TriggerExecute |
20:52.54 | cplusplus | Okay cool |
20:52.55 | cplusplus | :D |
20:53.34 | cplusplus | what is the waituntildone parameter? |
20:53.43 | cplusplus | im guessing that should be false |
20:53.49 | cplusplus | if i have an infinite loop in the thread |
20:53.58 | JademusSreg | Probably, yeah, haha. |
20:54.54 | JademusSreg | I use my Input script for catching input, and an Action script for the polled handling of input. |
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20:56.37 | JademusSreg | http://pastebin.com/fyUdbNGH |
20:56.42 | Vailreth | looks like i will try the behavior route |
20:57.52 | cplusplus | jade i like your key array, lol |
20:58.04 | JademusSreg | Thanks, haha, |
20:58.35 | cplusplus | I was thinking about doing something similar a while ago but i was like, "an array of 99 keys for 8 players might be a bit overkill..." |
20:58.46 | cplusplus | and then i saw yours and laughed a little. |
20:59.50 | JademusSreg | I made certain concessions with regards to the design to accomodate easy implementation; I know it could be done slightly more efficiently with regards to the triggers and their events, but I like giving users a choice. =D |
21:00.22 | JademusSreg | I mean, I could cut the number of triggers in half if I toggled rather than set, such as var = !var |
21:00.47 | cplusplus | ya |
21:00.50 | JademusSreg | But I prefer this design. |
21:01.07 | cplusplus | I just thought the array was pretty awesome |
21:01.59 | JademusSreg | As I recall, it uses around 4kb of memory. =D |
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21:06.08 | cplusplus | the way im doing it for movement is it adds or subtracts to a point depending on if a key was pressed or released, then just tells the unit to move to a its location offset by that point. |
21:07.11 | cplusplus | Hope this isnt spam but... |
21:07.14 | cplusplus | void updateKeys(int player, int key, int s) { |
21:07.14 | cplusplus | <PROTECTED> |
21:07.15 | cplusplus | <PROTECTED> |
21:07.15 | cplusplus | <PROTECTED> |
21:07.15 | cplusplus | <PROTECTED> |
21:07.15 | cplusplus | <PROTECTED> |
21:07.15 | cplusplus | <PROTECTED> |
21:07.16 | cplusplus | <PROTECTED> |
21:07.16 | cplusplus | } |
21:07.55 | cplusplus | That's what the code is, where s is the offset, im not sure if it's horribly inneficient or not |
21:08.20 | cplusplus | that's called every time there is a key down or key release |
21:09.27 | JademusSreg | Here's an old system I prototyped. http://dl.dropbox.com/u/1049551/ThirdPersonDemo.SC2Map |
21:09.29 | JademusSreg | brb |
21:18.54 | Vailreth | woooowhoooo it works. i have replicated the effect of the entomb mineral field ability from the hots preview videos |
21:19.07 | Vailreth | small victory i know but still a vitcory |
21:19.13 | Vailreth | victory* |
21:20.38 | *** join/#sc2mapster Mexa (~Mexa@80.78.216.84) |
21:25.05 | JademusSreg | Haha, congrats. |
21:25.17 | Mexa | Sweet, we got an A on our software architecture over a space probe =D |
21:25.27 | JademusSreg | Cool. |
21:25.54 | Mexa | Did you just predict the future, or was there something I never saw when logging in;)? |
21:26.06 | JademusSreg | Both, perhaps. |
21:26.16 | Mexa | :p |
21:26.21 | Mexa | Sup Jademus? |
21:26.22 | JademusSreg | [17:19:00] <Vailreth> woooowhoooo it works. i have replicated the effect of the entomb mineral field ability from the hots preview videos |
21:26.43 | JademusSreg | Not much. Playing with the idea of a project. |
21:27.03 | JademusSreg | Spent last night and this morning doing research into the idea. |
21:27.43 | cplusplus | whats the project? |
21:28.10 | Mexa | ^ |
21:28.39 | JademusSreg | Koprulu Factions. |
21:28.46 | Mexa | oh |
21:29.16 | Mexa | Developing factions for all planets? |
21:29.41 | Mexa | .. in the Korpulu Sector I suppose? |
21:29.42 | JademusSreg | I only mention it here because it's a SC2 project; I've got plenty of other unrelated projects, of course. |
21:30.17 | JademusSreg | Naw, I was doing research into the lore to find factions not bound by planet. |
21:30.58 | JademusSreg | I mean, the Mar Sara Separatist movement is a faction, but why would it be concerned with fighting other factions outside its home terf? |
21:31.44 | JademusSreg | After gathering up a long list of factions for each race, I culled them down to 10 factions for each race. |
21:32.18 | Mexa | ah |
21:32.22 | JademusSreg | Of course, I just need one faction for an alpha. |
21:32.59 | JademusSreg | From there I can unlock new factions as I develop them. |
21:34.00 | JademusSreg | I'd like 1 faction available per race for a beta release, but I'm getting ahead of myself. I'm designing shit currently, then prototype the mechanics and play test. |
21:35.06 | Mexa | sounds reasonable |
21:35.29 | Mexa | or logic, I mean, or so. |
21:36.33 | JademusSreg | I rather enjoy the Warhammer 40k approach; no tech to research, no bases to build, just place your units and start fighting. |
21:37.15 | Mexa | So it's in similarity to red alert 4 and world in conflict? |
21:37.42 | JademusSreg | Didn't play those. There's a Red Alrt 4? |
21:37.45 | JademusSreg | *Alert |
21:37.54 | Mexa | Oh well, no, my bad |
21:38.05 | Mexa | I meant C&C 4, Tiberium Wars |
21:38.23 | Nash|327 | Mexaface |
21:38.27 | JademusSreg | Oh hell no. That game was a piece of shit. |
21:38.33 | Mexa | <PROTECTED> |
21:38.36 | Mexa | *I |
21:38.42 | Mexa | Not bad |
21:38.43 | Nash|327 | PONIES |
21:38.49 | Mexa | And wtf just happend to my text? |
21:39.02 | JademusSreg | Magical italics. |
21:40.21 | Nash|327 | Mexa did you watch Luna Eclisped D: |
21:40.28 | Mexa | New ep? |
21:40.33 | Nash|327 | yes |
21:40.46 | Mexa | Perhaps tomorrow |
21:40.53 | Nash|327 | http://mylittlepony.isgreat.org/2e4 NOW D: |
21:41.02 | Mexa | No |
21:41.18 | Mexa | I have an exam tomorrow, I'm either rechecking, or doing something else |
21:41.33 | Nash|327 | bah! |
21:41.43 | Nash|327 | I shall unless angry kittuns |
21:41.51 | Shawn|Rawr | unleash* |
21:42.09 | Shawn|Rawr | Why are the kittuns on leashes? |
21:42.14 | Nash|327 | Yes, my brain is broken |
21:42.24 | Nash|327 | it's an expression |
21:42.59 | Shawn|Rawr | And I'm a metaphor |
21:44.01 | Nash|327 | you're a face of smelly poopsicles |
21:44.14 | Nash|327 | D: |
21:45.17 | Shawn|Rawr | I'm figuring that if I make the terrain for like 10 different maps, one of them is bound to be a good enough idea to work with |
21:45.26 | JademusSreg | Haha. |
21:45.30 | JademusSreg | Terrain for what? |
21:45.48 | Shawn|Rawr | Just doing a basic terrain for every map idea I can think of |
21:46.10 | JademusSreg | Seems like a backward approach. |
21:46.26 | Shawn|Rawr | What's the correct way? |
21:47.20 | JademusSreg | To design the gameplay mechanics and model the terrain to accomodate the gameplay. |
21:47.33 | *** join/#sc2mapster ClayMuffin (1835165f@gateway/web/freenode/ip.24.53.22.95) |
21:47.47 | JademusSreg | I mean, making terrain first and designing the gameplay mechanics second just seems backwards. |
21:47.48 | ClayMuffin | Stop me someone when I say something wrong |
21:47.49 | Shawn|Rawr | As long as 'design' doesn't include doing actual triggers, I'd be good with that |
21:48.03 | ClayMuffin | Since doodad can't be created via trigger |
21:48.07 | JademusSreg | Wromg |
21:48.14 | ClayMuffin | thats was fast |
21:48.17 | ClayMuffin | :D:D |
21:48.20 | JademusSreg | Haha. |
21:48.47 | ClayMuffin | is there a function for that or it's same complicated manip? |
21:48.55 | JademusSreg | Doodads are just actors. And you can create actors via trigger. |
21:48.58 | ClayMuffin | I really searched for it |
21:49.03 | ClayMuffin | o gawd |
21:49.07 | ClayMuffin | "shame" |
21:49.14 | JademusSreg | However. |
21:49.27 | JademusSreg | If you want them to have footprints, you're better off using units. |
21:49.56 | JademusSreg | Since doodads created during runtime don't apply their footprints to the pathing map. |
21:49.58 | ClayMuffin | ok, strange thing is that I made a unit with the dust storm model |
21:50.09 | ClayMuffin | and it give me a null model |
21:50.22 | ClayMuffin | I'm better with data than trigger, should be working fine |
21:50.42 | JademusSreg | Null model as in insivisble, sphere, or an error? |
21:50.44 | ClayMuffin | imma just make it a trigger anyway |
21:50.48 | JademusSreg | And was it in the editor or in game? |
21:50.48 | ClayMuffin | shere |
21:50.52 | ClayMuffin | sphere* |
21:50.59 | ClayMuffin | both |
21:51.20 | JademusSreg | Hm, bad model path. |
21:51.37 | JademusSreg | That's the most common cause. |
21:51.55 | ClayMuffin | imam cross check |
21:52.27 | JademusSreg | That can happen easily when one goes from using a model with variations to using one without, either by forgetting to change to path or variation count on the model data. |
21:52.48 | ClayMuffin | [10/24/2011 5:52:27 PM] Warning: [ 6d 1] CActorUnit[DustStorm] Got NULL model when trying to set CModel[DustStormDummyUnit]. |
21:53.16 | JademusSreg | Also, it's a good idea to create individual model data entries for each use, rather than trying to use doodad models for unit actors. |
21:53.28 | ClayMuffin | true indeed |
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21:53.41 | ClayMuffin | imma rushing on this... should just do it the long right way |
21:53.51 | JademusSreg | Yes. =D |
21:56.58 | A1win | any ideas for a crafting UI? functionality is simply displaying recipes you know (or maybe only the ones you can currently craft) and choosing a recipe will bring a view that shows required resources and a craft button |
21:57.19 | A1win | so what would be the best way to represent the list... icons? |
21:58.29 | A1win | text would be clearer when the player doesn't yet know what each icon represents though... |
21:58.30 | JademusSreg | Images are parsed faster than words. Once people understand what does what, the icons will make it fast and easy to do shit. |
21:59.39 | A1win | they also fit into less space |
21:59.44 | JademusSreg | "There's the intuitively-designed icon of stone on the end of a stick, ah, it makes a hammer. I need one of those. click" |
22:00.28 | A1win | it just might not be that intuitive if the crafted things are all kinds of machine parts and such |
22:01.04 | JademusSreg | On that point, I hope you intend to use custom icons. |
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22:01.07 | Mexa | [23:48] <JademusSreg> Doodads are just actors. And you can create actors via trigger. -Actually... |
22:01.15 | A1win | yeah, eventually |
22:01.17 | Mexa | Doodads are not actors |
22:01.36 | Mexa | A doodad have an actor however |
22:01.49 | Mexa | There's a galaxy type called doodad. And it's useless |
22:01.59 | JademusSreg | Haha. |
22:02.36 | Mexa | oh, or rather |
22:02.43 | ClayMuffin | it's working well via trigger |
22:02.51 | ClayMuffin | ty |
22:02.55 | Mexa | Doodads have extremely limited functionality |
22:03.09 | Mexa | native doodad DoodadFromId(int id) |
22:03.23 | Mexa | and actor ActorFromDoodad(doodad d) |
22:03.27 | Mexa | That's fucking it -.- |
22:04.06 | JademusSreg | Haha. Regardless of the technical distinction, for practical purposes "doodads are just actors", because we can't do anything else with them, the extent of our interaction is limited to dealing with their actors. |
22:04.34 | Mexa | Agreed on that:P |
22:04.39 | A1win | are doodad footprints tied to the doodad or the actor though? |
22:05.02 | JademusSreg | Their footprints are defined in the actor, but perhaps they are applied through the doodad object. |
22:05.27 | A1win | so if I create an actor, does it apply the footprint too? |
22:05.32 | JademusSreg | Nope. |
22:05.57 | JademusSreg | I tested that during my prototypes for procedural terrain generation; no luck there. |
22:06.34 | A1win | yeah... so saying they are actors could be confusing |
22:06.40 | JademusSreg | If anyone finds a way, that would be neat. |
22:07.48 | JademusSreg | No more confusing than not being explicit about anything else. |
22:09.49 | A1win | is it possible to make a channeled ability's duration depend on something of the targeted unit? |
22:10.31 | JademusSreg | Perhaps if you trigger it. |
22:10.54 | A1win | well yeah with triggers I can fake the entire thing :x but not with data? |
22:11.01 | JademusSreg | Or you can use some silly work around involving search area effect, validators, and effect chains. |
22:11.18 | A1win | not worth the effor I suppose |
22:19.39 | Kueken | wow |
22:19.58 | JademusSreg | ? |
22:20.03 | Kueken | someone posted that you can add more than 4 command cards to a unit with raw xml editing |
22:20.08 | Kueken | and it actually works |
22:20.08 | JademusSreg | Yes. |
22:20.11 | JademusSreg | Of course. |
22:20.15 | JademusSreg | We did it back in beta. |
22:20.20 | Kueken | ah |
22:20.21 | JademusSreg | Thought everyone knew that by now. |
22:20.25 | Kueken | wasnt aware o_0 |
22:20.30 | *** join/#sc2mapster Sevenix (pheonix@c-83-233-145-28.cust.bredband2.com) |
22:20.35 | Kueken | wheres the limit? |
22:20.38 | JademusSreg | Dunno. |
22:20.45 | JademusSreg | Didn't try to find it. |
22:21.21 | Vailreth | ok recreated the swarm host to near perfection |
22:22.24 | Shawn|Rawr | Why are mappers obsessed with recreating anything that Blizz makes? |
22:22.27 | Shawn|Rawr | ^.^ |
22:22.46 | Vailreth | im bored, idealess and interested |
22:23.27 | Clord | hmmmm |
22:23.46 | Clord | did someone went ahead and do Blizzard DOTA's interface |
22:23.49 | Clord | lol |
22:23.52 | Clord | ??? |
22:24.00 | Clord | if you refer to guys like that |
22:24.04 | Clord | I'm sure not many try to do that |
22:24.20 | Clord | before map is out |
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22:26.10 | Shawn|Rawr | Yes, progammer recreated blizz dota's interface the day they showcased it iirc |
22:26.43 | Shawn|Rawr | He was also in irc encouraging someone to make a better rainbow archon |
22:36.34 | ClayMuffin | seem i got some problem making an actor face a fixed random angle |
22:36.54 | ClayMuffin | i made an integer be set randomly between 1 and 360 at game init |
22:37.18 | ClayMuffin | and made the actor creating facing angle behing that random integer |
22:37.38 | ClayMuffin | but the actors are all facing the same direction everytime, west |
22:37.40 | ClayMuffin | idk why |
22:46.16 | ClayMuffin | hug |
22:46.33 | ClayMuffin | I can't crean an actor via trigger, but i an't find how to destroy it |
22:46.41 | ClayMuffin | no remove, destroy, kill axtor |
22:46.56 | ClayMuffin | kill actor seem to only have an effect on actor with death animation |
22:48.51 | Vailreth | well it works like it looks in the video |
22:53.30 | Kueken | claymuffin: |
22:53.40 | Kueken | send a "destroy" message to the actor ;) |
22:54.08 | ClayMuffin | nice |
22:54.09 | ClayMuffin | ty |
23:03.11 | Vailreth | got my own version of the swarm host and the oracle's mineral lockdown |
23:03.19 | Vailreth | now im bored again |
23:22.26 | Vailreth | any one else have diablo III already on their battlenet account? |
23:27.37 | Kueken | as in beta access? |
23:28.14 | Vailreth | no it shows that Diablo 3 is on my account list as coming soon |
23:28.55 | Vailreth | maybe its a goof or an add or i dont know but its there |
23:30.10 | Vailreth | id love to be in the beta |
23:40.39 | Vailreth | so i guess not eh well |
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23:41.01 | Sevenix | its probably just for the WoW offer |
23:41.06 | Sevenix | I can try login |
23:43.15 | Vailreth | hmm |
23:45.18 | Sevenix | nope, cant login to D3 |
23:45.58 | Vailreth | well its just there i cant get it or anything and i dont have a premium WoW account or anything |
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