00:01.00 | ckSynergy | not too familiar with warps, but youd probably need to add a warpable ability to the immo, and create a warp tran ability for the robotics that lets you train immos |
00:01.27 | rift | oh i already have that |
00:01.42 | rift | it just warps in instantly instead of the 5 second animation |
00:02.09 | Saeris | it's probably something to do with the unit's actor |
00:02.24 | Saeris | i wouldn't know specifically what the problem is off the top of my head |
00:02.35 | Saeris | but i'd compare the immortal with a warpgate unit |
00:06.10 | ckSynergy | ah actually, your right |
00:06.20 | ckSynergy | I was looking at warp prism awhile back and I remember |
00:06.54 | ckSynergy | basically, you apply a behavior to the unit, which disables its movement for X seconds, and has a validator for "is warping" or something of the lik |
00:07.05 | ckSynergy | so, if its not warping in the behavior doesnt get applied |
00:07.47 | ckSynergy | and then the actor has an event along the lines of "warping create" : play animation |
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00:25.25 | rift | there is a warpable ability and a warping in behavior |
00:33.48 | rift | there are warp in models, but i can't find where the normal gateway units are being called that immortal isn't |
00:35.37 | Taintedwisp | ? |
00:35.40 | Taintedwisp | What are you looking for? |
00:37.29 | rift | to get the 5 second warpin animation when i warp immortals in from warp gates |
00:41.59 | ckSynergy | rift: most of the unit's that "warp in" have a custom animation |
00:42.06 | ckSynergy | something I doubt the immortal has |
00:42.12 | ckSynergy | so youll have to build a custom animation |
00:42.13 | rift | it has one though |
00:42.35 | rift | Model: Immortal Warp In |
00:42.52 | ckSynergy | check the other units of like, ex: zealot warp in |
00:43.16 | rift | like i can view it in the cutscene editor, its a 5 second clip of exactly what i want |
00:43.25 | rift | all the other units have it as well |
00:47.42 | Taintedwisp | Actually ck, in the WoL beta, the Immortal DID warp in |
00:47.48 | Taintedwisp | So it probably does still have it |
00:51.55 | ckSynergy | i did not know that |
00:51.56 | ckSynergy | but anyway |
01:33.01 | DeadZergling3 | lol, what a costume: http://cheezburger.com/6657403392 |
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03:44.25 | ckSynergy | I can never remember how to do auras properly lol |
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04:45.07 | rift | :D xenox my hero |
04:47.00 | Cheekything | o/ hows things going |
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05:07.16 | Dustin_ | Fuck ya |
05:07.30 | Dustin_ | This will work perfectly with some tweaking |
05:18.58 | Cheekything | did the video of the spazzy lookign zealot get posted btw? |
05:21.04 | rift | yes |
05:21.11 | rift | pretty funny |
05:22.24 | rift | if i want an upgrade to decrease unit build times, do i just hook it into a validator and then into switches linking to copies of the units with lower build times or is there a better way? |
05:23.01 | Dustin_ | Use Ability Modify |
05:23.11 | Dustin_ | And have that lower the unit build time |
05:23.12 | rift | that makes no sense switches can only affect effects, my bad |
05:23.18 | rift | ok ty |
05:23.26 | Dustin_ | http://www.youtube.com/watch?v=DvLwBVMtcn0 |
05:24.27 | Dustin_ | Damn that quality turned out bad |
05:24.31 | Dustin_ | Oh well it was a quick test |
05:24.32 | Dustin_ | bed time |
05:24.37 | rift | it works fine if they are looking different directions from where they are firing? |
05:25.18 | Vindicator_ | nice |
05:25.19 | Cheekything | lol |
05:25.21 | Cheekything | that is awesome |
05:25.40 | Cheekything | till you died xD |
05:28.29 | Cheekything | http://www.sc2mapster.com/forums/resources/tutorials/431-data-complete-hero-tutorial/ |
05:28.34 | Cheekything | anyone know why these links dont work? |
05:29.47 | Sixen | ummm |
05:30.45 | Sixen | http://www.sc2mapster.com/forums/resources/tutorials/347-xml-inventory-items-powerups-and-more-part-1/ |
05:32.31 | Cheekything | Any luck on the top link as well? |
05:32.51 | Cheekything | I love heros and much as items xD |
05:33.04 | Sixen | hmm |
05:33.13 | Cheekything | Sorry thank you sixen |
05:34.41 | Sixen | www.sc2mapster.com/wiki/galaxy/getting-started-with-galaxy-edit-by-bifuu/ |
05:34.43 | Sixen | found it :) |
05:34.48 | Cheekything | yay thank you |
05:34.49 | Sixen | beware though, it was created in 2010 |
05:34.59 | Sixen | so the editor he used was the WoL Beta editor |
05:35.34 | Cheekything | I remember xD last time I used it was in 2010 |
05:36.04 | Sixen | hehe |
05:36.10 | Cheekything | nooo the hero bit is gone |
05:36.52 | Cheekything | I'm so brain lazy atm |
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05:45.36 | DeadZergling | sometimes these random letter combinations seem a little less random.... just gave me "bare niketit" |
05:45.49 | Cheekything | is there a way to add a behviour ever X amount of another behaviour? |
05:46.44 | DeadZergling | probably, do you mean add 1 for every 5 of one behavior or something? |
05:46.55 | Cheekything | yer |
05:47.17 | Cheekything | Warcraft 3 armour system ftw (honest) |
05:47.39 | DeadZergling | yea, that's doable, although it will involve triggers to avoid making it excessively complicated... |
05:48.34 | Cheekything | crap |
05:48.50 | Cheekything | trying to do it via data as much as possible |
05:49.51 | DeadZergling | doable, but gets much more tedious doing it that way |
05:50.20 | Cheekything | If I wanted simple I'd be using code xD |
05:50.34 | Cheekything | but I'm not doing this for myself |
05:50.44 | DeadZergling | I assume the behavior count can go down and up? |
05:50.47 | DeadZergling | of the x amount? |
05:50.52 | Cheekything | yup |
05:50.59 | Dogmai | ~seen Blizz-Deletarius |
05:51.03 | purl | blizz-deletarius <d8940048@gateway/web/freenode/ip.216.148.0.72> was last seen on IRC in channel #sc2mapster, 13h 26m 42s ago, saying: 'anyway, afk'. |
05:51.15 | DeadZergling | i didn't see deletarius today |
05:51.37 | Cheekything | I'm one of them people trying to remake WC3 in SC2 |
05:52.01 | Cheekything | which should of been built in *cough*Please add for HOTS *cough* |
05:52.32 | DeadZergling | anyways, the simplest data only way I can think of right now |
05:52.54 | DeadZergling | is every time your x buff is applied, another set of sets (is gonna get a little yuck) gets called |
05:53.18 | Cheekything | oh an effect set |
05:53.22 | DeadZergling | first of all removing all behaviors you want applied for every X behaviors |
05:53.29 | DeadZergling | then, going down a long list.... |
05:53.35 | DeadZergling | of validators and apply behaviors |
05:53.52 | DeadZergling | validator does he have 5 of x, give him one |
05:53.57 | DeadZergling | 10 of x, give him one |
05:53.59 | DeadZergling | ................. |
05:54.01 | DeadZergling | 500 of x |
05:54.03 | DeadZergling | give him one |
05:54.08 | DeadZergling | sure you can't use triggers? |
05:54.12 | DeadZergling | this way is gonna suck, lol |
05:54.36 | Cheekything | I can but editing triggers inside a mod is not stupid friendly |
05:55.16 | DeadZergling | I understand, just if you used triggers |
05:55.23 | DeadZergling | any time you used the X behavior |
05:55.37 | DeadZergling | could have a dummy effect to get the triggers attention |
05:55.45 | DeadZergling | could do some simple math on that number |
05:55.52 | DeadZergling | and set the behaviors accordingly |
05:56.11 | Cheekything | ooo |
05:56.19 | Cheekything | I could just divide the armour behavior by 5 |
05:56.39 | DeadZergling | right |
05:56.47 | Cheekything | I hope that will work |
05:56.56 | DeadZergling | then if he has less than that amount currently |
05:57.06 | DeadZergling | give him the extra behaviors he needs |
05:57.14 | DeadZergling | if he has more then that amount, take away as necessary |
05:58.41 | Cheekything | well this is currently for the agi armour bonus |
05:58.51 | Cheekything | no idea how I'm going to do it for items |
05:59.40 | DeadZergling | don't forget buffs w/ agi in them |
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06:03.28 | Cheekything | gah |
06:03.33 | Cheekything | stupid router :/ |
06:03.53 | Cheekything | why do people go and unplugin it because have 1 minute of slow internet |
06:08.20 | DeadZergling | to avoid that slow minute I guess? |
06:08.31 | DeadZergling | anyways, don't forget about agi enhancing buffs either, lol |
06:09.34 | Cheekything | I think I have it covered |
06:09.38 | Cheekything | 2 armour types |
06:09.45 | Cheekything | 1 is 1/5 of the other |
06:09.57 | Cheekything | so hopefully that will work |
06:16.41 | DeadZergling | anyways, I'm just having fun trying to fix my sound drivers, lol |
06:18.01 | Cheekything | cheers and good luck |
06:18.59 | DeadZergling | hrrrrmm, guess my computer is a bit behind on updates |
06:19.03 | DeadZergling | 47 behind, lol |
06:27.07 | rift | thank you for your help. i might be back tomorrow with more questions |
06:28.41 | DeadZergling | lol, the japanese have come up with a way of shutting babies up by using wine |
06:34.22 | DeadZergling | wtf, my baby calmed down by me playing a 100 second video about how to make babies shut up? |
06:35.44 | DeadZergling | thought I was just lucky when she did it the first time, then she started up again, played it again, and once again she stopped crying right at that time... |
06:36.05 | DeadZergling | have to test this further. |
06:39.11 | Cheekything | so not the samuel l jackson reading "go the fuck to sleep"? |
06:41.20 | DeadZergling | sigh, i hate this child |
06:41.33 | DeadZergling | I understand the other 2, able to get them calmed down |
06:41.38 | DeadZergling | this one is just a crap |
06:45.42 | DeadZergling | may have to take up drinking at this rate |
06:54.48 | Cheekything | I would of just got the snip :P |
06:55.55 | Cheekything | :/ |
06:56.10 | Cheekything | did they change vet? |
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07:15.41 | ckSynergy | Im guessing the actor death events are new? |
07:16.17 | Vindicator_ | i don't think so, but maybe i'm just getting them mixed up with "destroyed" stuff |
07:17.45 | ckSynergy | I mean playing a death animation on a unit without it actually dying |
07:18.26 | ckSynergy | there are some nifty commands. |
07:19.14 | Vindicator_ | oh lol |
07:19.46 | ckSynergy | unfortunately there are some issues with it |
07:23.58 | ckSynergy | such as it appears to unlink the actor and the unit in a sense |
07:23.59 | Saeris | yawn |
07:24.05 | ckSynergy | the unit cant be selected after |
07:24.07 | Saeris | so much drama in the community this week |
07:25.25 | ckSynergy | ? |
07:26.29 | Saeris | over hots and the future of SC2 |
07:27.03 | Saeris | people acting incredibly entitled and complaining that things aren't happening fast enough and that they aren |
07:27.06 | Saeris | 't being heard |
07:27.23 | ckSynergy | well, they do have a point |
07:27.40 | ckSynergy | dont get me wrong, I entirely appreciate all the work blizz has done |
07:28.00 | Saeris | getting kinda sick of the community continually getting more bitchy and not taking matters into their own hands |
07:28.00 | ckSynergy | but, they arent going to impress people with 2-3 new units and a DOTA clone |
07:30.01 | Saeris | blizzard is working as hard as they can. people forget they are a company with finite resources (read: TIME) |
07:30.23 | ckSynergy | you and me both know this |
07:30.37 | ckSynergy | but then again, Im not a multimillion dollar company |
07:31.07 | ckSynergy | gah |
07:31.11 | ckSynergy | freaking actors |
07:32.03 | Saeris | wish i knew enough about them to help |
07:32.18 | Saeris | just haven't put in enough time trying to learn them |
07:32.32 | ckSynergy | no worries |
07:32.34 | ckSynergy | I think its new |
07:32.44 | ckSynergy | and this is what I live for. discovering new things |
07:32.55 | ckSynergy | Im hoping by the time I release the mod, itll help developers |
07:33.18 | ckSynergy | it uses SO MANY new features and effects :) |
07:33.40 | Saeris | cool, hope it has a lot of documentation to go along with it =) |
07:33.57 | ckSynergy | I have comments and stuff |
07:34.12 | ckSynergy | most of the behaviors are self explanitory if you take the time to actually understand whats going on |
07:34.31 | ckSynergy | by jove I think I got it |
07:35.40 | ckSynergy | hmmm nope |
07:36.04 | ckSynergy | im missing one puzzel piece |
07:36.10 | ckSynergy | puzzle* |
07:39.05 | Saeris | i find it ironic |
07:39.11 | Saeris | that i care a lot about the community |
07:39.21 | Saeris | yet i hardly fucking participate in it |
07:40.09 | ckSynergy | ;0 |
07:40.15 | ckSynergy | :) |
07:40.17 | Saeris | feel a bit like an idiot for not knowing about staredit.net despite being a map maker since BW |
07:40.20 | ckSynergy | really need a backlit keyboard |
07:40.57 | Saeris | so, i'm only know learning that ahli is from there, derp |
07:41.00 | Saeris | go me |
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07:52.10 | Cheekything | :/ my computer just completely froze up |
07:52.21 | Cheekything | so i took ti apart and de dusted everything |
07:54.35 | Cheekything | wow go team autobackup |
07:54.45 | Cheekything | saved it just before it died |
07:54.54 | Saeris | nice |
07:57.35 | ckSynergy | nice |
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09:01.39 | DeadZergling | as I figured, getting the correct sound drivers was a pain in the ass and a half, lol |
09:02.17 | DeadZergling | finally got the right ones though so I can record audio properly on screen captures |
09:02.26 | DeadZergling | anyone still awake in here? |
09:02.30 | Cheekything | yup |
09:02.46 | DeadZergling | how goes your armorquest? |
09:03.43 | Cheekything | sort of ok |
09:03.59 | Cheekything | I haven't got it to work with the agi levels |
09:04.15 | Cheekything | it seems it doesnt like adding behaviours via attriubtes |
09:04.25 | DeadZergling | no, it won't |
09:04.28 | DeadZergling | have to use buffs |
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09:04.38 | DeadZergling | attributes are best when connected to veterancy |
09:04.45 | Cheekything | sorry they are buffs |
09:04.58 | Cheekything | the agi one adds 1 buff each level |
09:05.05 | Cheekything | or point of AGI |
09:05.07 | DeadZergling | ah, hrrrrmm, it should be working |
09:05.15 | DeadZergling | I was using buffs for my stat buffs for awhile |
09:05.25 | DeadZergling | switched over to upgrades |
09:05.38 | DeadZergling | I'm now thinking about just using setcatalogs, lol |
09:06.08 | Cheekything | oh |
09:06.10 | Cheekything | thats why |
09:06.11 | Cheekything | xD |
09:06.17 | DeadZergling | main reason being, setcatalog allows for much more complex algorithms |
09:06.24 | Cheekything | the bloody behvaiours lost their data in the backup |
09:06.31 | Cheekything | but everything else saved |
09:06.38 | DeadZergling | that would do it :) |
09:07.32 | DeadZergling | bleh, shirt is dirty as hell, discovered a herd of dustbunnies in my machine while I was finding the motherboard type, lol |
09:07.48 | DeadZergling | couldn't leave it dirty |
09:09.45 | Cheekything | lol |
09:09.58 | Cheekything | I used a vacum cleaner for that reason :P |
09:12.00 | DeadZergling | I remember back when I could look a driver up knowing the exact numbers, and it would just be there |
09:12.02 | DeadZergling | could use it |
09:12.17 | DeadZergling | not true now, got 5 companies trying to sell you their special driver finding tool |
09:12.41 | DeadZergling | and even when you find the damned driver, is like 8 download links, only 1 is correct |
09:13.00 | DeadZergling | then some ass puts a malware inside the update :P |
09:14.00 | DeadZergling | okay, complaining rant off, lol |
09:16.06 | Cheekything | tis alright |
09:16.44 | DeadZergling | sound drivers are my arch-nemesis |
09:16.47 | Cheekything | so anyone know or remember where the flag is to make armour only show numbers and no longer stop damage? |
09:16.53 | DeadZergling | never seem to have issues with other ones, lol |
09:17.04 | DeadZergling | hrrrrm, nope, lol |
09:17.08 | DeadZergling | could look though |
09:17.39 | DeadZergling | it was my understanding for that you show the armor level |
09:17.45 | DeadZergling | but not adjust the life armor |
09:17.53 | DeadZergling | or is there an option to make life armor useless too? |
09:18.25 | Cheekything | somewhere there is |
09:19.03 | Cheekything | i rememebr it was a flag |
09:19.22 | DeadZergling | well, see a no armor while construting |
09:19.33 | DeadZergling | could just check that and have the unit always be constructing, lol |
09:21.42 | Cheekything | its one of them silly and simple things |
09:21.49 | Cheekything | that you can never remember where it is |
09:23.44 | DeadZergling | well I can honestly say I didn't forget |
09:23.50 | DeadZergling | ..... since I never knew |
09:24.09 | Cheekything | ah it's ok I'll find it |
09:24.30 | Cheekything | I was trying to test if the stacking matches up to this armour table I found |
09:24.53 | Cheekything | however the behaviors aren't adding when the AGI goes up still :/ |
09:25.06 | Cheekything | tried adding it as an apply effect |
09:25.09 | DeadZergling | stack count good? |
09:26.09 | Cheekything | yup |
09:26.18 | Cheekything | I have an ability on the unit that will add and remove them |
09:26.29 | Cheekything | but the unit doesn't seem to be getting them from the AGI |
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09:27.00 | grim001 | ... |
09:27.35 | Cheekything | http://puu.sh/1g3dw |
09:28.52 | DeadZergling | target type okay? |
09:29.28 | Cheekything | should be |
09:30.30 | Cheekything | http://puu.sh/1g3eZ |
09:30.36 | Cheekything | http://puu.sh/1g3f8 |
09:30.40 | Cheekything | http://puu.sh/1g3fc |
09:30.47 | Cheekything | buff works fine |
09:31.07 | Cheekything | but I dont think the attributes can give buffs per attribute point |
09:36.32 | *** join/#sc2mapster Zolden (588704ca@gateway/web/freenode/ip.88.135.4.202) |
09:36.42 | Zolden | a little question |
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09:37.05 | Zolden | i need a behavior to suppress movement for a unit |
09:37.23 | Zolden | so unit could rotate and attack, but not moe |
09:37.35 | Cheekything | ok |
09:37.41 | Zolden | what should i check? |
09:37.46 | Cheekything | supress movement |
09:38.01 | Zolden | oh :) |
09:38.04 | Zolden | let's see |
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09:55.33 | Zolden | ok, suppress movement worked |
09:56.01 | Cheekything | cool |
09:56.04 | Zolden | now I need a unit to be not command-clicked |
09:56.42 | Zolden | when a player rightclickes or attack, the click to happen like it was an empty place |
09:56.53 | Zolden | it was a flag on unit |
09:56.56 | Zolden | but what flag |
09:59.47 | Cheekything | wait waht |
10:00.21 | Zolden | when a player presses A and clicks on unit, click works like a attack-move |
10:00.55 | Zolden | if a player rightclicks a unit, click works like it was click on terrain |
10:01.05 | Zolden | so unit is invisible for commands |
10:01.19 | Zolden | maybe it was a behavior's checkbox too |
10:01.26 | Zolden | don't remember |
10:01.28 | Cheekything | uncomandable maybe? |
10:01.35 | Zolden | yeah, maybe |
10:01.40 | Zolden | where is this checkbox? |
10:03.58 | Zolden | oh, found it |
10:04.01 | Zolden | thanx |
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10:20.15 | Zolden | There is a spider on my monitor |
10:20.35 | Zolden | I thought it's some kind of helloween virus which paints spiders |
10:20.41 | Zolden | but it's the real fucking spider |
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10:33.12 | hjfabre | Hi~^.^ |
10:33.39 | DeadZergling | well that's dissapointing, get sound to work while recording, only to find it pixelates the crap out of everything, lol |
10:39.34 | DeadZergling | there we go, no more pixelating |
10:39.48 | DeadZergling | and hello hjf, lol |
10:39.59 | DeadZergling | sorry, been fighting camstudio all night |
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11:51.44 | DeadZergling | well that's no good, 4 min 20 second video taking up 1.14 gigs, lol |
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12:14.37 | grim001 | I wonder whether anyone is left alive to appreciate my work if I continued it |
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12:24.44 | Dustin_ | grim |
12:24.54 | Dustin_ | Im alive :) |
12:25.10 | Dustin_ | And Im still waiting for your WC3 physics engine :) |
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12:42.28 | Ahli | now I would like to have a button in the command card editor that moves a button to another page :S |
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13:23.43 | Siretu | Anyone know a reason that might cause actor creation through triggers to fail _sometimes_ |
13:23.46 | Siretu | ? |
13:23.50 | Siretu | 00:01:12.06 Scri: Trigger Error in 'gt_CollisionDetection_Func': Could not create actor: Name[SoundExplosion] Content1[] Content2[] Near line 797 in libNtve_gf_AttachActorToUnit() in TriggerLibs/NativeLib.galaxy |
13:23.58 | Dustin|Work | No idea |
13:24.04 | Siretu | It works most of the time |
13:25.19 | Siretu | I'm using Attach Actor To Unit |
13:26.33 | Siretu | and it crashes inside the libNtve_gf_AttachActorToUnit function |
13:26.50 | Dustin|Work | Is the unit no longer alive when it's tryign to be run? |
13:27.17 | Siretu | The unit is still alive |
13:27.27 | Siretu | It seems to happen if it is done a lot at the same time |
13:27.44 | Siretu | Maybe if there's already an actor of the same type in the same scope? |
13:27.50 | Dustin|Work | Possibly |
13:28.02 | Dustin|Work | Are you just using the actor to play a sound? |
13:28.18 | Tolkfan | http://us.battle.net/sc2/en/forum/topic/6863566591#1 what a complete moron... |
13:28.28 | Siretu | Yes |
13:28.47 | Dustin|Work | You could just use the trigger function of playing a sound at point |
13:28.59 | Dustin|Work | If you can't figure out this weird bug |
13:29.51 | Siretu | I used to do that |
13:29.58 | Siretu | but it causes a LOT of network lag |
13:30.16 | Siretu | When you do it a lot with 12 players in the game |
13:30.24 | Siretu | That's why I switched to actoes |
13:30.26 | Siretu | actors* |
13:30.38 | Siretu | I will try creating it at a point instead of attaching it |
13:30.39 | Siretu | ¨ |
13:31.12 | Dustin|Work | That's a good idea |
13:31.33 | Dustin|Work | http://www.youtube.com/watch?v=DvLwBVMtcn0 |
13:31.51 | Dustin|Work | Got a rough draft for Torso independant unit setup |
13:37.01 | Siretu | Hmm, that looks interesting |
13:37.17 | Siretu | Creating the actor at a point instead of attaching it seems to work |
13:41.11 | Dustin|Work | Good deal |
13:41.29 | Dustin|Work | It probably was just something with to many actors being createed at once in the scope or something like that |
13:43.10 | Siretu | Yeajh |
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13:54.58 | Dustin|Work | Sup sixen |
13:56.30 | Sixen | mornin... off to class, /wave :P |
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14:33.39 | ckSynergy | anyone around that can help with actors? |
14:34.07 | TheSkunk__ | No.. no one can help you now |
14:34.10 | TheSkunk__ | Give up! |
14:34.28 | ckSynergy | I about have. Most people say "derp whats an actor" lol |
14:34.57 | TheSkunk__ | :( |
14:35.11 | TheSkunk__ | I know an eensy bit about actors, but not enough to help you |
14:35.14 | ckSynergy | For example, did you know there are actor events to order the unit to swap & play its death animation now? |
14:35.33 | ckSynergy | and return to normal after playing |
14:36.00 | TheSkunk__ | since when? |
14:36.10 | ckSynergy | Since I dont know, but its in there now |
14:36.18 | TheSkunk__ | Ah |
14:36.19 | ckSynergy | guess no one ever found it |
14:36.24 | TheSkunk__ | Probably since 1.5 I'm guessing |
14:36.38 | ckSynergy | possibly |
14:36.51 | ckSynergy | they probably needed it for All-Stars |
14:36.59 | ckSynergy | or it could have been in there before |
14:37.08 | ckSynergy | Its not a very descript event |
14:37.21 | ducky_ | how it's caled? |
14:37.24 | ckSynergy | "Prepare" and "Execute" |
14:37.32 | ckSynergy | Which, if you select it, turns into the full name |
14:37.45 | ducky_ | :~O |
14:37.49 | ckSynergy | "PrepareDeathSequence" and "ExecuteDeathSequence" |
14:38.26 | ckSynergy | in the prepare, you can select the death type/animation, and "NoKill", which keeps the actor from dying |
14:38.44 | ckSynergy | unfortunately, it seems the unit still gets unlinked from the actor somehow, and you lose clickability |
14:39.24 | ckSynergy | oh, and running execute without preparing it first will crash your game. fair warning. |
14:40.49 | ckSynergy | that being said, anyone know how to copy an actor IN DATA? |
14:41.12 | ducky_ | :/.. too bad that as you say it unlinks.. I'll guess I'll still have to actorswap for dummy deaths |
14:41.30 | ducky_ | I don't even know what you're asking :D |
14:41.40 | ckSynergy | you can still box select, and hotkey it as normal |
14:41.52 | ckSynergy | everything works except click on (kinda kills targeting though lol) |
14:42.02 | ckSynergy | O.o |
14:42.10 | ckSynergy | CreateCopy actor event... |
14:42.28 | ckSynergy | or possibly modelHitTestAllow |
14:42.52 | ckSynergy | problem is, neither work after calling the execute event (still unclickable) |
14:43.16 | ckSynergy | ducky_ you could always help me find out the solution by testing ;) |
14:43.29 | ckSynergy | It's in there, its just hidden |
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14:44.05 | ducky_ | I should check them sometimes too, but not now, got a bunch of other things that need to be done :P |
14:46.20 | Dustin|Work | You guys see my test? http://www.youtube.com/watch?v=DvLwBVMtcn0 |
14:47.10 | ducky_ | spineless marine, yes. did you cut models yourself? |
14:47.48 | ckSynergy | is that all data? |
14:47.52 | Dustin|Work | No, Triceron cut them, I wanted to see if we could effectively create a turret type torso from 2 models |
14:47.57 | ckSynergy | ah |
14:48.07 | Dustin|Work | The only thing not data is the top spinning |
14:48.13 | Dustin|Work | But I think I can fix that |
14:48.28 | Dustin|Work | I did that in about 10 minutes before bed, so I didnt have alot of time to tinker :P |
14:48.39 | ckSynergy | haha speaking of tinker |
14:48.44 | ckSynergy | that would solve his problem |
14:49.02 | ckSynergy | well, the problem "he" is having |
14:49.05 | Dustin|Work | Yeah |
14:49.11 | ckSynergy | it wont solve his intelligence problem |
14:49.18 | Dustin|Work | lol touche |
14:49.18 | ducky_ | this would have been so usefull 2 years ago when everyone was making top down shooters :'/ |
14:49.24 | Dustin|Work | Yeah |
14:49.34 | Dustin|Work | Like my top down shooter lol |
14:49.51 | Dustin|Work | I might turn this into some sort of library or something |
14:50.03 | Dustin|Work | The easily manage and setup |
14:50.11 | Dustin|Work | to* |
14:50.50 | Dustin|Work | brb smoke |
14:56.38 | Dustin|Work | back |
14:56.55 | ckSynergy | ok, so ... |
14:57.05 | ckSynergy | would either of you know about the targeting field for actors? |
14:57.29 | ckSynergy | like how to attach additional models, or at least refer to them? |
14:57.30 | Dustin|Work | I don't think Ive messed with it |
14:57.32 | Dustin|Work | Which actor type? |
14:57.41 | Dustin|Work | Im not sure |
14:57.45 | ckSynergy | doesn't matter. looking for generic information |
14:57.55 | ckSynergy | (its actually a custom actor) |
14:58.13 | Dustin|Work | I think you can attach actors to other actors via messages |
15:01.51 | TheSkunk__ | spineless marine = awesome |
15:08.58 | ckSynergy | right, but heres the thing, im cloning an actor |
15:09.02 | ckSynergy | and its gotta be generic |
15:09.18 | ckSynergy | thus, need target message |
15:09.40 | Dustin|Work | Hmmm, not sure cK |
15:09.48 | Dustin|Work | If I wasnt at work I'd check it out |
15:10.22 | ckSynergy | no big. gonna check out the spine crawler. I think it might have some information |
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15:54.27 | ckSynergy | BAHAHAHAHAHA GOT IT! |
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16:07.04 | ckSynergy | annnndd perfected |
16:11.32 | Ahli | http://www.zdnet.com/apple-loses-u-k-samsung-appeal-must-run-apology-ads-7000005978/ apple needs to make ads stating that they were wrong with samsung's infringement of patents. |
16:24.40 | TheSkunk__ | heh |
16:25.34 | ckSynergy | ok, nevermind |
16:25.40 | ckSynergy | well, it works, for one unit |
16:25.42 | ckSynergy | lol |
16:25.46 | ckSynergy | but its not "global" |
16:26.01 | ckSynergy | uniformity is not a strong suit of sc2 |
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17:20.30 | ducky_ | g0a, does sc automatically pops up for you when map starts? |
17:22.10 | Ahli | I know the answer, but I haven't been asked. |
17:22.51 | ducky_ | G0A |
17:22.56 | ducky_ | >.> |
17:22.57 | ducky_ | get back into the game |
17:28.31 | ducky_ | ahli, it restores back but not in "fullscreen(windowed)" mode? |
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17:40.22 | Ahli | oh wait... I only know that it pops up when you find a game in the queue. I thought it would pop up when the game starts... |
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17:50.15 | ckSynergy | hey ducky |
17:50.53 | ckSynergy | I got the actor death event semi working |
17:51.36 | ckSynergy | still having some issues, but getting close |
17:56.39 | ducky_ | G0A... crash? :/ |
17:56.51 | ducky_ | issues? like what |
17:57.05 | ckSynergy | ok, well for example |
17:57.21 | ckSynergy | Using the baneling hero |
17:57.48 | ckSynergy | I have a event macro set up. It has events for prepare, and execute, and after execute it destroys the actor |
17:58.07 | ckSynergy | then on the baneling hero, I have "Execute" Create Banelinghero |
17:58.17 | ckSynergy | note, it has to be a specific create |
17:58.31 | ckSynergy | so the macro works fine and dandy for this hero |
17:58.42 | ckSynergy | now, applying the same thing to the marine |
17:58.52 | ckSynergy | the actor doesnt get recreated |
17:59.00 | ckSynergy | same events, but no actor |
17:59.19 | ckSynergy | so, trying to find what the difference is |
18:00.24 | ducky_ | hm |
18:00.39 | ducky_ | I'm too hungry to think, off to purchase some food |
18:01.25 | ckSynergy | lol |
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18:07.17 | Triceron | http://www.forbes.com/sites/insertcoin/2012/10/18/starcraft-2-struggles-as-league-of-legends-rises/ |
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18:10.17 | Dustin|Work | Triceron, |
18:10.39 | Triceron | Ahoy |
18:10.47 | Dustin|Work | http://www.youtube.com/watch?v=DvLwBVMtcn0 |
18:10.48 | ducky_ | G0A, total shutdown? |
18:11.02 | Dustin|Work | Did a quick test last night, with some tweaking I think itll work awesome |
18:11.03 | Triceron | OH SWEET |
18:11.15 | Triceron | He's like a friggin turret |
18:11.23 | Dustin|Work | fuck ya |
18:11.28 | G0A | ducky_ yeah I had crash |
18:11.51 | Triceron | Ahhh that looks awesome! |
18:11.58 | ducky_ | :/ |
18:12.15 | Triceron | can it move while shooting? |
18:12.35 | Dustin|Work | Not yet, but once I get it setup right it will be able to |
18:12.40 | Triceron | niiice |
18:18.34 | ckSynergy | hmmm |
18:18.41 | ckSynergy | hey Triceron, you familiar with actor events? |
18:18.51 | Triceron | nope :/ |
18:19.12 | ckSynergy | why is it I get the feeling im the only one who tries... lol |
18:19.19 | Triceron | I'm an editor noob |
18:20.13 | ckSynergy | you just know modeling huh? |
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18:21.22 | ckSynergy | mind if I ask your opinion of something? |
18:21.37 | Triceron | That's mostly what I do |
18:22.09 | ckSynergy | thats what I made after picking up modeling for a month |
18:22.23 | Triceron | very nice :D |
18:22.33 | ckSynergy | on a scale of 1-10, how would you rate it? |
18:22.44 | ckSynergy | you dont have to be nice about it either lol |
18:23.06 | Triceron | um, what am I rating it based on? |
18:23.24 | ckSynergy | your personal opinion, given the time invested |
18:23.37 | ckSynergy | also, I think I went over the tris limit by 3x |
18:23.38 | ckSynergy | :P |
18:23.50 | ckSynergy | model for a rts game |
18:24.32 | Triceron | 9 |
18:26.08 | ckSynergy | O.o |
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18:27.56 | ckSynergy | is that basically saying I have a talent for it? lol |
18:28.52 | DeadZergling | so if anyone wants a good laugh, http://www.youtube.com/watch?feature=player_embedded&v=JhMICi5ohAY, nearly as bad as my tinkerballa video, lol |
18:29.16 | Triceron | I dunno, I don't usually rate things by numbers :P |
18:29.44 | DeadZergling | only took me several hours to get my stupid screen recorder to record sound as well |
18:29.50 | ckSynergy | how do you normally rate things? lol |
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18:30.32 | DeadZergling | hi cheeky |
18:31.17 | Triceron | based on personal opinion and/or logic. Like, hate, right, wrong |
18:31.45 | ckSynergy | ok, so what do you like/hate about it and whats right/wrong? lol |
18:32.59 | Triceron | but scales are very subjective. I feel putting anything on a scale gives it a lack of objectivity. |
18:33.43 | ckSynergy | valid point |
18:33.57 | ckSynergy | so tell me the good and the bad |
18:33.58 | Triceron | Well explain what your model is for first, what you're trying to create and what function it plays |
18:34.10 | Triceron | do you have any pictures of reference? |
18:35.31 | Triceron | do you plan on it having a lot of animations? How will it move? Knowing all this gives me an idea of how your model should be built. ie- if it needs to strafe, then the legs should be built to allow strafing movements |
18:39.28 | Triceron | Okay, it looks good |
18:39.49 | Triceron | You've got most of the form blocked out, and the proportions seem to work |
18:39.57 | ckSynergy | I designed the model with mechanics of movement in mind |
18:39.59 | Triceron | I think the barrels on the gun are a bit too long though |
18:40.54 | Triceron | judging by the pictures, the barrels of the CnC Juggernaut are approx 2/3rds length of the base, and the base of the barrel is much thicker |
18:41.00 | ckSynergy | thats the design it was based on |
18:41.22 | Triceron | if you're doing that one, then I feel your proportions should be more squat |
18:41.28 | ckSynergy | The C&C juggernaut has been changed so many times throughout the game its nuts |
18:41.31 | Triceron | lower center of gravity, and model the back support |
18:41.46 | Triceron | right now this model looks too front-heavy |
18:42.09 | ckSynergy | yea, its a little high |
18:42.30 | ckSynergy | the legs should have been bent back smore |
18:42.31 | ckSynergy | *more |
18:42.42 | ckSynergy | same proportions, just more "squating" |
18:42.58 | Triceron | granted the design is front heavy to begin with, the standard models in the google search show it usually has some sort of large coutnerbalance on the back as well, |
18:43.30 | Triceron | well the one in the cinematic shot has a much larger 'pelvic' base as well |
18:43.44 | Triceron | and its legs are definitely shorter |
18:44.29 | Triceron | the base of the turret is further back too, as you can see the barrels start extending from around the middle of the unit |
18:45.03 | Triceron | the base platform is much larger, giving it the look of a low center of gravity |
18:45.32 | ckSynergy | hmmm, i think youre right |
18:45.40 | Triceron | finding your reference is very important |
18:45.45 | ckSynergy | I probably should have added more to the center pelvic area |
18:46.27 | Triceron | you should make sure you know what you're aiming to make, because that helps deal away with guess work, which is probably the most problematic part of modelling. |
18:47.10 | ducky_ | deadzergling, have you tried scaling ground texture for your rpg? |
18:47.16 | Triceron | if you're working with multiple references like this, pick the definitive one and then use the others just as detail work. Mixing too many concepts could lead to a confusing design sometimes |
18:48.13 | Triceron | I run into that issue a lot, so I tend to either redraw a new concept or collage it in some way |
18:48.54 | Triceron | but I'd say a good chunk of modelling is all about the references you have. The clearer the concept, the easier it will be to model |
18:48.58 | ducky_ | know how to? |
18:49.26 | DeadZergling | at this point I'd say no, lol |
18:49.37 | DeadZergling | picked my textures out a long time ago |
18:49.56 | ckSynergy | well, I wasn't really guessing there |
18:50.16 | ducky_ | you can change " texture uv tiling values " |
18:50.18 | ckSynergy | I had a visual in my head of what I wanted it to look like, a mix between the old and newer versions, and I went with that |
18:50.26 | ducky_ | which would make terrain less "in your face" |
18:50.38 | Triceron | well that's sort of what I mean :P |
18:50.46 | Dustin|Work | DeadZergling, you see my test of the marine model halves? http://www.youtube.com/watch?v=DvLwBVMtcn0 |
18:50.55 | ducky_ | open console, type help and note this "texuvset (scalex) (scaley) (offsetx = 0) (offsety = 0) - Change the texture uv tiling values for the current terrain" |
18:51.31 | ducky_ | it's pretty damn usefull, and will make terrain textures fit to scale |
18:51.32 | Triceron | it's a lot different when you have an idea in your head, and when you're working off a picture that never changes. |
18:51.42 | Dustin|Work | Ill look at it as soon as Im off this support call |
18:51.43 | ducky_ | might take some time to find right values though |
18:52.33 | DeadZergling | I see, not a lot I can do atm ducky, at work for another 7 hours |
18:52.34 | ducky_ | Window->Console tab, if you're wondering |
18:52.41 | ducky_ | aah |
18:52.49 | ducky_ | right, timezones , forgot xD |
18:53.37 | DeadZergling | so is this a data edit or a trigger edit, ducky? |
18:53.54 | ducky_ | it's a console :P |
18:54.05 | ducky_ | a hidden little thing :P |
18:54.27 | DeadZergling | would this potentially cause more lag? |
18:54.47 | ducky_ | I have not noticed any when I used it |
18:56.33 | Ahli | they should add a window in the terrain editor for that setting |
18:56.49 | Ahli | texuvset and texuvget... |
18:58.41 | ducky_ | yeah. I think there was a field for tiling frequency in data, but it didn't work :x |
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18:59.58 | tehbone | hi, I've got an error message even google can't solve :( CActorUnit[ZerglingKerriganActor] Cannot create a CActorUnit outside of an underlying CUnit's CActorScope. Try creating the actor inside of a live unit's CActorScope or create a CActorModel instead. |
19:00.13 | tehbone | get this message when i rename a unit link |
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19:05.41 | Ahli | you are creating a unit actor without I unit, I think |
19:06.40 | Ahli | ZerglingKerriganActor is the actor that is trying to be created |
19:06.45 | tehbone | hmmm |
19:06.48 | Ahli | *a unit |
19:07.15 | tehbone | but the unit is created and has an actor |
19:07.43 | Ahli | but it seems like some other actor tries to create it too |
19:07.52 | Ahli | or however that works :D |
19:08.48 | Ahli | you could try to switch to xml and try to find where ZerglingKerriganActor appears |
19:10.36 | tehbone | this is a good idea, lets look at the xml in notepad++ |
19:11.31 | Ahli | +1 for xml view :D |
19:14.20 | DeadZergling | xml view certainly helps me keep sane some days |
19:14.32 | DeadZergling | see my terrible video yet ahli? |
19:14.51 | Ahli | saw it |
19:15.00 | Ahli | scrolling creates headache |
19:15.15 | Ahli | in the video |
19:15.36 | DeadZergling | aye, could implement the cam follow mode for next one |
19:15.43 | Ahli | you got a massive ability load on your unit. |
19:15.45 | DeadZergling | I'm not a fan of it personally |
19:15.55 | DeadZergling | but understand how some might like it |
19:15.59 | Ahli | I mean the video's quality |
19:16.22 | DeadZergling | oh the bluriness that occurs when scrolling? |
19:17.01 | Ahli | the low framerate of the video |
19:17.32 | DeadZergling | ah, yea I can improve it next time |
19:17.41 | DeadZergling | took me awhile to get it looking that good w/o being massive |
19:17.47 | DeadZergling | what is a decent framerate to shoot for? |
19:17.55 | Ahli | I don't know :S |
19:18.08 | DeadZergling | well, apparently 25 isn't it |
19:18.10 | DeadZergling | lol |
19:18.29 | DeadZergling | certainly don't want to give viewers a headache when they see my project... |
19:18.57 | DeadZergling | and aye, I gave the imp 19 diffferent spells |
19:19.14 | DeadZergling | not including the standard inventory/potion belt abilities all classes have |
19:20.37 | DeadZergling | was a little difficult to show a few of the more subtle spells though |
19:20.50 | DeadZergling | like fire lash out, static electricity |
19:21.58 | DeadZergling | fire lash out is kind of like a damage shield, only since you obviously don't want the imp to engage in melee, it lashes out w/ firebolts randomly at enemies nearby. |
19:22.09 | DeadZergling | static electricity is about the same, only you apply it to an enemy unit :) |
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19:36.33 | tehbone | 30 fps |
19:37.24 | tehbone | @Ahli I've removed the already placed unit from the map and the error is gone |
19:37.45 | Triceron | argh, tried watching your vid deadzergling |
19:37.54 | Triceron | the framerate is killin my head thoguh >_< |
19:38.05 | Ahli | tehbone, can you create the unit with triggers or train it properly? |
19:38.24 | tehbone | I can even readd it now in the unit layer |
19:38.32 | DeadZergling | you aren't the first to say that triceron |
19:38.39 | DeadZergling | I'll try making a better one later, lol |
19:38.56 | tehbone | editor must have messed something up, when editing actors |
19:39.08 | DeadZergling | apparently 25 FPS is bad, I'll try 60 next time |
19:39.20 | tehbone | [10/18/2012 9:34:19 PM] Warning: The placed object 'ZerglingKerrigan' was automatically converted to 'ZerglingKerrigan2'. |
19:39.26 | tehbone | 60 is way to much |
19:39.28 | tehbone | try 30 |
19:39.30 | Dustin|Work | 30 is fine |
19:39.35 | Dustin|Work | Use a better encoding method |
19:39.37 | Dustin|Work | MP4 |
19:39.43 | Dustin|Work | Small and looks good |
19:39.43 | Triceron | I think it's the encoding |
19:39.51 | tehbone | mp4 is not a codec, it is a container ;) |
19:39.51 | Triceron | cuz even film is 24 FPS |
19:39.54 | DeadZergling | was using the Xvid codec |
19:39.56 | Triceron | I think |
19:40.08 | DeadZergling | Mpeg 4 or something like that |
19:40.21 | tehbone | mpeg4 is not xvid |
19:40.38 | tehbone | what is your source? |
19:40.43 | Dustin|Work | mpeg4 = mp4 |
19:40.49 | tehbone | no |
19:41.05 | tehbone | you can put x264 vids into mp4 container |
19:41.28 | tehbone | or xvid, mpeg2 anything :) |
19:41.39 | Dustin|Work | Oh ya thats right |
19:42.00 | DeadZergling | i'm not against criticism, just tell me what works better and I'll use it |
19:42.09 | Dustin|Work | xvid,divx,ffmpeg/ffdshow/3ivx/nerodigital/quicktime |
19:42.17 | tehbone | what codec did you use and what source do you have? |
19:42.29 | DeadZergling | camstudio might be part of the issue, but I refuse to pay 37 $ for fraps |
19:42.56 | DeadZergling | think I initially recorded using windows movie 1 or some crap, compressed it using xvid codec |
19:43.02 | tehbone | link again please, will take a look at the result |
19:43.19 | tehbone | no try compressing modern mp4 or webm |
19:43.25 | tehbone | *mpeg4 |
19:43.27 | DeadZergling | http://www.youtube.com/watch?feature=player_embedded&v=JhMICi5ohAY |
19:57.20 | *** join/#sc2mapster Blub\w (~wry@77.116.247.138.wireless.dyn.drei.com) |
19:59.42 | Triceron | http://img.photobucket.com/albums/v293/Triceron/Siege_02.jpg |
20:00.20 | *** join/#sc2mapster Repo (~repo@68.64.47.41) |
20:03.45 | tehbone | did it yourself? |
20:04.27 | Ahli | lol @ pony |
20:05.16 | Triceron | XD |
20:07.06 | ckSynergy | ermmm |
20:07.28 | ckSynergy | models ok, textures sorely lacking |
20:08.11 | Triceron | yeah it's WIP |
20:08.13 | Triceron | I mean |
20:08.25 | Triceron | I'm changing my mod to Megabloks Warcraft |
20:09.08 | Triceron | open up to the kiddy market |
20:10.29 | DeadZergling | did you just add that pony triceron? |
20:10.35 | DeadZergling | don't recall seeing that yesterday |
20:10.40 | ckSynergy | I love this town http://i.imgur.com/HUASh.jpg lol |
20:11.35 | Triceron | yeah, haha |
20:11.56 | Triceron | what is that thing? |
20:12.29 | Ahli | cigarette asher |
20:12.59 | Ahli | in front of a shop with a terribly placed label that you shouldn't smoke in there I believe |
20:13.15 | ckSynergy | not in, but outside |
20:13.16 | ckSynergy | lol |
20:13.22 | ckSynergy | we have the 20ft rule |
20:13.26 | ckSynergy | or whatever it is |
20:13.53 | Ahli | oh :D |
20:14.10 | Ahli | then the pillar could be moved away :D |
20:14.37 | Ahli | or they walk 20 meter to that pillar, remove ash, walk 20 min back where they stood and keep smoking |
20:16.25 | *** join/#sc2mapster Saltpeter (266f1aaa@gateway/web/freenode/ip.38.111.26.170) |
20:16.59 | Saltpeter | Guys, I need help with something. D: |
20:18.01 | *** join/#sc2mapster Saeris (~Saeris@ip70-187-173-231.oc.oc.cox.net) |
20:18.04 | Saltpeter | My trigger editor is showing raw function calls and trigger names. How do I get back to showing grammar and pretty names? |
20:18.38 | Ahli | ctrl + D |
20:18.55 | Saltpeter | YES |
20:18.59 | Saltpeter | Thanks! ^___^\ |
20:19.00 | Ahli | or View->View raw data |
20:19.10 | Ahli | you can do that in data, too |
20:19.24 | Saltpeter | I accidentally pressed Ctrl D last night and it broke my heart. |
20:19.33 | Saltpeter | I use commas and dashes in my trigger names. |
20:19.39 | *** join/#sc2mapster prencher (~prencher@unaffiliated/prencher) |
20:19.53 | Saltpeter | It's easier in Data, there's a menu button for it. |
20:25.14 | ckSynergy | I suck at tutorials |
20:25.15 | ckSynergy | http://www.sc2mapster.com/forums/development/data/44250-how-to-play-actor-death-without-unit-dying/ |
20:25.34 | ckSynergy | eww triggers |
20:27.36 | *** join/#sc2mapster peq (~media@95-90-43-55-dynip.superkabel.de) |
20:31.59 | Saltpeter | Oh, you'd love working on my game, ck. A different trigger for every waypoint, 70+ waypoints. |
20:32.11 | ckSynergy | WHAT!? |
20:32.17 | ckSynergy | thats rediculus |
20:32.54 | Saltpeter | All necessary, too. |
20:33.12 | ckSynergy | doubt it |
20:33.16 | ckSynergy | highly doubt it |
20:33.31 | Saltpeter | WELL. |
20:33.35 | Ahli | thank god that I only have 11 checkpoints ;D |
20:33.36 | Saltpeter | It COULD be reworked |
20:33.53 | ckSynergy | I have 24, and I have one trigger, and one action definition |
20:33.54 | Saltpeter | http://i.imgur.com/7SL56.jpg |
20:33.58 | ckSynergy | and I could have up to 150 waypoints |
20:34.04 | Saltpeter | I COULD try to rework it. |
20:34.17 | Saltpeter | Technically, there are 7 unique waypoint types. |
20:34.28 | Saltpeter | But it'd be even more laborious to implement. |
20:34.41 | ckSynergy | mind if I take a look? |
20:35.02 | Saltpeter | Sure, I'll dropbox it. |
20:35.05 | ckSynergy | cool |
20:36.37 | Saltpeter | Basically it'd require establishing arrays of connections between adjacent waypoints, and making a universal trigger for each of the 7 unique cases. |
20:36.57 | Saltpeter | Which would make me very sad, since it'd be a fairly large 3-dimensional array. |
20:37.00 | Saltpeter | ;>.> |
20:37.09 | ckSynergy | arrays are my bread and butter lol |
20:37.15 | ckSynergy | well, as long as I can use presets |
20:37.29 | ckSynergy | presets are magicalllll |
20:37.29 | Saltpeter | I don't like the part where you hard-code the values into them at initialization. |
20:37.38 | ckSynergy | presetttssss |
20:38.12 | Saltpeter | ;>_> The waypoints won't stop being waypoints. |
20:38.34 | ckSynergy | yea but thats a snap to setup if you do it right |
20:38.50 | Saltpeter | Each waypoint has a unique waypoint above, below, and to each side, and each team goes to different above/below waypoints for a given waypoint. |
20:39.12 | Saltpeter | I've posted my path algorithm on my project workspace if you're interested. |
20:40.04 | ckSynergy | sure, link me |
20:40.09 | Saltpeter | It's easy to make these triggers now that I've covered 6 of the 7 unique cases. |
20:40.23 | Saltpeter | http://www.sc2mapster.com/forums/resources/project-workplace/42558-the-gridspace-war/ |
20:40.25 | ckSynergy | again, with that many triggers, you're doing it wrong |
20:41.37 | tehbone | just wont to emphasize what ck is saying |
20:41.42 | tehbone | *want |
20:42.29 | Saltpeter | Well hold on, lemme dropbox it, then you can tell me what you think I should do. |
20:42.44 | ckSynergy | sure |
20:42.57 | ckSynergy | lemme put this in perspective for ya too |
20:43.28 | ckSynergy | my project is rewritting a mod. I've taken it down from 300-350 triggers, down to 20 |
20:43.42 | ckSynergy | and I could probably get rid of a few of those as well |
20:44.26 | Saltpeter | I promise it wouldn't be easy to get down the triggers for this. ;>.> But I'm sure it can be done. |
20:44.46 | Saltpeter | Queried you with the db link. |
20:44.51 | ckSynergy | it hasnt been easy on my project |
20:44.54 | ckSynergy | taken me 8 months |
20:44.56 | ckSynergy | but I did it |
20:45.07 | ckSynergy | and I gained about 300% fps |
20:45.12 | Saltpeter | Ooh. |
20:45.29 | Saltpeter | Regardless of trigger efficiency, I have various ideas for reducing load I intend to iplement. |
20:45.46 | Saltpeter | A dynamic limit to unit life based on how long it takes to get to its next waypoint. |
20:45.58 | ckSynergy | the #1 step you can do is code properly |
20:46.24 | Saltpeter | I know how to code properly in Java. ;>.> But this is my very first map in SC2. Improper code is inevitable. |
20:46.43 | tehbone | java? hi |
20:46.49 | Saltpeter | Hi. :D |
20:46.54 | tehbone | sc2code is a mess compared to this |
20:46.55 | ckSynergy | lol |
20:47.15 | ckSynergy | define a mess |
20:47.21 | ckSynergy | sc2code is decent |
20:47.22 | Saltpeter | So looking at my triggers, how ambitious do you think my project is for a first timer? :D |
20:47.33 | ckSynergy | dude, im on a ncient laptop |
20:47.36 | tehbone | mess was the wrong word |
20:47.37 | ckSynergy | give me an hour to boot lol |
20:47.41 | Saltpeter | Ah. |
20:47.56 | tehbone | if you come from java, you miss sooo much features |
20:48.01 | Saltpeter | YEAH |
20:48.07 | ckSynergy | like? |
20:48.11 | ckSynergy | features like? |
20:48.21 | Saltpeter | A massive library. |
20:48.43 | tehbone | lists, objects, some conversion |
20:48.49 | Saltpeter | Oh god lists. |
20:48.53 | Saltpeter | That would make my project trivial. |
20:49.22 | Saltpeter | Also, there's no decent IDE for SC2 editing. ;>.> |
20:49.34 | Saltpeter | Eclipse is sex on a bun in program form. |
20:49.58 | tehbone | I mean, Ive no big problem in sc2, but I've started back in the days with basic and pascal |
20:50.11 | Saltpeter | QuickBASIC was my first language. :D |
20:50.57 | Dustin|Work | My first language was like darkbasic |
20:50.59 | ckSynergy | you could probably get rid of all but 1 trigger |
20:51.12 | ckSynergy | regarding waypoints |
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20:51.37 | Saltpeter | How would you handle telling which waypoint each unit to go to? |
20:51.40 | Saeris | >.> |
20:51.58 | Saeris | i might be the only one here that doesn't know a programming language |
20:52.24 | Dustin|Work | Use my Unit Indexing library and store properties associated with units using their index |
20:52.34 | ckSynergy | action definitions |
20:52.42 | ckSynergy | and a table |
20:52.54 | Saltpeter | What would the table do |
20:52.56 | Saltpeter | ? |
20:53.07 | ckSynergy | not a bad start though |
20:53.15 | ckSynergy | the table would store pathing locations |
20:53.18 | Saltpeter | Figuring out the algorithm was the painful part. |
20:53.36 | Saltpeter | Each waypoint has 6 adjacencies. |
20:53.36 | ckSynergy | table/array, same thing |
20:53.50 | ckSynergy | 6x6 table, use 0 to path, 1 to not path |
20:53.51 | Saltpeter | Team 1 forward, team 1 up, team 1 down, team 2 forward, team 2 up, team 2 down. |
20:54.01 | ckSynergy | and setup different tables for each scenario |
20:54.35 | ckSynergy | then a simple switch ordering the unit to goto the next point |
20:54.51 | ckSynergy | and have the switch determine if overseer, and if so, set the table value for the unit to the alternate route |
20:55.08 | tehbone | havn't seen any code, but waypoints in a mesh are not hard |
20:55.11 | ckSynergy | if I recall, you use the same method to build a "Snake" game in Basic |
20:55.12 | ckSynergy | :P |
20:55.29 | Saltpeter | This isn't quite as simple as Snake. ;>.> |
20:55.38 | ckSynergy | same principal from the looks |
20:55.41 | Saltpeter | Units cannot go backwards or turn around. |
20:55.55 | tehbone | yepmakes it easier |
20:56.00 | tehbone | -yep |
20:56.08 | Saltpeter | But it adds an arbitrary rule. |
20:56.46 | ckSynergy | ? |
20:56.47 | ckSynergy | so? |
20:56.47 | Saltpeter | Also, what do you mean by "If Overseer"? |
20:56.58 | ckSynergy | you're only reaffirming the point its a snake game |
20:57.00 | Saltpeter | Overseers have three settings. |
20:57.05 | Saltpeter | Up, Down, and Neither. |
20:57.10 | ckSynergy | i dunno. ur the one with the if overseer code |
20:57.26 | Saltpeter | Hm. |
20:57.45 | DeadZergling | Saeris, Might i recommend you join the club then! |
20:57.51 | Saltpeter | Also, why a 6x6 table? |
20:57.52 | DeadZergling | regarding your language statement, lol |
20:58.10 | Saeris | don't particularly want to, lol |
20:58.29 | DeadZergling | that's fine, but it won't hurt you to play with one some |
20:58.35 | DeadZergling | use java, its easy, lol |
20:59.02 | Saeris | i started modding in SC1, really got into triggers in WC3, learned html/css around that time, picked up a tiny bit of php before SC2, that's about it |
20:59.23 | *** join/#sc2mapster Kueken (~Kueken@brsg-4dbb0e97.pool.mediaWays.net) |
20:59.29 | tehbone | php is almost programming ;) |
20:59.58 | Saltpeter | o.o |
21:00.03 | Triceron | wow so much bad news surrounding SC2 lately :S |
21:00.08 | Saltpeter | Yeah. D: |
21:00.11 | Saeris | yea |
21:00.13 | Saltpeter | First Stephano, then Slayers. |
21:00.14 | Triceron | SlayerS disbanded :( |
21:00.23 | Triceron | really breaks my heart |
21:00.25 | Dustin|Work | PhP is fine if you do it right |
21:00.29 | Saeris | not to mention this #savehots bullshit |
21:00.31 | Dustin|Work | 4 sucked |
21:00.35 | Dustin|Work | but 5 is alright |
21:00.44 | Triceron | what's savehots? |
21:01.40 | Saeris | some reddit posts got a bunch of pro players and other people spamming blizzard with 'suggestions' on how to improve the game for when hots ships |
21:01.47 | Saeris | aka demanding features be added |
21:02.01 | Saeris | the premise being that the game will die without them |
21:02.09 | Saltpeter | ck, what did you mean by a 6x6 table? D: What does the other 6 represent? |
21:02.20 | Saltpeter | Reddit is dumb. |
21:03.02 | tehbone | some of what destiny said is true, sc2 is missing the millions of noobs |
21:03.05 | Saeris | really it's just a bunch of really self-entitled brats blaming everything on blizzard |
21:03.44 | tehbone | http://www.forbes.com/sites/insertcoin/2012/10/18/starcraft-2-struggles-as-league-of-legends-rises/ |
21:03.52 | DeadZergling | you need the noobs to get more skilled players |
21:03.57 | DeadZergling | everyone starts as a noob somewhere |
21:04.03 | Dustin|Work | How can you compare SC2 to LoL? |
21:04.24 | Dustin|Work | Is it just in terms of money? |
21:04.26 | tehbone | we need the noobs as fuel to get big events and community |
21:04.39 | Dustin|Work | Player base numbers? |
21:04.40 | tehbone | yes it is just in terms of money/ player numbers |
21:04.44 | DeadZergling | well not just that, some of the noobs will get better |
21:04.45 | Dustin|Work | That's stupid |
21:04.49 | DeadZergling | and among those some will turn pro |
21:05.12 | Dustin|Work | You cant compare a $60 game with no reoccuring revenu to a F2P Game with micro transactions |
21:05.38 | Saeris | yea, that |
21:05.42 | tehbone | but this is what the causal players want and this is why even blizz is considering f2p for the multiplayer part |
21:06.34 | Saeris | well, SC2 sells for the campaign, hardly anyone wants to play the multiplayer |
21:06.57 | Saeris | a lot of that having to do with ladder anxiety, which HotS is addressing |
21:07.04 | Dustin|Work | RIght now most people don't want to play either |
21:07.05 | Triceron | Player base, Esports support |
21:07.05 | Saeris | unranked play is the default in HotS |
21:07.09 | Saltpeter | ckSynergy: Another thing to consider is that this mesh is not a rectangle. |
21:07.28 | tehbone | but causals don't want to ladder (for long, because you get nothing in return) and the acarde system is still not good |
21:07.49 | Dustin|Work | Ill agree with that |
21:08.05 | Dustin|Work | I want SC2 Custom maps, not an App Marketplace |
21:08.15 | tehbone | they want fun maps, stuff we make, but it is hard to find, open lobbies and so on |
21:08.20 | *** join/#sc2mapster Repo (~repo@68.64.47.41) |
21:08.46 | Dustin|Work | Yup |
21:08.46 | Saeris | well, the system is half as shitty as it used to be, at least |
21:08.53 | Ahli | http://www.youtube.com/watch?feature=player_detailpage&v=ZU5HrGLUVOk#t=765s hots bug ;D |
21:09.10 | Dustin|Work | A whole dead dog is still as dead as half a dead dog :P |
21:09.20 | Dustin|Work | You gotta fix the being dead part |
21:09.25 | Triceron | in that article |
21:09.47 | Triceron | it says 95% of the playerbase who aren't into esports. Is that anywhere near accurate? |
21:10.06 | Triceron | I know a huge majority usually plays games singleplayer without touching multi |
21:10.28 | tehbone | but causal multiplayer players arn't happy with sc2 |
21:10.56 | Saeris | yea most people who buy SC2 never play multi |
21:11.12 | Triceron | I'm sure not. I don't even play SC2 cuz I don't think it's fun. |
21:11.19 | tehbone | wc3 was great because there were ton of custom maps, easily accessible |
21:11.27 | Triceron | not that the game isn't fun, but I hate the ladder system |
21:11.50 | Triceron | and yeah, custom maps. 90% of the reason why I got SC2. |
21:12.28 | Saeris | regardless of the UI issues that are present that we can't change |
21:12.45 | Dustin|Work | The main problem with SC2 custom map scene is it's just so damn tedious to make anything |
21:13.01 | Saeris | lack of custom maps is something we can do a lot to change, and that doesn't nescessarily mean making more |
21:13.13 | Dustin|Work | Sure it's powerfull, but there's alot of steps that could have been taken to reduce tedious time |
21:13.15 | Triceron | LOL it cloaks units wow |
21:13.24 | Saltpeter | I'd be more motivated to work harder on my awesome custom map if I wasn't doing it alone, but I'm not willing to spend a cent on it. ;>.> |
21:13.33 | *** join/#sc2mapster RiFT (92972338@gateway/web/freenode/ip.146.151.35.56) |
21:13.45 | Dustin|Work | My problem is finding some other people to work on y maps with me |
21:13.53 | Saltpeter | ^ |
21:14.04 | Dustin|Work | Cause everyone wants to do their own thing or they dont know enough to actually help me |
21:14.04 | Saeris | yea, the pool of developers is tiny |
21:14.08 | DeadZergling | I dunno, getting help might be more work than it is worth, lol |
21:14.09 | ckSynergy | we should group up |
21:14.11 | ckSynergy | make a team |
21:14.12 | ckSynergy | :P |
21:14.14 | Saeris | but that's largely due to how steep the learning curve is |
21:14.21 | ckSynergy | and blast through maps |
21:14.28 | Dustin|Work | I wish |
21:14.32 | Saltpeter | I'm down for it, but I have a day job. ;>.> |
21:14.38 | Taintedwisp | you aint black enough dustin...sorry |
21:14.41 | Saeris | and that's something we could all be working to improve |
21:14.57 | Triceron | yeah I talked to deletarius about a unit wizard |
21:15.06 | Triceron | and his response is pretty much that it's not gonna happen |
21:15.09 | Saltpeter | Aww. |
21:15.17 | Saeris | yea |
21:15.22 | Saeris | it's far too complex |
21:15.27 | Saeris | and it wouldn't help them at the office |
21:15.30 | Saeris | =/ |
21:15.36 | Triceron | I think thats a major disappointment. It's one reason why I don't touch the editor. It's way to complex for a casual like me. |
21:15.47 | Ahli | cksynergy http://us.battle.net/sc2/en/forum/topic/6893650769#4 |
21:15.56 | Saltpeter | Okay, I think I have an idea of what to do to fix my triggers. |
21:16.21 | Triceron | sure it's got potential, but it's meaningless if I want to do something simple and it takes 5-10 steps to do it |
21:16.27 | Saltpeter | It's gonna be painful establishing the [70][6] array of waypoint adjacencies. ;>.> |
21:17.13 | RiFT | o.O ouch |
21:17.41 | Saltpeter | 70 waypoints, each one has 6 different waypoints it might send a triggering unit to. |
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21:19.28 | Saeris | but yea |
21:19.32 | Saeris | the biggest problem |
21:19.38 | Saeris | is lack of documentation |
21:20.14 | Saeris | the community would be able to put documentation together faster than blizz could release it |
21:20.18 | Saeris | simply due to localization |
21:20.41 | Saltpeter | Blizzard is no stranger to having crowdsourced official material. :o |
21:20.52 | Saltpeter | Cloud Kingdom <- |
21:20.53 | RiFT | for testing maps, do i just add a trigger that gives me unlimited resources and instant build times? how can i control enemy units for testing combat interactions? |
21:22.05 | Saeris | adding custom maps to their pool is one thing |
21:22.15 | Saeris | crowdsourcing documentation is another |
21:22.22 | Ahli | I think you can adjust alliance properties for that... |
21:22.23 | Saeris | because a lot of what we come up with is through trial and error |
21:22.32 | Ahli | but I'm not sure |
21:22.34 | Saeris | so often times it's in error |
21:24.46 | Saeris | anyways, brb |
21:24.51 | Saltpeter | Hmmm. |
21:24.58 | Saltpeter | I think...instead of one giant array for all the waypoints. |
21:25.07 | Saltpeter | One array for each unique waypoint type. |
21:33.06 | DeadZergling | lol, looking at this ffmpeg stuff is reminding me of my doom2 editing days, lol |
21:33.34 | DeadZergling | sigh, need to quit using the same words in a single sentence... |
21:37.22 | Saltpeter | I wish I could make an abstract array whose indices are waypoints. Like a goddamn Hashmap. |
21:37.28 | Saltpeter | I need a Hashmap. ._. |
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21:40.51 | tehbone | over and out xya |
21:40.54 | tehbone | cya |
21:42.06 | Saeris | so question, can we all agree that the trigger editor is slow and clunky to use? |
21:45.07 | RiFT | i think you mean the entire editor |
21:45.12 | Saltpeter | ^ ;>.> |
21:45.24 | Saltpeter | But especially the Trigger one. |
21:45.32 | Saltpeter | Well. |
21:45.40 | RiFT | i cant believe you people managed to make whole maps with 5 seconds to load every tab |
21:45.40 | Saltpeter | Triggers as especially slow, and Data is especially clunky. |
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21:51.56 | Dustin|Work | Saltpeter, |
21:52.01 | Dustin|Work | What you talking about a hash table? |
21:52.33 | Saltpeter | Well, it'd be incredibly convenient to have an array where the indices of the array were points instead of integers. >.> So, key-value pairs. So, Hashmap. |
21:52.37 | Saltpeter | Yeah,table. |
21:52.49 | Dustin|Work | Ahh |
21:52.54 | Dustin|Work | Well |
21:53.02 | Dustin|Work | There's DataTables isnt there |
21:53.28 | Dustin|Work | Or you could use Banks |
21:53.39 | Dustin|Work | And store the Region name |
21:53.41 | Dustin|Work | or something |
21:54.14 | Ahli | yes, global data table |
21:57.23 | Saltpeter | Hm. |
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21:58.13 | Saltpeter | How do I make a global data table? |
21:59.50 | Dustin|Work | I don't remember if it's just a variable type or what off the top of my head |
22:00.16 | Ahli | global data table exists. you do not make it |
22:00.23 | Saltpeter | Ah. |
22:00.27 | Saltpeter | How doI edit it? |
22:00.45 | Ahli | you use the trigger stuff in the data table category |
22:01.03 | Saltpeter | Trigger stuff i the data table category? |
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22:02.57 | Saltpeter | OOH. |
22:03.00 | Saltpeter | I found it. |
22:03.41 | Saltpeter | Or not |
22:04.11 | Saltpeter | I'll look into it on the weekend. |
22:07.27 | Saltpeter | In the meantime, I can get something that works making all my triggers. ;>.> |
22:22.00 | DeadZergling | Zenx is so kind when he talks to egodabout about his project... |
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22:31.54 | Ahli | following a unit with triggers in a camera has a small delay at start... anyone knows where to change that in the camera thing in data? |
22:32.20 | Ahli | holding space works excellent to follow the hero, but just tipping at it has no effect :S |
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22:45.49 | equinox1911_ | strg+shit+f sets the camera to auto follow the selected unit until you click on the screen |
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22:47.42 | equinox1911_ | not sure if that helps though |
22:48.03 | equinox1911_ | wait |
22:48.16 | equinox1911_ | its ytrg+altLEFT+f |
22:48.23 | equinox1911_ | the other is framerate |
22:49.14 | Exaken | ytrg? |
22:49.52 | Ahli | I want to trigger that... If I just tab space I want it to center my hero with "follow unit group" immediatly. |
22:50.20 | Ahli | atm I need to wait approx 0.8 game seconds before my hero is on screen (it actually jumps there, so that is working). |
22:50.57 | equinox1911_ | sry but i have no experience with camera stuff |
22:51.11 | equinox1911_ | strg * |
22:51.12 | equinox1911_ | ^^ |
22:51.37 | Triceron | woop woop! |
22:53.50 | Exaken | strg?:D |
22:54.32 | Exaken | Don't have that one on my keyboard. |
22:55.06 | equinox1911_ | oh boy |
22:55.14 | equinox1911_ | Cotroll |
22:55.14 | Exaken | :D |
22:55.18 | equinox1911_ | controll |
23:00.26 | Triceron | http://img.photobucket.com/albums/v293/Triceron/Siege_03.jpg |
23:00.52 | DeadZergling | much better than yesterday |
23:01.01 | DeadZergling | seriously leaving MLP on there? |
23:01.11 | Ahli | is camera margin aspect adjustment new? when I made my diablo camera that field wasn't there I think |
23:01.25 | Triceron | haha no |
23:01.59 | Triceron | I just need to draw up the unicorn design |
23:03.26 | DeadZergling | go great for a girl power WC remake I guess... |
23:03.51 | DeadZergling | ballista that shoots friendship and love |
23:04.52 | Triceron | and bronies |
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23:27.29 | Saeris | i really like that the balista arrow has team colors on it too |
23:27.42 | Saeris | can see who the missile belongs to as it's flying through the air |
23:27.44 | Saeris | haha |
23:57.09 | Ahli | http://www.teamliquid.net/staff/HawaiianPig/504overload.png |
23:58.16 | DeadZergling | lol, wtf is that supposed to be |