00:02.01 | Dustin|Home | Taintedwisp, |
00:02.40 | Dustin|Home | Your hydralisk's first ability makes you target a unit for an aoe attack |
00:10.48 | Taintedwisp | ? |
00:10.51 | Taintedwisp | Which ability? |
00:10.59 | Taintedwisp | you played it dustin? |
00:11.04 | Taintedwisp | Dustin|home |
00:11.32 | Taintedwisp | QueenG imma take a break, and Then when I come back Imma do some MAJOR upgrades to it. |
00:11.52 | Taintedwisp | Darth Swarm I am going to work on, and the rest of the heroes are going to get a major buff to their veterency |
00:11.54 | nooblark | i missed the horrible test? |
00:12.01 | Taintedwisp | Horrible? |
00:12.06 | nooblark | :P |
00:12.11 | Taintedwisp | THe map is fun :P its just underbalanced |
00:12.13 | Taintedwisp | :)) |
00:12.14 | QueenG | yea |
00:12.27 | Zolden | Triceron: I have neither 3d printer nor working robot-soldier model, nor earth conquering plans |
00:12.31 | Taintedwisp | Gotta balance it. problem Is I suck at balancing :P |
00:12.38 | Taintedwisp | I do radical changes until it seems right haah |
00:12.50 | Triceron | :( |
00:13.53 | nooblark | math 101. |
00:15.21 | *** join/#sc2mapster Vindicator (~Vindicato@cpe-76-183-15-117.tx.res.rr.com) |
00:15.55 | nooblark | i really didn't think logic was so complicated |
00:16.42 | Zolden | complicated logic is when 1 banging 0 into infinity |
00:17.02 | nooblark | i make fully functional triggers, with a video explaining how they work, and how to upload in it your map, and yet they never work, shit is rearranged, broke, missing, taking shits, eating food, and saving the world. i didn't even know all my triggers were capable of that stuff |
00:17.25 | nooblark | what do you mean "banging" it? |
00:18.12 | Vailreth|2 | copy pasting triggers in the sc2 editor can break them fairly badly |
00:18.13 | Zolden | multiplying it you know |
00:18.22 | Zolden | calculating it's integral |
00:18.29 | nooblark | no vail |
00:18.40 | Zolden | doing it |
00:18.41 | Taintedwisp | thats data that breaks with copy and pasting :P |
00:18.46 | nooblark | all you need to do is create local variables of same type/name/value |
00:18.49 | nooblark | i mean |
00:18.51 | nooblark | globals. |
00:18.54 | nooblark | no |
00:18.58 | nooblark | you don't even need that |
00:19.01 | nooblark | it fucking has them in it! |
00:20.01 | nooblark | combining old triggers with copy paste ones, can break the. |
00:20.04 | nooblark | them* |
00:25.49 | Taintedwisp | nooblark, go fix my fucking triggers. |
00:25.50 | Taintedwisp | :P |
00:26.01 | Vailreth|2 | fixem your damn self |
00:26.26 | *** join/#sc2mapster equinox1911_ (~equinox19@pD9E53F36.dip.t-dialin.net) |
00:27.35 | nooblark | whats wrong with them |
00:27.40 | nooblark | im trying to fix taz's shit too |
00:27.44 | nooblark | he fucked this so bad |
00:28.06 | QueenG | Hey, is there anyone here good at the data editor besides just modifying values? In my map, I need someone to have the raynor marine be able to build structures like an scv and other data stuff. |
00:29.12 | Vailreth|2 | I can help there |
00:30.04 | Vailreth|2 | now what kind of contrcution did you want? |
00:30.53 | Vailreth|2 | i can do drop pod builds, warp in builds modified standard construction types for the three races and more |
00:32.21 | Vailreth|2 | i can created tired contructions so that as the hero learns the ability he can "build" higher tiers of the same structure |
00:32.39 | Vailreth|2 | or diffrent structures |
00:33.22 | Vailreth|2 | can create tiered ** |
00:34.25 | *** join/#sc2mapster Princess_Lun (~IceChat77@user-105n0q0.cable.mindspring.com) |
00:34.46 | Vailreth|2 | there is also the possibility of having raynor switch between railsniper and marine models |
00:35.15 | Zolden | swap model |
00:35.24 | Vailreth|2 | yes |
00:35.41 | Vailreth|2 | and a bit of scale manipulation |
00:36.11 | Kubi | How do I generate the minimap again |
00:36.33 | nooblark | -Generate Minimap |
00:36.46 | Zolden | another possibility is to swap all models to a huge panis models for 2 second, and never do it again |
00:37.10 | Zolden | yea, i have to do it |
00:37.19 | Zolden | and store it in players' baks |
00:37.24 | Kubi | ?????? |
00:37.30 | Kubi | where' |
00:37.31 | Zolden | each player should witness penis switch only once |
00:37.54 | Zolden | and it would be very rare, like he will have to play 10 games to see it |
00:38.35 | Zolden | it will be easter penis egg |
00:38.35 | Kubi | How do I generate the minimap again |
00:39.05 | Zolden | what do u mean under generate minimap? |
00:39.26 | Kubi | well |
00:39.35 | Kubi | The editor minimap shows red tileset as red |
00:39.39 | Kubi | however in game they're brown |
00:40.07 | Zolden | so, u want to change tileset color, right? |
00:40.36 | Kubi | nevermind |
00:40.37 | Kubi | its fixed |
00:40.40 | Kubi | I guess it generated |
01:00.41 | Vailreth|2 | s |
01:00.42 | Vailreth|2 | p |
01:00.42 | Vailreth|2 | a |
01:00.43 | Vailreth|2 | m |
01:10.33 | JademusSreg | maps |
01:24.58 | *** join/#sc2mapster equinox1911_ (~equinox19@pD9E53F36.dip.t-dialin.net) |
01:35.09 | *** part/#sc2mapster equinox1911_ (~equinox19@pD9E53F36.dip.t-dialin.net) |
01:35.27 | *** join/#sc2mapster equinox1911_ (~equinox19@pD9E53F36.dip.t-dialin.net) |
01:40.03 | *** join/#sc2mapster Triceron (1854e5d2@gateway/web/freenode/ip.24.84.229.210) |
01:40.16 | Triceron | hey anyone here know much about the cutscene editor? |
01:40.26 | Triceron | I'm trying to figure out how to move the 'Director' cam |
01:42.35 | JademusSreg | I've not touched the cutscene editor. =D |
01:42.54 | JademusSreg | Or rather not for anything besides checking animations. |
01:44.20 | JademusSreg | Also, Dear Esther + To The Moon with shades of Inception. http://youtu.be/av9iZ8m3BY4 |
01:45.04 | Vailreth|2 | Triceron |
01:47.27 | Triceron | Vail? |
01:48.08 | Vailreth|2 | what are you trying to do? |
01:48.26 | Triceron | make a video of my unit in the cutscene editor |
01:48.47 | Triceron | using the directors cam cuz it's the only window that fullscreens and allows animations to be played |
01:49.34 | Vailreth|2 | the director view dosent display in game i believe you will need to create either a game or target camera |
01:49.43 | Triceron | I can look through the directors cam, but I can't manipulate it. |
01:50.19 | Vailreth|2 | if i am not mistaken you will need a target camera |
01:50.45 | Vailreth|2 | and then link the target camera to the director node inside of the director node |
01:52.46 | Vailreth|2 | it has been awhile since i played with the cutscene editor because it cant do what i need |
01:52.55 | nooblark | ryerigherpgweio |
01:53.07 | nooblark | i was doing so good progressing to fix taz's fuck ups |
01:53.13 | nooblark | and now i hit a wall in my own trigger :O |
01:53.17 | Triceron | blah, too much of a hassle. I'll just turn off all the other panes in the cutscene editor |
01:55.27 | nooblark | muhahaha |
01:55.32 | nooblark | booleans are awesome. |
02:03.31 | *** join/#sc2mapster Grum (~grum@c-64e2e555.06-134-73746f46.cust.bredbandsbolaget.se) |
02:03.31 | *** mode/#sc2mapster [+v Grum] by ChanServ |
02:06.21 | Triceron | http://www.youtube.com/watch?v=tlByxUp0OOU& |
02:13.11 | nooblark | jade, you here? |
02:13.27 | motive | JademusSreg isn't here, can I take a message for you? |
02:13.34 | nooblark | yeh |
02:13.44 | nooblark | tell him i said, "Motive needs to suck a big chode" |
02:13.50 | motive | Will do, thanks! |
02:14.02 | nooblark | dustin, you here? |
02:14.28 | nooblark | fuk |
02:14.39 | nooblark | i need a non newb with triggers, specifically dialogs. |
02:14.51 | equinox1911_ | what you wanna do ? |
02:15.26 | nooblark | just need to know if there is anything wrong with using the same dialog for all players if there's no interaction that needs to be player specific |
02:15.35 | motive | Nope, you're fine |
02:15.44 | equinox1911_ | no you are totally fine |
02:15.45 | motive | Just make sure to use TriggeringPlayer. |
02:15.45 | nooblark | i know now, it's a bad habit, but i'm trying to avoid a lot of extra work. |
02:15.56 | motive | It's fine, Blizzard actually designed dialogs to be used this way if you want. |
02:16.11 | nooblark | well motive, the list dialog didn't work :P |
02:16.16 | motive | I separate them for added protection but Blizzard doesn't. |
02:16.17 | motive | /shrug |
02:16.24 | nooblark | if a player selects an item, it changes it for everyone.. |
02:16.31 | motive | Then you sir, are fucked. |
02:16.52 | nooblark | butons and shit are fine, because you can do triggering player for dialog used. |
02:16.52 | motive | But, on the bright side, I've never had anything like that happen. |
02:16.54 | motive | Therefore, magic. |
02:17.28 | nooblark | but for lists, you need to actually use a trigger to find what one was selected, and apparently ( i havent tested it myself) if two people see the same dialog and change values, it changes for everyone. |
02:17.35 | equinox1911_ | nooblark, if ou don't want to change the selected items for other playres you need to tell the dialog that |
02:17.52 | nooblark | either way i need more work. |
02:18.18 | nooblark | right now it's just a dialog, there is nothing to tell it one way or the other. |
02:18.41 | equinox1911_ | i never touched lists, but i always like to set up my dialog functionality seperate anyways since there is some weird stuff goin on ;) |
02:19.28 | nooblark | yah... |
02:19.37 | JademusSreg | Pew pew. |
02:19.50 | nooblark | it's fine, my shit is so dynamic, all i need to do is change all the variables to arrays and it will be fixed. |
02:20.21 | nooblark | but i have a custom progress bar too, i'm concerned it will have a similar problem |
02:20.33 | nooblark | but i made sure when it changes the size of the fill, it's player specific. |
02:21.01 | equinox1911_ | then you should be safe |
02:21.31 | nooblark | for that one :P |
02:21.36 | nooblark | still need to change my lists one. |
02:24.29 | motive | My shit is so dynamic I didn't use the keyword 'static' in my code and it became a mess. |
02:24.31 | motive | :[ |
02:25.18 | JademusSreg | All dialog control properties are player instanced, so I'm not certain where there is a problem. |
02:25.32 | JademusSreg | Also, haha. |
02:25.55 | nooblark | jade, according to someone else (i guess i should self test), if a dialog is a list, and one person selects an item in the list, it was changing it for everyone else.. |
02:26.06 | JademusSreg | *dialog control |
02:26.11 | JademusSreg | Important to make the distinction. |
02:26.23 | nooblark | you mean a button or something? |
02:26.42 | JademusSreg | All the things that are created inside a dialog are dialog controls. |
02:26.48 | nooblark | ... |
02:26.53 | nooblark | list box is not.. |
02:26.56 | JademusSreg | Yes. |
02:26.58 | JademusSreg | It is. |
02:27.04 | nooblark | :O |
02:27.06 | JademusSreg | const int c_triggerControlTypeListBox = 5; |
02:27.21 | JademusSreg | There are 21 dialog control types. |
02:27.34 | JademusSreg | From Label to UnitStatusDurationBar. |
02:27.37 | motive | Ladies and gentlemen, I present the most awesome use of Galaxy dialogs ever. |
02:27.39 | motive | https://github.com/Motive/CortexEngine/blob/master/Common/lib/libactionbar.galaxy |
02:27.40 | motive | You're welcome. |
02:27.48 | JademusSreg | Haha. |
02:28.14 | nooblark | motive, you know galaxy? :O |
02:28.22 | motive | yes |
02:28.31 | motive | I think I've done more work in Galaxy than anyone else in SC2Mapster, tbh |
02:28.32 | motive | haha |
02:28.32 | JademusSreg | It's not a difficult language. =D |
02:28.33 | nooblark | but you went to school in camden.. |
02:28.35 | nooblark | how? |
02:28.36 | motive | rofl |
02:28.41 | motive | I didn't learn shit in Camden |
02:28.46 | nooblark | EXACTLY |
02:28.56 | motive | I was programming well before college |
02:29.06 | nooblark | w/e fuck you guys |
02:29.09 | nooblark | i need GUI help. |
02:29.11 | nooblark | not galaxy |
02:29.16 | motive | It makes a WoW-like action bar for units in SC2 |
02:29.18 | motive | http://www.youtube.com/watch?feature=player_embedded&v=aZy0FkfIRiU |
02:29.20 | motive | we has a youtube vid |
02:29.23 | JademusSreg | Galaxy and GUI do the same shit. |
02:29.32 | motive | Galaxy is better :D |
02:29.35 | nooblark | i'm pretty sure i just broke my whole dialog now. |
02:29.41 | JademusSreg | Since GUI is just parsed to galaxy in the mapscript. |
02:30.53 | nooblark | http://pastebin.com/uP0YRUCf |
02:31.04 | nooblark | that |
02:31.06 | nooblark | is not right. |
02:31.07 | nooblark | wtf. |
02:31.11 | JademusSreg | Galaxy is better than GUI in the sense that a bike without training wheels is better than one with them. |
02:31.15 | motive | fyi, I don't recommend infinite loops. |
02:31.29 | nooblark | http://pastebin.com/qUeaDsei |
02:31.31 | motive | They create threads in Galaxy, which, while they aren't real threads, the idea of making a thread to just sleep for 2 seconds in a loop sucks. |
02:31.34 | motive | Use Periodic Events instead. |
02:32.07 | nooblark | motive, i don't think anyone who uses the GUI understands what the hell that means. |
02:32.14 | motive | tl;dr: use periodic events and don't ask me why |
02:32.29 | nooblark | i like my loops :O |
02:32.35 | motive | are they made out of fruit? |
02:32.44 | JademusSreg | I will continue to use my indefinite loops. =D |
02:32.53 | motive | JademusSreg: That's the spirit! |
02:33.00 | motive | I wish I had done more with libPhantom |
02:33.04 | nooblark | anyway |
02:33.08 | nooblark | that's the code for the dialog. |
02:33.13 | nooblark | it makes 3 identical lists |
02:33.15 | motive | https://github.com/motive/ |
02:33.24 | Vailreth|2 | UNLEASH MONKEY OVERDRIVE!!! |
02:33.25 | motive | I haven't worked on any of my projects in months |
02:33.25 | motive | haha |
02:33.38 | JademusSreg | while (!killThread) { DoStuff(; } |
02:33.38 | iMisu | Hey nooblark. |
02:33.42 | JademusSreg | *() |
02:33.53 | nooblark | if you go through it, and say that each player choosing something in a list, will NOT AFFECT other players, i'll take your word for it. |
02:33.57 | motive | JademusSreg: I do that in real programming, because it's easier. But SC2 makes it so easy to avoid! |
02:33.59 | nooblark | stfu misu. |
02:34.04 | JademusSreg | My keyboard fucks up parantheses if typed too quickly in succession. =\ |
02:34.09 | nooblark | i hate you so much right now |
02:34.11 | nooblark | you have no idea. |
02:34.18 | Vailreth|2 | )()()())()())()()()()((()(()()(((()() |
02:34.28 | motive | JademusSreg: Behold, the infinite loop. https://github.com/Motive/BweeRewrite/blob/master/Bwee/IRCSession.cpp#L119 |
02:34.28 | JademusSreg | Tease. |
02:35.16 | JademusSreg | Yesss. |
02:35.40 | motive | I was working on an awesome LUA-scripted IRC bot for a while. |
02:35.40 | JademusSreg | noobl, it shouldn't. |
02:35.43 | motive | I got bored. :( |
02:35.53 | nooblark | ok, so now i hate misu x2 |
02:35.56 | nooblark | ewkopgIOEHGEIGPGEPIO |
02:36.02 | nooblark | is murder still illegal? |
02:36.12 | motive | well nooblark, let me analyze that question using the logic of the NRA |
02:36.14 | JademusSreg | native int DialogControlGetSelectedItem (int control, int player); |
02:36.17 | motive | only the criminals will ever follow the law |
02:36.22 | motive | therefore murder should be legal |
02:36.32 | motive | we're almost there, but not quite yet. |
02:36.34 | motive | support us |
02:36.39 | nooblark | okay motive, so threading is basic instructions for computation, ya? |
02:36.41 | equinox1911_ | heh |
02:36.45 | motive | nooblark: not quite. |
02:36.47 | JademusSreg | This native tells us that getting the selected list item is player specific. |
02:36.54 | motive | threading is running multiply things at once |
02:36.58 | motive | one way to do it, anyways |
02:37.12 | motive | in real programming you can always use multiple processes (fork) |
02:37.37 | nooblark | how is having a trigger on a periodic not a thread, when a loop is? |
02:37.49 | motive | a loop isn't a thread, it just runs on one |
02:37.59 | motive | an infinite loop necessitates a separate thread if the game wants to do anything else at the same time. |
02:38.08 | nooblark | i see |
02:38.08 | motive | except Galaxy doesn't use real threads so it's a little more fuzzy, but that's the basic idea |
02:38.37 | nooblark | basically if a loop were to stop (periodic only fires once timer is hit), it can do other shit in that time.. |
02:38.39 | nooblark | ya? |
02:38.56 | motive | basically yeah |
02:39.18 | motive | it's funny because Galaxy has stuff to make it "threadsafe" via locking but Galaxy is already threadsafe without it |
02:39.18 | motive | haha |
02:39.54 | nooblark | so what happens if you have a forever loop, sometimes things can try and cross into it, then it gets fuckered up? |
02:39.59 | motive | no |
02:40.26 | motive | Galaxy just puts the forever loop in it's own virtual thread, ensures it runs for however many times it needs to given the games 0.16 second resolution, and does anything else it can on a separate thread in the Galaxy threadpool |
02:40.42 | JademusSreg | Like I said, noobl, all the dialog control properties are player instanced; you don't need to worry about it fucking up. Most errors are user errors, anyway. |
02:40.51 | nooblark | thanks jade |
02:40.58 | nooblark | i'm not listening to misu anymore |
02:41.04 | nooblark | dumb mother fucker |
02:41.15 | nooblark | i'm totally plotting to kill him atm. |
02:41.29 | motive|secretser | damnit |
02:41.33 | JademusSreg | Hahaha |
02:41.33 | motive | a few letters short |
02:41.50 | motive | DONT WORRY I GOT THIS |
02:42.13 | JademusSreg | Log on via another client? |
02:42.24 | secretservice | nooblark, please come with me. |
02:42.24 | JademusSreg | Aww. |
02:42.26 | Taintedwisp | yall need a live |
02:42.30 | Taintedwisp | life* |
02:42.38 | motive | Taintedwisp: I have one =P |
02:42.38 | nooblark | motive, is periodic still better, if the time was like, .1 or less? |
02:42.43 | motive | nooblark: yes |
02:42.50 | nooblark | da fuk. |
02:42.52 | Taintedwisp | dont lie motive :DD |
02:42.59 | motive | periodics with .1 or less get rounded to a multiple of 0.16s and executed that many times per resolution |
02:43.16 | nooblark | people told me early in my learning of this stupid GUI that more triggers = fail. |
02:43.22 | motive | they are fail. |
02:43.35 | motive | What if I told you Cortex only had < 6 triggers? |
02:43.39 | JademusSreg | SC2 time is, for nearly all purposes, in increments of 1/16 game time. |
02:43.39 | motive | :) |
02:43.56 | JademusSreg | 0.0625 |
02:44.05 | motive | woops |
02:44.07 | nooblark | exactly |
02:44.08 | nooblark | 6. |
02:44.09 | motive | yeah I got my numbers mixed up |
02:44.13 | motive | 1/16th of a second is right |
02:44.16 | motive | but the rest is correct |
02:44.21 | nooblark | what if i said, mine generally have like 3 |
02:44.24 | nooblark | or less. |
02:44.31 | motive | that's fine |
02:44.51 | nooblark | so there's no hurt in having 50 triggers? |
02:44.54 | A1win | you only need a trigger when you need an event |
02:44.54 | JademusSreg | And while you can get a thread to execute 32 times per game second, there is no good reason to do so. |
02:45.08 | motive | nooblark: if I can do Cortex in < 6 triggers, you can do less than 50! |
02:45.17 | motive | I strive to use as few triggers as humanly possible |
02:45.18 | JademusSreg | Since anything it could operate on is still only updated in 1/16 gt steps. |
02:45.24 | nooblark | see, a1win, that was my mindset. |
02:45.41 | nooblark | and why use a trigger for periodic, when i can make action def with forever loop :P |
02:45.46 | A1win | then the rest you do in custom actions/functions |
02:45.53 | motive | nooblark: either way it's still 1 trigger |
02:46.08 | JademusSreg | That is effectively the same thing. |
02:46.10 | motive | trigger calls action def, action def is an infinite loop so the trigger runs forever. |
02:46.15 | motive | gg |
02:46.22 | nooblark | :O |
02:46.33 | nooblark | you just blew my mind. |
02:46.50 | A1win | JademusSreg, yeah, but just a good habit not to create a new trigger whenever you're grouping something up, since a trigger always creates a new thread |
02:46.55 | motive | ^ |
02:47.01 | motive | Except threads are a lie so newbs can still map. :D |
02:47.05 | motive | But it's still bad practice |
02:47.11 | A1win | ;p well yeah |
02:47.18 | nooblark | i always combine things with similar events all into one. |
02:47.20 | JademusSreg | Yeah, which is why almost all my code is static initialization before the map initialization event. |
02:47.23 | nooblark | with a bunch of ifs :P |
02:47.26 | nooblark | good? |
02:47.27 | motive | You can still save a few processor context switches! |
02:47.30 | motive | Do it for the CPUs! |
02:47.45 | motive | nooblark: use ifs + action definitions |
02:47.48 | motive | yes |
02:47.53 | nooblark | woah wait, you can |
02:47.57 | A1win | I don't know enough about scripting with galaxy to comment on that :X |
02:48.05 | nooblark | initalize variables before map initialization? |
02:48.08 | motive | Of course :) |
02:48.11 | nooblark | sdklpgp[agjjog |
02:48.12 | motive | Map Initialization is... an event |
02:48.14 | motive | =O |
02:48.22 | nooblark | WHERE WERE YOU GUYS LIKE 3 WEEKS AGO WHEN I STARTED TO MAP |
02:48.22 | nooblark | FUK |
02:48.25 | motive | hahahaha |
02:48.26 | JademusSreg | motive, to be fair, it's a convenient abstraction, the same way anything above direct memory operation is a convenient abstraction. |
02:48.31 | motive | I agree |
02:48.35 | motive | It's convenient, makes the barrier to mapping much lower |
02:48.39 | motive | which results in more diverse maps. |
02:48.43 | JademusSreg | The difference being that some abstractions are better representative of reality than others. |
02:48.45 | motive | I just like to be a perfectionist. |
02:48.52 | nooblark | so how do i ini stuff pre map ini? |
02:48.56 | motive | https://github.com/Motive/CortexEngine/blob/master/Cortex.galaxy |
02:48.57 | motive | Like that |
02:48.58 | motive | That's all pre-Init |
02:49.12 | nooblark | via GUi :P |
02:49.24 | motive | Create a variable and set it in the variable's definition thing |
02:49.28 | motive | in the GUI |
02:49.30 | motive | not in a trigger |
02:49.32 | nooblark | oh |
02:49.35 | motive | or anything called from a trigger |
02:49.38 | motive | GUI doesn't have a nice way to do it |
02:49.43 | motive | GUI is a liar and a slut. |
02:49.48 | nooblark | well let's say i have an array of 50 |
02:49.53 | motive | let me stop you right there |
02:49.57 | motive | can't initialize an array pre-init in GUI |
02:49.58 | motive | you're fucked |
02:50.00 | nooblark | i guess i can't do that easily in GUI without a trigger :O |
02:50.02 | nooblark | lol |
02:50.04 | nooblark | okay |
02:50.16 | nooblark | since you guys know so much about galaxy |
02:50.40 | nooblark | this was the VERY first question, that got me in the mapstser community. |
02:51.16 | motive | shiiiiit |
02:51.19 | motive | my copyright headers are out of date |
02:51.21 | motive | hate those things |
02:51.24 | motive | always needing to be updated with new years |
02:51.26 | JademusSreg | Hah. |
02:51.26 | motive | // Copyright (C) 2009-2011 <http://www.cortexrp.com/> |
02:51.29 | motive | has it really been so long? |
02:51.30 | motive | :O |
02:51.34 | JademusSreg | Make a bot for that. |
02:51.35 | nooblark | day 1 of mapping, i wanted to: Set Variable - Regions[i] = ("Regions"+i) |
02:51.38 | motive | I usually just use sed |
02:51.40 | nooblark | is there a way to do that in this? |
02:51.53 | motive | Is there a GetRegionByName? |
02:51.55 | motive | Probably, in Galaxy |
02:52.02 | nooblark | so if i make a region on map, called Region1 |
02:52.06 | motive | Searching! |
02:52.09 | nooblark | i can set it to my array[1] |
02:52.28 | nooblark | deleteruis said somethign about it one time to someone esle |
02:52.34 | JademusSreg | You want to use a string to retrieve a value? |
02:52.38 | nooblark | and it made me think maybe there is a way to do it.. |
02:52.49 | motive | native region RegionFromId (int id); |
02:52.50 | nooblark | basically jade, yes |
02:52.52 | motive | You'd have to do it by region ID |
02:52.59 | JademusSreg | That's a Data Table. |
02:53.09 | motive | http://www.cortexrp.com/starcraft/natives.galaxy |
02:53.13 | JademusSreg | Data Tables store values by name. |
02:53.14 | motive | Galaxy natives as of a year ago or something |
02:53.14 | motive | rofl |
02:53.15 | nooblark | can i use a variable in a loop to use for the ID? |
02:53.22 | motive | An integer, yes |
02:53.37 | nooblark | how the hell do i find the IDs of my regions placed on the map? |
02:53.43 | motive | Fuck if I Know |
02:53.46 | nooblark | or is name == id? |
02:53.48 | motive | I dynamically create all my regions |
02:54.03 | motive | Integer means number, so name can't be ID. |
02:54.09 | nooblark | mmmk |
02:54.20 | motive | In Galaxy an integer is a signed 32-bit integer. |
02:54.30 | *** part/#sc2mapster equinox1911_ (~equinox19@pD9E53F36.dip.t-dialin.net) |
02:54.38 | JademusSreg | You can just use string names with a number and issue them in sequence. |
02:54.38 | nooblark | so |
02:54.55 | nooblark | what's the GUI for RegionByID? |
02:55.07 | motive | So the range of values for an integer is [-2^31..2^31) |
02:55.29 | JademusSreg | Data Tables are dynamically sized, contrasted with arrays which are statically sized. |
02:55.44 | motive | nooblark: Not sure there is one. That might be a wrapper for the "Region - Preset" thing. |
02:55.48 | nooblark | so i should use data tables over arrays? :O |
02:55.48 | motive | ie. what you've been doing |
02:55.58 | JademusSreg | Hardly ever. |
02:56.01 | nooblark | oh |
02:56.02 | motive | No. Data tables are slower because they operate based on hashes or GUIDs. |
02:56.05 | motive | Can't be sure but they are slower. |
02:56.15 | motive | And they are automatically globally scoped, among other things. |
02:56.18 | JademusSreg | Data Tables are slow as shit, not that you'd notice without a huge number of operations. |
02:56.54 | motive | I actually wouldn't be surprised if data tables were just a map<uint32,void*> at the C++ level. |
02:57.00 | motive | Where uint32 = GUID for any in-game object |
02:57.03 | motive | That wouldn't even be too slow. |
02:57.25 | motive | Oh wait, I forgot the fact they're named |
02:57.26 | motive | I'm a dumbass. |
02:57.29 | motive | Yeah ignore that. |
02:57.38 | motive | I'm thinking of hash maps. |
02:57.41 | JademusSreg | Last time I checked, data tables were 12 times slower than baseline, surpassed only by catalog lookups. |
02:57.56 | motive | Yeah |
02:58.02 | motive | TL;DR: Numbers are faster than strings |
02:58.10 | nooblark | don't start me on catalogs :O |
02:58.15 | motive | I love catalogs |
02:58.15 | motive | :D |
02:58.17 | motive | They're my bff |
02:58.19 | nooblark | find me |
02:58.20 | JademusSreg | <3 |
02:58.25 | nooblark | Death Effect TYPE |
02:58.44 | nooblark | DeathArray[] houses it, but how do i call the TYPE |
02:59.01 | nooblark | i can get the animations, models, but not the 'named' TYPE. |
02:59.49 | motive | I spent about a week figuring out how to read catalogs without having exceptions fly out my ass. |
02:59.51 | motive | Look at libActionBar |
02:59.52 | motive | Lol |
03:00.50 | nooblark | are you saying that is where it is? |
03:01.00 | motive | Nope but I'm saying Catalogs are a bitch to read |
03:01.08 | motive | I've never had to look for Death effect |
03:01.11 | motive | But reading arrays and stuff can be annoying |
03:01.21 | motive | ie: |
03:01.22 | motive | if( CatalogFieldIsArray( CatalogEntryScope(c_gameCatalogAbil, ability), "Cost" ) ) { |
03:01.22 | motive | r = CatalogFieldValueGet(c_gameCatalogAbil, ability, "Cost[0].Vital[" + field + "]", player); |
03:01.22 | motive | } else { |
03:01.22 | motive | r = CatalogFieldValueGet(c_gameCatalogAbil, ability, "Cost.Vital[" + field + "]", player); |
03:01.22 | motive | } |
03:01.23 | nooblark | i just make loops that iterate through them |
03:01.33 | nooblark | and go in game, write down the values |
03:01.33 | nooblark | :P |
03:01.56 | JademusSreg | It's all there in the XML. =D |
03:02.13 | nooblark | how do i see XML of catalog? :O |
03:02.17 | JademusSreg | Ctrl 3 |
03:02.20 | motive | MPQ Editor |
03:02.22 | motive | ...or that |
03:02.25 | motive | apparently things have gotten easier |
03:02.25 | motive | haha |
03:02.44 | JademusSreg | MPQ editor or save as SC2Components was pre 1.5 solution. =D |
03:03.04 | motive | Man Jademus, you're like the new kid who can do everything I can before I finish explaining what I'm doing. |
03:03.05 | motive | DAMN YOU |
03:03.16 | motive | is out of practice. |
03:03.16 | JademusSreg | Hah. Only I'm not new. |
03:03.20 | motive | And that. |
03:03.44 | nooblark | motive, no offense, my money is on Jade |
03:03.51 | motive | It's ok |
03:03.55 | motive | I haven't actually mapped in over a year. |
03:03.56 | motive | LOL |
03:03.57 | nooblark | he runs circles around you, and you run laps around me. |
03:04.15 | motive | I know everything pre-1.5, the changes get me though |
03:06.03 | motive | Also, Photon Cycles is awesome. |
03:06.07 | motive | Why isn't it page 1? :( |
03:06.36 | JademusSreg | Haha, |
03:07.02 | JademusSreg | It was a good premiere. Nothing I made before then got (or deserved) much attention. |
03:07.08 | motive | Well Jademus, I may be out of date but, somehow, my Cortex maps have survived! |
03:07.37 | JademusSreg | Of course; they offer better options than the competition, I expect. |
03:07.39 | motive | The only problem is I'd rather play Photon Cycles... |
03:07.58 | motive | Such dilemmas. |
03:08.48 | JademusSreg | I'm an impulsive, self-gratifying person, so I would advise doing whatever you feel you want more. =D |
03:08.58 | motive | Well I would but nobody plays Photon Cycles. |
03:09.01 | motive | Fucking popularity system. |
03:09.07 | motive | Only the cool kids like Nexus Wars get played. :( |
03:09.15 | motive | It's like high school all over again. |
03:09.16 | ckSynergy | Has anyone tried the UI layout editor recently? |
03:09.17 | JademusSreg | Solution: Make a new iteration of the concept. =D |
03:09.48 | ckSynergy | Wondering if it still crashes like a crack addict at a rehab house. lol |
03:09.54 | JademusSreg | ck, besides looking at it, I haven't tried it. |
03:10.00 | motive | Solution: Give up |
03:10.01 | motive | too lazy |
03:10.02 | motive | lol |
03:10.04 | JademusSreg | Haha |
03:10.29 | motive | I like Desert Strikes. My opponents usually lag out. |
03:10.29 | ckSynergy | Id probably use the layout editor more if I could hook-up blizzards built in functions |
03:10.39 | motive | Works out w onderfully. |
03:11.04 | motive | Also Risk. If you make a large enough deathball, again, opponent lags out. |
03:11.07 | motive | This is how I win games. |
03:11.11 | ckSynergy | for example: make my own separate inventory UI, and then hoolup the tooltips, icons etc inside my inventory, instead of just overwriting blizzards |
03:11.57 | JademusSreg | I once considered making a tug from the premise of two computers attempting to crack one another. |
03:11.59 | Taintedwisp | FUCK YOU!!!! |
03:12.01 | Taintedwisp | :P |
03:12.04 | Taintedwisp | just to hate |
03:12.05 | Taintedwisp | lawl |
03:12.09 | motive | Hahaha |
03:12.18 | ckSynergy | lol |
03:12.19 | motive | I should make a RL game called CPU wars. The CPU that can spin the fastest wins. |
03:12.22 | motive | The one that doesn't, overheats. |
03:12.24 | nooblark | okay |
03:12.27 | JademusSreg | Hah. |
03:12.32 | nooblark | last known problem to me with this map im working on |
03:12.32 | motive | Maybe throw in OpenCL, use the GPU too. |
03:12.36 | nooblark | custom rally. |
03:12.44 | motive | Put in a few fancy graphics of two computers beating the shit out of each other |
03:12.45 | motive | BOOM, game. |
03:12.47 | nooblark | i get errors when the units are created. |
03:13.08 | JademusSreg | How so? |
03:13.14 | nooblark | <PROTECTED> |
03:13.15 | nooblark | <PROTECTED> |
03:13.28 | nooblark | something with the second action, gives error in game |
03:13.42 | JademusSreg | That's from iM's map. |
03:13.50 | nooblark | saying could not get Point |
03:13.53 | nooblark | yes.. |
03:13.55 | nooblark | it is. |
03:13.59 | motive | What if it has no rally point? |
03:14.01 | motive | EDGE CASE BOOM |
03:14.01 | nooblark | i made all the triggers for it. |
03:14.11 | motive | explosions |
03:14.11 | motive | fire |
03:14.12 | motive | death |
03:14.15 | motive | edge cases will be the death of you |
03:14.18 | nooblark | no rally, it says that. |
03:14.21 | JademusSreg | That's why it was in an if then block. |
03:14.22 | motive | yeah |
03:14.24 | motive | oh |
03:14.25 | motive | well then |
03:14.33 | motive | I'll go back to lagging everyone out of the game |
03:14.35 | JademusSreg | The very one you told iM to remove. =D |
03:15.30 | nooblark | what? |
03:15.36 | JademusSreg | The approach iM implemented was one suggested by Zolden, apparently copied verbatim. |
03:15.52 | nooblark | that's his problem |
03:16.14 | nooblark | verbaitim, never uses his own thoughts to change stuff, so things break easily and don't mix well |
03:16.30 | motive | Hmm |
03:16.44 | nooblark | is there supposed to be some if no rally? |
03:16.47 | motive | Would anyone be interested in an instance system for SC2? So players can take actions independent of one another in the exact same place without seeing it? |
03:16.53 | motive | I just thought of it, and it'd be sooo fun to make |
03:17.00 | nooblark | or can i change the unit rally, to accept rally to itself |
03:17.45 | JademusSreg | Dunno motive. Why develop what you won't use? =D |
03:17.58 | motive | Because, haha. |
03:18.01 | motive | I like to develop. |
03:18.04 | motive | It's my weakness. |
03:18.05 | nooblark | motive, make WoW the SC2 mod. and you can do that... so people can raid as 10 mans, 5 mans, or 2 mans. lol |
03:18.37 | JademusSreg | noobl, if (rally != null) {give the order} |
03:18.49 | nooblark | ty |
03:18.55 | motive | so in GUI null = No Rally Point |
03:20.00 | nooblark | yah motive :O |
03:20.04 | JademusSreg | I much prefer developing shit I will use, and making available the more useful shit. |
03:20.30 | JademusSreg | Also, != |
03:20.38 | JademusSreg | Not Equal. |
03:20.45 | nooblark | wow, who would have knew? |
03:20.56 | nooblark | i really hope you guys aren't being serious. |
03:21.10 | JademusSreg | Could just as well have been Startled Equal. Or Yelling Equal. |
03:21.35 | nooblark | i may be ignorant to galaxy.. but i think i have a good base for the triggering now, except what i learned wrong :P |
03:22.47 | nooblark | <PROTECTED> |
03:22.47 | nooblark | <PROTECTED> |
03:22.47 | nooblark | <PROTECTED> |
03:22.47 | nooblark | <PROTECTED> |
03:22.47 | nooblark | <PROTECTED> |
03:22.47 | nooblark | <PROTECTED> |
03:22.47 | nooblark | <PROTECTED> |
03:22.47 | JademusSreg | Ah, sounds rather like the US public education system. Learn a passable amount, then unlearn the misinformation. |
03:22.49 | nooblark | look good? |
03:23.24 | JademusSreg | Looks correct. |
03:24.01 | nooblark | can you explain the 1 and 1 in that? i tried to find them in the data editor, couldn't pinpoint to what they are referencing |
03:24.11 | JademusSreg | Sure. |
03:24.18 | nooblark | for point 1 with target 1 |
03:24.19 | JademusSreg | Go to the ability for the rally point. |
03:24.25 | JademusSreg | Click on the info array. |
03:25.10 | nooblark | Rally 1, Rally 2, ...... 4? |
03:25.14 | JademusSreg | The generic Rally ability has 4 rally points, yes. |
03:25.37 | nooblark | yah, i was looking at these earlier |
03:25.53 | nooblark | but i couldn't find what the points were being set to, and why there was a need for 4 of them :P |
03:26.57 | nooblark | i suppose i should make this rally, self targetable, so if you rally the ground, you can unset it back to the unit that they spawn at? |
03:29.04 | nooblark | sweet, enabled self cast, looking good :O |
03:29.08 | nooblark | and no errors |
03:30.15 | nooblark | actualyl, self cast changed nothing. lol |
03:30.29 | JademusSreg | You may try this. if (rally point targeting point != null) { issue order targeting point } else if (rally point targeting unit != null) { issue order targeting unit } |
03:30.46 | JademusSreg | If you want it to be able to rally follow units. |
03:31.39 | JademusSreg | Anyway, back to work. bbl |
03:31.52 | nooblark | cya |
03:35.47 | Bommes | Man, my sleeping schedule is just off. |
03:36.40 | nooblark | lol |
03:37.04 | nooblark | mine is set. sleep @ 10-12, wake at 6:30-8:30 |
03:37.31 | nooblark | meh, probably 11-12:30 |
03:38.08 | nooblark | and then there is a 1-3 hour nap randomly throughout the week. generally every 3rd day |
03:39.18 | nooblark | i think i'm going to watch walking dead, since i missed it sunday, and Taz is a douche |
03:39.20 | nooblark | brb |
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04:33.47 | QueenG | honestly if nooblark doesnt want to help someone he shouldnt be passive-aggressive about it; he should go do something else. |
04:44.17 | iMisu | I'm not a douche |
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05:49.37 | Triceron | Wooo! |
05:49.43 | Triceron | particles are fun :D |
05:55.42 | ZombieZasz | ever figure out the avi thing? |
06:03.30 | Triceron | not yet |
06:03.43 | Triceron | the option is greyed out, haven't found out what toggles it on yet |
06:04.20 | Otixa | red pants |
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06:17.06 | ZombieZasz | iMisu2: the revenge |
06:18.30 | Triceron | pretty pretty princess |
06:19.32 | iMisu2 | Got into a fucking car accident on my way home |
06:19.38 | Otixa | I got so wasted last night ;c |
06:20.42 | ZombieZasz | to both: how? |
06:20.56 | iMisu2 | some guy in front of me and some guy on the back of me |
06:21.00 | iMisu2 | sandwitch my fucking car |
06:21.14 | iMisu2 | my fucking car is fucked |
06:21.28 | Otixa | insurance hurr |
06:21.53 | Otixa | also, bottle of scotch and a whole bunch of fancy italian meats |
06:22.47 | ZombieZasz | if your getting wasted off italians meats they may be past their prime |
06:25.41 | nooblark | how the hell did that happen |
06:25.52 | iMisu2 | I think it was a setup |
06:26.03 | iMisu2 | my car is sitting about 6 blocks from my house right now |
06:26.21 | nooblark | poor bmw. |
06:26.24 | iMisu2 | some guy was going hella slow in front of me for like 2 blocks and this guy came up from be hind me |
06:26.28 | iMisu2 | HELLA FAST |
06:26.32 | iMisu2 | its not misus car |
06:26.34 | iMisu2 | its my car |
06:26.39 | iMisu2 | My FRS |
06:26.42 | nooblark | smashed you so hard from behind |
06:26.49 | nooblark | that you smashed the dude in front of you? |
06:26.58 | iMisu2 | the guy in front slammed the fuck out of his breaks the instant i got hit |
06:27.10 | iMisu2 | it was timed almost perfectly |
06:27.13 | nooblark | gj tailgating :P |
06:27.19 | iMisu2 | i wasnt tailgating |
06:27.23 | iMisu2 | the force of the guy behind me |
06:27.28 | nooblark | this sucks. |
06:27.28 | iMisu2 | shoved me into the back of the other guy |
06:27.44 | nooblark | don't forget to take pics. |
06:28.00 | iMisu2 | i cant get pics till morning |
06:28.04 | iMisu2 | my GS3 got destroyed |
06:28.13 | iMisu2 | my only camera |
06:28.27 | iMisu2 | and misu is in Washington right now |
06:29.44 | iMisu2 | fucking 45 grand out the fucking window |
06:30.13 | iMisu2 | the guy behind me hawled ass away |
06:30.17 | iMisu2 | in his huge ass truck |
06:30.26 | iMisu2 | and the guy infront of me was acting like he was injured... |
06:30.34 | iMisu2 | fucking faggot didnt have a scratch on him |
06:30.38 | iMisu2 | my neck hurts like fucking hell |
06:32.37 | iMisu2 | needless to say my life gets fucking put on hold |
06:34.40 | nooblark | you live in a great country |
06:37.25 | iMisu2 | i put so much FUCKING work into my car.... :((((((((((((( |
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06:39.24 | iMisu2 | I had an aes -45 boxer dropped into my fucking car 6 months ago... |
06:39.26 | iMisu2 | and now this. |
06:40.04 | nooblark | cars are one of the worst investments we make. |
06:42.26 | iMisu2 | its going to take me 1-2 years before im spanking 350z's and g35's again. |
06:42.28 | iMisu2 | <PROTECTED> |
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06:44.20 | nooblark | well im not waiting for you |
06:44.22 | iMisu2 | cant get the battery out of my gs3 |
06:44.27 | iMisu2 | waiting |
06:44.29 | iMisu2 | ? |
06:44.35 | nooblark | for you to get home. |
06:44.50 | iMisu2 | yeah be like 3 hours before im home |
06:44.54 | nooblark | exactly |
06:45.03 | iMisu2 | upload the map to the repository |
06:45.05 | nooblark | don't stay up any longer than you need to |
06:45.08 | iMisu2 | ill get to it tomorrow |
06:45.12 | nooblark | and we'll work on it tomorrow. |
06:45.20 | iMisu2 | ight, |
06:45.24 | nooblark | i'll be up before you, i'm certain |
06:45.40 | iMisu2 | im going to go to nissian and lease a car for temp use |
06:45.58 | iMisu2 | wont be home tomorrow at all |
06:46.00 | iMisu2 | till late |
06:46.05 | nooblark | mmmk |
06:46.06 | nooblark | cya |
06:46.48 | iMisu2 | ltr |
06:52.43 | Otixa | butt cheeks trembling with fury |
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07:28.04 | dcuk | hey G0A |
07:28.06 | dcuk | :D |
07:28.39 | iMisu2 | http://www.break.com/index/bird-sings-dubstep-2405659 |
07:40.38 | G0A | dcuk? |
07:41.50 | dcuk | dcuk? |
07:42.51 | dcuk | G0A, go polish **** out of random slide |
07:43.07 | dcuk | make it the best map ever, so that I can nag blues to feature it :D |
07:43.38 | G0A | Blues should feature my ass.) |
07:43.46 | G0A | but not Random Slide |
07:44.03 | G0A | seems like NSS stucked:( |
07:44.16 | dcuk | but I want to play some random slide and I could care less about your ... that >;/ |
07:45.30 | dcuk | anyway, I've recieved some silly mail from blue and I want to nag him about something, maybe recomend a map, but nothing comes to mind :| |
07:45.46 | G0A | what silly mail? |
07:46.07 | G0A | Recommend him to check final frontier. (so they could shit their pants) |
07:46.21 | JademusSreg | Hah. |
07:46.32 | G0A | brb |
07:47.56 | dcuk | they fancy " Wednesday Night Sprites" and are wondering if mappers would like to have their maps played there, with author guiding player through map. |
07:48.28 | dcuk | dunno if he sent that mail to only those who were featured or more people |
07:49.15 | JademusSreg | "Here's how you play, because it's not designed well enough for you to learn yourself." =D |
07:49.37 | dcuk | ^^ |
07:50.28 | dcuk | http://www.youtube.com/watch?v=hnMekJ5hZcY&list=PLvKV_Qc64JR8MgGz1nJTs2AR6PmMkcHjf&index=7 |
07:50.39 | dcuk | I wonder if that means that starbattle will be next feature |
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10:50.06 | twodie | ~Traysent |
10:50.11 | twodie | ~seen Traysent |
10:50.17 | purl | twodie: i haven't seen 'traysent' |
10:50.31 | *** join/#sc2mapster Zolden (588704ca@gateway/web/freenode/ip.88.135.4.202) |
10:51.21 | twodie | Zolden seems like blizzard interested to spot light the AoK |
10:52.16 | Zolden | woud be great |
10:53.00 | twodie | if i would made some progress in fixing bugs and improving gameplay :/ |
10:53.09 | JademusSreg | AoK? |
10:53.18 | twodie | Age of Knights |
10:53.23 | JademusSreg | Ah. |
10:53.46 | JademusSreg | Nice acronym. |
10:53.53 | Zolden | twodie: improving gameplay is something I'd like you to do, and have the ideas (based on ron and a bit on mages) |
10:54.06 | twodie | rofl |
10:54.33 | twodie | all my screen now in my saliva |
10:54.58 | Zolden | salvia divinorum? |
10:55.05 | JademusSreg | Hah. |
10:55.32 | JademusSreg | That shit is more unsettling than lsd and for a short duration. |
10:55.51 | twodie | ^^ |
10:56.15 | JademusSreg | Or rather, a whole lot of crazy in the span of minutes. |
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10:58.29 | KomischOo | Zolden: Good morning :D |
10:59.04 | Zolden | yea, senses got fucked by it |
10:59.08 | Zolden | KomischOo: hi |
10:59.20 | KomischOo | did you get over your lazyness? :( |
10:59.33 | Zolden | i can do it now |
10:59.44 | KomischOo | That would be awesome |
10:59.50 | JademusSreg | Well, shit, looks like I must behave responsibly for a couple hours. |
10:59.52 | JademusSreg | bbl |
11:00.09 | KomischOo | well dat sucks |
11:15.07 | Zolden | KomischOo: http://www.sc2mapster.com/media/attachments/35/993/snow2.rar |
11:15.10 | Zolden | this should work |
11:15.32 | KomischOo | thx ill try |
11:15.34 | twodie | what is taht?> a snow effect? |
11:15.42 | Zolden | splat of snow |
11:16.04 | twodie | ohh |
11:18.04 | Zolden | snow effect is easy too, particles are sumbissive bitches now |
11:18.25 | KomischOo | id like to be that familiar with the ediotor |
11:18.26 | KomischOo | xD |
11:20.05 | KomischOo | why is hat snowbrighter than mine? |
11:20.08 | KomischOo | that* |
11:20.12 | Zolden | u will one day if u're an obsessive nerd like we are |
11:20.37 | Zolden | i think it's different, because it uses different normal/specular |
11:20.55 | KomischOo | is there a way to fix this? |
11:21.16 | Zolden | yea, set tint color with lower hpc |
11:21.25 | Zolden | wow, a meteorite fallen today in russia |
11:21.43 | KomischOo | via trigger? |
11:21.48 | Zolden | 300 builfings -> no glasses in windows |
11:22.03 | Zolden | KomischOo: in the splat's actor, fiel events+ |
11:23.02 | KomischOo | but its not listed under tab actors |
11:23.51 | KomischOo | brb brekfast |
11:24.35 | Zolden | meteorite ruined a building http://cdn.lenta.ru/images/0000/0298/000002981421/preview_1360918383.jpg |
11:25.55 | Zolden | KomischOo: just add actors tab |
11:27.35 | G0A | http://www.youtube.com/watch?v=rsOKcjc0zgM |
11:28.00 | G0A | more videos about that meteorite* |
11:29.57 | Zolden | wow, cool |
11:30.14 | JademusSreg | Quite impressive. |
11:31.36 | KomischOo | Zolden: I''ve had it anyways |
11:31.51 | KomischOo | but but no hits when I type in snow |
11:32.50 | Zolden | so, go to events, create event, set it to ActorCreation, and change what happens under it to SetTingColor, and there set white color and hdc to 0.9 |
11:33.14 | Zolden | *SetTintColor |
11:33.38 | KomischOo | I dont even find the snow splat Oo |
11:33.41 | Zolden | but u won't make it absolutely similar, because it uses different shader and different maps |
11:34.13 | Zolden | i belisesve you replaced marine's model |
11:34.20 | Zolden | so, use Marine actor |
11:34.31 | KomischOo | ahh |
11:37.14 | KomischOo | I cant find SetTingt.. in "Source Name" |
11:37.40 | Zolden | I liked the fear in the voice of the last guy on goa's video, it was full of understanding how defenceless and fragile we are in front of еру mighty nature |
11:37.45 | Zolden | еште |
11:37.56 | Zolden | tint |
11:38.24 | KomischOo | jsut a typo still cant find it :D |
11:39.33 | Zolden | if you can't find it, u search in the wrong place |
11:39.43 | Zolden | search on forum aobut SetTintColor |
11:39.49 | KomischOo | yes Sir |
11:39.55 | Zolden | u need more information about basic things |
11:40.02 | Zolden | read aobut events |
11:40.07 | KomischOo | i knoow.. |
11:42.57 | KomischOo | I think im changing the wrong events |
11:43.20 | KomischOo | im changing (Basic) Event: Events + |
11:43.22 | KomischOo | of unit marine |
11:43.31 | KomischOo | is that correct? |
11:45.09 | KomischOo | nvm got it *so proud* |
11:47.32 | duckies | hm, a fireball falling from the sky does look pretty in reall ife, that meteorite is cool stuff |
11:47.51 | duckies | another shot - http://www.youtube.com/watch?v=sl_RknL9G-Q |
11:48.49 | KomischOo | Zolden: Doing this didnt change anything - btw what does HDR mean? |
11:51.56 | KomischOo | but settign the cpolour to pink doenst change anything too.. somethign wrogna gain *yeah* |
11:52.56 | Otixa | https://www.youtube.com/watch?feature=player_embedded&v=f-jN3vH26NQ |
11:53.00 | Otixa | Party pants |
11:54.18 | KomischOo | im german and thats ho we roll |
11:55.26 | Zolden | "german-japan narco party"? |
11:56.05 | KomischOo | waaah zolden what did I do wrong again? |
11:56.31 | Zolden | dunno, spam screens |
11:56.32 | KomischOo | im wearing my sc2 mapster pants but still I cant even get this to working |
11:56.36 | Zolden | how do i know wht u did |
11:57.34 | Otixa | mapster pants? ;p |
11:58.10 | KomischOo | :3 |
11:58.16 | KomischOo | german got pants for everything |
11:58.21 | KomischOo | Zolden: http://www1.xup.in/exec/ximg.php?fid=19055070 |
11:59.16 | Zolden | look fine, now place a marine |
11:59.20 | Zolden | on map |
11:59.32 | KomischOo | white-tedy-white |
11:59.54 | Zolden | no idea what's wrong then |
12:00.58 | KomischOo | I cant even tint a Marine |
12:01.00 | KomischOo | i should quit |
12:02.18 | Zolden | i'd recommend to go to mapster's tutorials subforums and read lots of them |
12:02.47 | Zolden | tutorials are much more useful for start |
12:03.10 | Zolden | asking ppl is effective when u know all except few little things |
12:06.10 | KomischOo | u damn right there but as I said. I've watched tutorials for the basic (I mean real basic) data editor stuff |
12:06.19 | KomischOo | thats all I need exept in his case |
12:06.25 | KomischOo | btw units have the correct colour ingame |
12:06.28 | KomischOo | jsut notin editor |
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12:11.02 | KomischOo | thx Zolden. This is fine for me :) I'll be shopping brb |
12:43.35 | G0A | wth is this blizz #vengeance media campaign? |
12:45.36 | duckies | I think someone in twitter linked to twitch.tv/starcraft channel |
12:45.55 | duckies | it has that vengence writing with hots background |
12:46.12 | duckies | says something will happen on feb29th or so |
12:48.40 | G0A | world will finally end?:) |
12:50.45 | JademusSreg | Back. |
12:51.40 | duckies | I sure hope so =D |
12:52.53 | JademusSreg | It's going to be a backstory anime about Kerrigan, produced from the same group who made the Mass Effect anime. |
12:54.15 | duckies | like that d3 anime shot before release? |
12:54.22 | JademusSreg | Sure. |
12:54.41 | duckies | free stuff, can't complain about that :D |
12:55.22 | G0A | Anybody has any idea how could I make my shity Nexus Wars map to the top 1 in popularity? its now stucked on 8th and thats not enough for my devilish world domination! |
12:55.39 | JademusSreg | Make it not shitty. |
12:55.51 | Zolden | I heard they will release a trigger tutorial about how to keep array indexing in bounds at feb 29 |
12:56.00 | JademusSreg | Haha. |
12:56.09 | G0A | lol |
12:57.16 | duckies | you should have added "tits" in it's name goa, it's kinda immature but given sc2 demography it would have been a major success |
12:57.18 | Zolden | G0A: maybe leveling up players? like play 20 more games, get a new skin for you builder |
12:57.42 | JademusSreg | Yeah, metagame bullshit is popular. |
12:58.11 | G0A | Zolden yeah achievements but I am lazy to do that |
12:58.41 | G0A | duckies I should add zombies too the name.) |
12:58.53 | JademusSreg | I intend to implement Disappointments instead, so everyone can see how shitty you were. |
12:58.54 | G0A | maybe zombie single player mode.) |
12:59.19 | G0A | JademusSreg rofl thats actually sounds nice.) |
12:59.31 | G0A | bomberbot should have disappointments! |
12:59.45 | JademusSreg | Woo. |
13:00.00 | duckies | some alternative/bonus mode which is imbalanced and exploitable and thus very fun. probably something with banelings, masses of banelings and explosions, people love that stuff ;/ |
13:00.22 | duckies | it's more than they could handle >.> |
13:00.51 | duckies | people already constantly dissapoint-leave when playing with me, that would just kill them off completely and irrevertably |
13:01.13 | duckies | playing bomber on NA is so lonely T_T |
13:01.45 | G0A | you should really make a campaign to get the map popular:) |
13:02.01 | duckies | I should, but will I? :o |
13:02.18 | JademusSreg | The optimistic designer aspect of my personality insists great gameplay alone is sufficient to ensure success. Fortunately, compartmentalizing prevents the cognitive dissonance my cynical aspect would inflict on it. |
13:04.27 | JademusSreg | Great gameplay plus whatever other external bullshit happens to be fashionable is a fair compromise. |
13:05.47 | G0A | JademusSreg its enough if your map lack any complexity or skills you have to learn. (aka your map is simple shit:) |
13:06.43 | G0A | otherwise 50% of people will stop playing after the first try when they totally get owned. |
13:07.34 | G0A | 500 ehh http://www.zerohedge.com/news/2013-02-15/meteor-travelling-19-miles-second-explodes-over-russian-urals-500-injured-video |
13:10.09 | G0A | http://rt.com/files/news/russia-meteor-meteorite-asteroid-chelyabinsk-291/iedfb84720941e04035dbd4c87eda873b_1.jpg |
13:10.35 | JademusSreg | Good design can alleviate, say, the distress of the unknown, the "trashing" players will do when they don't have an idea of what to do next, or improve player focus, make incredible complexity understandable at an intuitive level. |
13:11.24 | G0A | "The site where the meteorite is believed to have fallen has been closed off by military units wearing special protective suits." it must be a microscopic alien race's spaceship! |
13:12.21 | G0A | JademusSreg yeah and by that you kill the multiplayer meta game |
13:14.19 | JademusSreg | I'm skeptical; though a "helper" feature can fuck up multiplayer, that doesn't mean helping players in multiplayer is categorically detrimental. |
13:20.02 | G0A | you might be bit right in this retarded bnet: Tycoon TD has an expert version which lack any of the help and story line and it much faster because that, but nobody plays that even though the author is the same guy. |
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13:22.21 | KomischOo | re |
13:27.15 | JademusSreg | I mean to point out that features that help players can feel like shitty training wheels and fullbody padding when poorly done, or it can feel as natural as reflectors and margins on the road. Both are meant to help, but one encumbers you, the other guides you intuitively. |
13:27.58 | JademusSreg | So yeah, avoid training wheels and respect the player interest and intelligence (relatively speaking), and they will hate you less for it. |
13:28.35 | JademusSreg | Goddamn do I hate UI clutter and popups and constant urgently inane alerts. |
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13:31.08 | G0A | JademusSreg thats why you need to make a campaign:) |
13:33.22 | KomischOo | Zolden: As soon as I change the model of any unit to snow_splat its: Unselectable. And if Moved by trigger the movement is visible on minimap but the textures stays at its place :/ |
13:33.46 | Otixa | Song of the now: https://www.youtube.com/watch?v=LO9v_sqvKYQ |
13:33.55 | JademusSreg | Haha. Fair point, though it can be done without a singleplayer. (Difficult, but doable.) |
13:33.56 | Otixa | Also |
13:34.04 | Otixa | I started work on my film noir scene :D |
13:34.10 | JademusSreg | Badass. |
13:34.11 | Otixa | Finally finished the shader for it |
13:34.13 | Otixa | (beta) |
13:34.19 | JademusSreg | Love film noir. |
13:34.45 | Otixa | JademusSreg, it's gonna be contrasted black and white tho |
13:34.48 | Otixa | Not quite film noir |
13:34.54 | Otixa | But close enuff |
13:35.05 | Otixa | uploads a preview of the shader |
13:35.51 | Otixa | https://dl.dropbox.com/u/10032576/misc/noirShader.jpg |
13:35.56 | Otixa | keep in mind that beta ;p |
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13:36.40 | Otixa | Starting work on the scene for it now :D |
13:37.11 | Zolden | KomischOo: yea, i know |
13:37.37 | Otixa | Anyone wanna help me gather reference? ;p |
13:38.05 | JademusSreg | I was refering more to the atmosphere and attitude of the genre. Where the weather forecasts are either Fog or Smoke, internal monologues are as natural and plentiful as dames and betrayal, and silence is a pointed knife. =D |
13:38.24 | Otixa | grins and nods |
13:38.31 | KomischOo | Zolden: This kind of sucks :D |
13:38.45 | KomischOo | to I have to Fake a movement now by creating and removing them? |
13:38.47 | JademusSreg | Reminds me of MadWorld. |
13:38.55 | KomischOo | so* |
13:39.01 | Otixa | JademusSreg, that's the idea :> |
13:39.04 | JademusSreg | =D |
13:39.07 | Otixa | But more classy |
13:39.17 | Otixa | Still not sure what kinda scene I wanna do tho |
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13:39.37 | JademusSreg | Blade Runner. |
13:39.37 | Otixa | Was thinking like an 80s-ish street corner |
13:39.44 | Otixa | With a bunch of shops and stuff |
13:39.45 | Otixa | And a bar |
13:40.06 | Otixa | Like you know those little shops they put on the 1st floor of large buildings |
13:40.14 | Otixa | And there's like 20 of them next to eachother |
13:40.30 | Otixa | http://images.nationalgeographic.com/wpf/media-live/photos/000/194/cache/sidewalk-cafe-paris-bicycle_19480_990x742.jpg |
13:40.52 | JademusSreg | The film certainly has a strong noir streak; one could just as well switch up the elements and retain the sense of the conflict. |
13:41.27 | Otixa | Haven't seen it in forever |
13:41.31 | JademusSreg | Actually, everything about the film could be done in a single setting, and only a few scenes. |
13:41.55 | JademusSreg | Even one, if you want. |
13:41.56 | Otixa | But it's too sci-fi |
13:42.11 | JademusSreg | Thus the need to change things a bit. |
13:42.53 | Otixa | nods |
13:42.54 | JademusSreg | Anyway, a non-human is only as fantastical as one frames them. |
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13:47.06 | JademusSreg | And a made-up but sinister sounding word or role would have a greater impact. Hunting a Replicant? Been there, done that. Tracking down a Mnemosyne? Oh shit, spooky, I wonder what they are, what they can do, et cetera. The lack of familiarity, the unknown, makes it more interesting, draws curiosity. |
13:47.38 | KomischOo | Zolden: Just 1 more question regarding this: How do I get rid of the texture again? Killing or removing the unit from the game diidtn change anything |
13:48.58 | nooblark | so quiet.. |
13:48.58 | Zolden | unit selection mode in terrain editor, ctrl+a, delete |
13:49.05 | nooblark | lol never |
13:49.11 | nooblark | mind. my screen was scrolled up |
13:50.03 | KomischOo | i mean ingame |
13:50.09 | nooblark | jade, you make me wonder.. |
13:54.59 | JademusSreg | Must be a voluminous thought to take so long to wonder it. |
13:56.13 | nooblark | noope |
13:56.20 | nooblark | i was leaving it for you to wonder. |
13:56.22 | nooblark | :P |
13:57.57 | KomischOo | Zolden: How can i get rid of the texture change ingame? |
13:58.57 | Zolden | i think it should be removed since it's just units' model, and units' models disappear when units die |
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14:04.22 | nooblark | hey jade, i always wondered something else |
14:04.37 | nooblark | how to properly use a NOT in an if statement |
14:05.41 | JademusSreg | Well, GUI sucks for boolean expressions, as it forces a comparison or whatever. But there's a way around that, haha. |
14:06.12 | JademusSreg | if(not(someBool)) inverts the value of someBool. |
14:06.32 | JademusSreg | If someBool is true makes it false, and vice versa. |
14:06.46 | nooblark | let me explain what i'm doing |
14:07.19 | nooblark | i made a trigger that has two loops, for x, y coords. i want to not make what's it's doing in the four corners of the map |
14:07.46 | nooblark | so i was going to do if x,y =! coord,coord |
14:07.53 | nooblark | but i need 4x of those, since 4 corners |
14:08.10 | nooblark | so then i started wondering if i could do not |
14:08.51 | JademusSreg | if (not(p == a or p == b or p == c or p == d)) |
14:08.53 | KomischOo | Zolden: but infact it is not. if unit dies - remains, unit removed fromg ame - remains |
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14:09.58 | JademusSreg | Well, for gui that would be more like if(not(or(p == a, p == b, p == c, p == d))) |
14:10.08 | nooblark | let's examine it |
14:10.48 | nooblark | http://pastebin.com/Rjrrfmab |
14:11.13 | nooblark | lol do i need |
14:11.15 | nooblark | not |
14:11.15 | nooblark | or |
14:11.18 | nooblark | then and? |
14:11.45 | nooblark | because it's referring to x,y. so x and y need to be within an AND |
14:12.07 | JademusSreg | Must be "or", not "and", because the x and y of the point cannot logically be those values simultaneously, you see. |
14:12.58 | nooblark | let's say they could be used same time, if increment was 1, instead of 12. |
14:13.12 | *** join/#sc2mapster Kubi (4a247954@gateway/web/freenode/ip.74.36.121.84) |
14:13.16 | JademusSreg | You want it to terminate if it is any of those values, thus if phrased as a question, you're asking the point "Are you point A? Or point B? Or point C? Or point D?" |
14:13.37 | Kubi | wtf is this #vegence bullshit |
14:13.40 | Kubi | Vengence |
14:14.03 | JademusSreg | Hi thar. |
14:14.09 | nooblark | i guess the confusing part is : "If multiple conditions are listed under the "NOT" condition, those conditons will first be evaluated as if they were under an "Or" condition, and then the "Not" condition will invert the reselt" |
14:14.24 | JademusSreg | That's perfect. |
14:14.39 | JademusSreg | You don't even need the Or I specified, as it's default apparently. |
14:14.47 | nooblark | mmmk |
14:14.51 | Kubi | Zolden, ne huya sebe |
14:14.53 | JademusSreg | So just dump all those in the not without And or Or. |
14:14.56 | nooblark | so mine should work? |
14:15.10 | Kubi | In recent reports it appears Zolden was hit by a meteor shower yesterday. |
14:15.17 | Kubi | Rip Zolden |
14:15.24 | JademusSreg | It will assuming your increments are correct, noobl. |
14:15.41 | nooblark | meh, let me retest, i swore it wasn't working |
14:15.42 | JademusSreg | Yeah, Kub, Zolden came on earlier to tell us he's totally dead. |
14:18.08 | nooblark | yay it works |
14:18.53 | nooblark | i put two of the x values in wrong, in 2/4 things, and when i tested it, i saw an overlord in 1/4 locations and didn't notice 2/4 of them didn't have them :P |
14:19.07 | twodie | http://cs7001.userapi.com/c7005/v7005577/459/hBzbdCHd1vw.jpg |
14:20.25 | JademusSreg | Yes. |
14:21.15 | Otixa | lol twodie :D |
14:22.15 | KomischOo | Zolden: No idea how to remove it? |
14:22.22 | twodie | http://img3.joyreactor.cc/pics/post/%D0%B3%D0%B8%D1%84%D0%BA%D0%B8-%D0%BC%D0%B5%D1%82%D0%B5%D0%BE%D1%80%D0%B8%D1%82-%D1%87%D0%B5%D0%BB%D1%8F%D0%B1%D0%B8%D0%BD%D1%81%D0%BA-%D1%80%D0%BE%D1%81%D1%81%D0%B8%D1%8F-570223.gif |
14:30.43 | nooblark | i don't know if it was a better way, it seems like less work if i wanted to add more zones later that share coords.. not > X || X && Y || Y |
14:32.50 | JademusSreg | Why aren't you comparing the points directly? =D |
14:33.06 | JademusSreg | Pretty sure points are a reference type that compares value. |
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14:33.48 | JademusSreg | (Unlike text.) |
14:35.47 | G0A | lol twodie :) |
14:36.10 | nooblark | uhm |
14:36.19 | nooblark | it's for a checkerboard map |
14:36.35 | nooblark | that trigger makes points at the center of each square |
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14:36.48 | nooblark | and i made it make overlord there so i can test that they all worked. |
14:37.48 | nooblark | i'm trying to make it so each thing that would trigger this trigger can have an easier time finding what it was.. |
14:37.52 | JademusSreg | There's nothing about that which makes points any less viable and convenient, but no matter. |
14:38.19 | nooblark | mmm |
14:38.33 | nooblark | i know what you're saying.. |
14:39.03 | nooblark | i have a gut feeling it won't work because of something |
14:39.15 | Zolden | Kubi: yea, meteorite witnesses comment it with "what the fuck" multiplied by a huge variety of russian obscene dictionary |
14:40.18 | Zolden | I like this one the most http://www.youtube.com/watch?v=UrmsuZkXUJ0 |
14:40.54 | Zolden | charismatic speaking, 90% of words are obscene |
14:42.06 | G0A | I bet record amount of Vodka will be bought in Russia today.) |
14:44.32 | Otixa | Zolden, "Включите автоматические субтитры - там самый сок!)))" |
14:44.34 | Otixa | do it |
14:46.20 | Zolden | :)))))) |
14:46.26 | Zolden | солнце и будущее |
14:47.13 | JademusSreg | Anyway, if you want to exclude more points, you should maintain a separate array of them and iterate through them, like: boolean IsPointValid (point tempPoint) { boolean isPointInvalid = false; for ( k = 0; k < exceptionPointsLength; k+=1 ) { isPointInvalid = isPointInvalid || tempPoint == exceptionPoints[k]; if (isPointInvalid) { return true; } } return false; } |
14:48.06 | nooblark | i'm less concerned about that atm, trying to figure out how to do what ou were sying |
14:48.18 | JademusSreg | Sorry, which part? |
14:48.29 | nooblark | convert circle to region is what i think you were saying |
14:48.35 | JademusSreg | Nope. |
14:48.41 | nooblark | instead of creating the points, since they are all present on the map.. |
14:48.49 | nooblark | how about |
14:48.51 | nooblark | we start over. |
14:48.57 | nooblark | if a unit enters a region |
14:49.04 | nooblark | is teh trigger event |
14:49.26 | nooblark | how can i determine, if triggering unit was in a certain spot on the map? |
14:49.31 | nooblark | ooooohhh |
14:49.38 | nooblark | location of triggering unit? |
14:49.42 | JademusSreg | Yeah. |
14:49.52 | nooblark | so what is the event region? |
14:49.55 | nooblark | any point? |
14:50.10 | JademusSreg | Event region is the region the unit entered. |
14:50.18 | JademusSreg | Erm, triggered, rather. |
14:50.29 | JademusSreg | Or will trigger, as the case may be. |
14:50.40 | JademusSreg | Some events accept null to mean Any, some don't. |
14:50.41 | nooblark | so if a overlord is made at x,y (1,1) |
14:50.53 | nooblark | but i want it to do something if overlord is at 5,5 |
14:51.09 | nooblark | how can i do a check as to his location? |
14:51.36 | nooblark | because the unit enters region will fire, then he gets moved.. |
14:53.05 | nooblark | let's start over again |
14:53.11 | nooblark | i make overlord at 1,1 |
14:53.45 | nooblark | if i want to make a unit if he reaches (5,0), (0,5), (5,5) |
14:54.07 | nooblark | normal trigger would be unit enters region (region here) |
14:54.30 | nooblark | if triggering region == 5,0 || 0,5 || 5,5 |
14:55.00 | nooblark | how would i make a trigger identical to that, without preplacing (or using a trigger to create) the regions? |
14:56.27 | JademusSreg | Ah, haha. That's a drawback of GUI; event initialization will occur before any trigger, so you'd create the regions in a custom Event Definition. |
14:56.38 | JademusSreg | iirc |
14:59.04 | nooblark | okay |
14:59.09 | nooblark | so that's what that other thing was. |
14:59.20 | nooblark | i was creating points in an action definition |
15:00.11 | nooblark | how can i make the trigger not have 100 events though? |
15:00.21 | JademusSreg | Well, there is an event for in range of point, as well. |
15:01.04 | JademusSreg | You'll need an event per point/region that needs handling. |
15:01.15 | nooblark | meh |
15:01.16 | nooblark | okay |
15:01.29 | nooblark | this was a map i made first two days of using editor |
15:01.50 | nooblark | and i apparently am failig miserably at optomizing the triggers to be more efficient. |
15:02.05 | nooblark | because everything i have is, apparently, the 'right' way |
15:02.05 | nooblark | lol |
15:02.07 | JademusSreg | Optimizing is overrated. |
15:02.26 | nooblark | i just want them to be more clean and dynamic |
15:02.46 | nooblark | also want to avoid making 100s of regions, but usig triggers with offsets. |
15:02.57 | JademusSreg | Not that it isn't important, but there are specific circumstances where one optimizes. |
15:03.17 | nooblark | which, i did already.. so i'm deleting them, and having a trigger make them |
15:04.07 | JademusSreg | Easy enough to do that and build triggers via the loops you had. |
15:04.11 | nooblark | i am reading what i'm writing and just saying "what the fuck am i typing, he's not going to understand what i'm trying to say based off that text" |
15:04.19 | nooblark | yah.. i am. |
15:04.23 | Dustin|Home | hii |
15:04.29 | JademusSreg | Actually, I'm not certain if GUI allows users to dynamically build triggers. |
15:04.41 | nooblark | to an extent.. |
15:04.59 | Dustin|Home | I think you have to make your own GUI functions ut of galaxy natives to do that |
15:05.23 | JademusSreg | Galaxy allows event registration and all that, so what you want is easy if you script it. |
15:05.42 | nooblark | i mean, if i have everything basically a variable, and by changing variable, it changes everything.. i'd call that dynamic |
15:05.47 | JademusSreg | Of course, learning a new language is not something you want to do while refactoring code. |
15:06.24 | JademusSreg | Event registration does not register for the reference/variable, it registers for the value. |
15:06.39 | nooblark | i'm not talking about the events :O |
15:06.43 | JademusSreg | Ah. |
15:06.51 | nooblark | everything besides though |
15:06.53 | nooblark | them* |
15:08.12 | JademusSreg | I'd approach the problem using data, if possible. Making units that do what they should without being told saves on code. |
15:08.25 | nooblark | triggers can make regions, or points, in case i need to convert one to another, right? |
15:08.35 | JademusSreg | Anyway, what specifically is it you mean to prevent in the specific regions? |
15:08.46 | JademusSreg | Yes, of course. =D |
15:09.05 | nooblark | it's a zone control map i made month ago |
15:09.16 | JademusSreg | And the corners are the player bases? |
15:09.20 | nooblark | very first time i ever opened editor.. i made it in like 5 days |
15:09.34 | nooblark | i figured at this point, i know more, thus i can improve on it. |
15:09.43 | nooblark | yah |
15:09.49 | nooblark | checkerd map |
15:10.20 | JademusSreg | Yeah, taking a data oriented approach is viable. |
15:10.30 | nooblark | this is why i was referring to setRegionByName( ) |
15:10.55 | nooblark | would have been easier to set my array of regions to the cooresopnding number |
15:11.03 | nooblark | how can data fix the issue? |
15:12.01 | JademusSreg | By making Zone units with the trigger instead of all the other mess, you can make data do all the lifting. |
15:12.26 | nooblark | what do you mean zone units? |
15:12.42 | nooblark | you ever play a classic zone control from broodwar? |
15:15.33 | JademusSreg | Haha, I mean units that occupy the zone, and handle the zone controlling for you. For instance, and autocast channel ability that can only target a unit that can capture zones with a channeled persistent with an initial buff to show a duration and an expiration buff to change ownership of the zone, or morph the Zone into a controlled zone, or require a controlled zone unit to be built on |
15:15.33 | JademusSreg | top of the zone unit... there are many possible solutions via data. |
15:15.58 | JademusSreg | Which is to say all the gameplay could be done via data. |
15:16.32 | nooblark | i will reask my previous question.. lol, have you ever played a classic zone control from broodwar? |
15:16.55 | nooblark | the name is misleading |
15:17.20 | JademusSreg | Yes. |
15:18.09 | nooblark | i don't see how data would be easier using a buff or whatever |
15:18.36 | nooblark | if a zone is controlled, nothing else can take it over, until the controlling unit dies (which is not an easy feat) |
15:20.16 | nooblark | meh, this is why i'll never finish a map myself. i get so turned off on the thought there is a better way to do it. |
15:22.02 | JademusSreg | Never mind the alternatives. If it works, isn't breaking, you don't need to change it. |
15:22.20 | nooblark | but i want it to be the best |
15:22.21 | Dustin|Home | Lame |
15:22.50 | Dustin|Home | I like how when playing a Sound you can preview that sound, but God forbid you want to preview a sound track. |
15:22.52 | nooblark | if it's going to function slightly better with lag, or responses to actions doing one method over another, i will always change my map to the better way |
15:23.52 | nooblark | i want all my players to have the best experience with the actual interations in the map. i can't control the other players, so that is a variable i know i have no control over. |
15:24.27 | JademusSreg | I've never known a perfectionist to have accomplished anything; getting shit -done- is more important than doing it -right-. You learn to do it right with practice, until the best practices become intuitive, thoroughly conditioned. |
15:25.54 | nooblark | yeah, well we learned last night that my practices became intuitive, but they were wrong from the start. so now i'm conditioned to think/create a certain way that is wrong |
15:26.02 | nooblark | i much rather learn it right from the start |
15:28.19 | JademusSreg | If you look at the code for most games, successful games in particular, they are trainwrecks (with notable exceptions like motherfucking Doom 3). Because optimizing around bottlenecks and making shit work is more important than coding it to an arbitrary degree of purity and cleanliness. Those qualities are important, but they are not something one can do by revising the same code over and |
15:28.19 | JademusSreg | over. A breadth and depth of experience is more valuable to developing those qualities. |
15:28.30 | JademusSreg | That said, if the map isn't complete, you should finish it. =D |
15:29.02 | nooblark | it was... |
15:29.43 | nooblark | i fucked it all up now, trying to make the regions from the triggers instead of preplacing them, broke it all |
15:30.03 | JademusSreg | Best thing to do is to move on when one completes a project. =D |
15:31.33 | JademusSreg | Your approach can work with either regions or points, you just need to register new events for the regions or points. |
15:31.40 | KomischOo | Zolden: Zoldi Moldi :( |
15:31.53 | JademusSreg | Hopefully there's an action for that. |
15:32.13 | nooblark | well i had 2 regions per square |
15:32.31 | nooblark | because when i first made it, i didn't realize i could make a point at (center of region) with radius |
15:32.43 | nooblark | so i had a big region the size of the square, and a smaller one inside the middle. |
15:35.12 | JademusSreg | So is there an action for registering events? =D |
15:36.12 | nooblark | you mean an action that will iterate through the possible regions, rahter than having 30 regions in the events? |
15:38.42 | nooblark | omg |
15:38.45 | nooblark | you're a genius |
15:38.51 | nooblark | if any unit enter entire map |
15:38.58 | nooblark | if triggering unit == zone maker |
15:39.12 | nooblark | while triggering unit is alive == true |
15:39.28 | nooblark | if unit enters region (I CAN ITERATE HERE), do actions |
15:39.37 | nooblark | triggering unit enters* |
15:40.08 | nooblark | see, there is a better way to do it other than 54 events :P |
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15:55.26 | *** join/#sc2mapster ckSynergy (ckSynergy@r74-192-50-68.vctrcmta01.vctatx.tl.dh.suddenlink.net) |
15:55.29 | ckSynergy | Morning |
16:02.41 | JademusSreg | Zugzug |
16:07.48 | Dustin|Home | omg |
16:07.56 | Dustin|Home | I just found out I could scale an image in a tooltip |
16:08.02 | Dustin|Home | How have I not fucking know this |
16:08.03 | JademusSreg | =D |
16:08.04 | Dustin|Home | known* |
16:09.12 | ckSynergy | lol |
16:10.28 | ckSynergy | Jademus: Do you know what causes a ProtossShieldFull actor message? |
16:10.53 | Vailreth|2 | heyo map punks |
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16:13.13 | JademusSreg | If I remember correctly, I encountered it when I made units out of models without shield attachments or action actors that lacked a shield flash related actor for area damage. |
16:13.49 | JademusSreg | If you look at the actors related to full shield flash, I expect you'll see a similar trend. |
16:17.31 | JademusSreg | Specifically, I encountered it in my BossXelNagaAI demo, so if you like, I can link that and you can see how I dealt with it. |
16:17.33 | ckSynergy | gotcha |
16:18.19 | ckSynergy | Thats alright. |
16:25.51 | Dustin|Home | Hmmmm |
16:25.54 | Dustin|Home | This is perplexing |
16:26.35 | Dustin|Home | Adding to this actors scale via an Upgrade Effect does not do anything. |
16:27.00 | JademusSreg | Neato. |
16:27.04 | Dustin|Home | Very lol |
16:27.08 | Dustin|Home | Well that sucks |
16:27.20 | JademusSreg | It has the event and shit? |
16:28.02 | Dustin|Home | Does it need an Event along side the upgrade effect? |
16:28.07 | Dustin|Home | In the actor? |
16:28.14 | JademusSreg | I'd expect so. |
16:28.44 | Vailreth|2 | the upgrade version only effects the actor when its redrawn or first created |
16:28.45 | JademusSreg | The actor event one is the only one that would matter, I imagine. |
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16:28.56 | JademusSreg | Makes sense. |
16:29.18 | soulcarverr | can anybody used to working with records take a look at this... |
16:29.19 | soulcarverr | http://www.sc2mapster.com/forums/development/triggers/48892-record-variable-references-breaking-on-paste/#p1 |
16:29.22 | Dustin|Home | Vail, that would be fine |
16:29.35 | Dustin|Home | If it updated the scale one I casted again |
16:29.47 | Vailreth|2 | plus you can only Set the scale with the upgrade its self upi cant add, subtract, multiply or divide |
16:29.59 | Dustin|Home | Yeah |
16:30.01 | Dustin|Home | That's the problem then |
16:30.07 | Dustin|Home | Such bs |
16:30.17 | Dustin|Home | I dont think I can add in this actor event either |
16:30.19 | Dustin|Home | Hmmm |
16:44.56 | Dustin|Home | Anyone else having problems logging into NA? |
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16:46.10 | nooblark | i'm learning records :I |
16:46.18 | Dustin|Home | I love records |
16:46.21 | nooblark | can't insert them anywhere? :( |
16:46.23 | Dustin|Home | If you need help, let me know |
16:46.46 | nooblark | can i do a loop, and make the increment value = a record variable? |
16:46.48 | Dustin|Home | insert them? |
16:46.50 | nooblark | i dont see how |
16:47.06 | Vailreth|2 | soulcarverr i have had similar experinces copy pasting records and i find that the variable pointing to the record has to be rest even if it appeares to be point to the correct record, to reset it you need to point it to a diffrent record and then back to the correct one |
16:47.07 | Dustin|Home | Ya They are just like structs |
16:47.33 | Dustin|Home | Recorname[ArrayIndex].RecordVariableIncrement |
16:48.01 | Dustin|Home | You have to have a Record, and a Varaible of type Record |
16:48.11 | Dustin|Home | Then set the variable reference to the record |
16:48.15 | nooblark | think i got it now |
16:48.17 | Dustin|Home | and then you can reference it via triggers |
16:48.22 | nooblark | didnt have the local set to varible |
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16:52.10 | JademusSreg | Data is great for everything. Except arithmetic. |
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16:59.19 | nooblark | how does using records in expressions work ? |
17:01.07 | JademusSreg | No idea; GUI expressions are more, er, safeguarded than scripting, so you'll need a GUI person for that. |
17:01.47 | nooblark | i got it |
17:01.58 | nooblark | i wasnt allowed to choose member in the expression |
17:02.07 | nooblark | but after exiting it, you can change it |
17:03.30 | nooblark | can i add records to records?: O |
17:06.00 | JademusSreg | It can be done in galaxy, so probably. |
17:06.42 | Vailreth|2 | seems so |
17:07.44 | nooblark | i feel as though this is so much more complicated than it needs to be.. lol |
17:08.02 | nooblark | unles i plan on changing these values in the furture, i feel as though this is a total waste of time |
17:12.10 | ckSynergy | sup? |
17:12.15 | ckSynergy | yes |
17:12.35 | ckSynergy | By expressions I assume you mean the text editor |
17:13.17 | ckSynergy | and yes, there is a bug in there in which it likes to copy similar data from ~A~ to ~B~. But if you setup and initilize your variables, say by putting in placeholder text, then exit, you can adjust them to whatever you like |
17:13.29 | ckSynergy | regarding records, yes, you can next them, but there are restrictions |
17:13.33 | ckSynergy | *nest |
17:15.17 | nooblark | dis shit is broke. |
17:16.09 | ckSynergy | ? |
17:16.24 | nooblark | Record member has not been set (Unknown) |
17:16.29 | nooblark | i get that error |
17:16.33 | ckSynergy | have you set your record? |
17:16.36 | nooblark | yes |
17:16.41 | ckSynergy | are your records in the correct order? |
17:16.46 | nooblark | <PROTECTED> |
17:16.46 | nooblark | <PROTECTED> |
17:16.46 | nooblark | <PROTECTED> |
17:16.46 | nooblark | <PROTECTED> |
17:16.46 | nooblark | <PROTECTED> |
17:16.53 | nooblark | order? |
17:17.06 | ckSynergy | yes, nested records have to be above their parent |
17:17.11 | ckSynergy | Example |
17:17.13 | nooblark | not nested |
17:17.15 | ckSynergy | Map Details |
17:17.19 | ckSynergy | General Maps |
17:17.33 | ckSynergy | and "Map Details" would be inside "General Maps" |
17:17.35 | nooblark | i was wondering if you can nest them, i didnt do it for this |
17:17.55 | ckSynergy | did you set your record to a variable? |
17:18.10 | nooblark | locally, yes |
17:18.25 | ckSynergy | ummm |
17:18.47 | ckSynergy | Im not positive, but record variables probably have to be in the same library as the containing record |
17:18.53 | nooblark | meh |
17:18.57 | nooblark | these are fuking dumb. |
17:19.06 | ckSynergy | no, theyre awesome once you get the hang of it |
17:19.09 | nooblark | i'm never going to change these values |
17:19.16 | nooblark | this is in fact, a waste of time. |
17:19.29 | ckSynergy | Perhaps your trying to till a garden with a sledge hammer? |
17:19.51 | nooblark | i figured it would be useful to learn it, and why not implement it while i'm making them |
17:20.05 | ckSynergy | Records are incredibly useful |
17:20.23 | ckSynergy | along with presets, it can be a life saver |
17:20.43 | nooblark | i can't even fathom presets yet. |
17:20.54 | ckSynergy | Presets are pretty simple |
17:20.55 | nooblark | i know boolean is an example, where 0 = false, 1 = ture |
17:21.04 | nooblark | but i can't imagine how they would be useful to me. |
17:21.12 | ckSynergy | Well, yea, you can use different sorts of presets, but let me give you an example |
17:21.19 | ckSynergy | The typical preset is interger based |
17:21.35 | ckSynergy | and the list inside a preset is indexed, so its 0,1,2,3,4,5 |
17:21.47 | ckSynergy | (or 1 based, I forget, in any case their sequential) |
17:22.07 | ckSynergy | So, in very basic terms, you can use this list to sort arrays |
17:22.39 | ckSynergy | Used in conjunction with records, you can turn a list of 3,000 items down to 1 record, 5 variables (array), and presets |
17:22.55 | nooblark | well i thought of one use for it, but i see no point in using it.. maybe you can change my mind |
17:23.07 | nooblark | i have an array GetUnitType[52] |
17:23.20 | ckSynergy | Ok, lets take your above example |
17:23.28 | nooblark | you're saying a preset made, where 1 = zealot, 2 = ling, 3 = marine |
17:23.36 | ckSynergy | yes |
17:23.41 | ckSynergy | I use it for races |
17:23.46 | ckSynergy | but yes |
17:24.01 | ckSynergy | and I can link to those presets, and it keeps it all ordered |
17:24.05 | ckSynergy | think of it like a filing cabinet |
17:24.10 | nooblark | so when i set variable GetUnitType[Zealot] |
17:24.14 | ckSynergy | YES! |
17:24.20 | nooblark | it's using GetUnitType[1] |
17:24.23 | ckSynergy | yes |
17:24.35 | nooblark | i see how it can be easier to read.. |
17:25.04 | soulcarverr | Its awesome till you start having problem pasting them into a new map and they lose the references |
17:25.06 | nooblark | i see no practical use |
17:25.14 | ckSynergy | For me, its something like "Dialog.Panel-Subitem[VoteKick][(Picked Player)[Button] = Dialog item |
17:25.20 | soulcarverr | no use for what nooblark? |
17:25.41 | nooblark | using presets for the above example. |
17:25.42 | soulcarverr | It makes it much easier to keep your variables sorted |
17:25.56 | ckSynergy | In your above example, Id use 3 variables |
17:26.14 | nooblark | in the preset, ya? |
17:26.15 | ckSynergy | MapStart, SquareSize, and Offset |
17:26.23 | ckSynergy | then I'd have a preset with X and Y |
17:26.30 | ckSynergy | and link that preset whenever I needed |
17:26.34 | ckSynergy | MapStart[X] |
17:26.49 | ckSynergy | probably a poor example, but you get the gist |
17:26.55 | nooblark | yah.. |
17:27.05 | nooblark | but what if x, y are local variables |
17:27.11 | nooblark | does it still work? |
17:27.26 | ckSynergy | Well, you're saving it to the record, so yes |
17:27.34 | ckSynergy | MapStart[X] = variable X |
17:27.42 | ckSynergy | Where [X] is a preset |
17:27.43 | soulcarverr | I think its a bad example to explain records... |
17:27.48 | ckSynergy | it is |
17:27.49 | nooblark | i agree |
17:27.49 | nooblark | you lost me. |
17:27.55 | ckSynergy | ok, lets try this |
17:28.02 | nooblark | heros seem to be the best examples. |
17:28.05 | ckSynergy | MapStart[OffsetX] = variable X |
17:28.20 | soulcarverr | all a record is ...is a collection of variables |
17:28.21 | soulcarverr | nothing more |
17:28.23 | soulcarverr | nothing less |
17:28.24 | ckSynergy | ^ |
17:28.28 | nooblark | hang on CK, let's do this one line at a time |
17:28.32 | ckSynergy | ok |
17:28.38 | nooblark | MapStart[] = record? |
17:28.43 | soulcarverr | no |
17:28.47 | ckSynergy | well, lets try it the hero method |
17:28.52 | nooblark | fine |
17:28.54 | ckSynergy | I have records for my heros |
17:28.55 | nooblark | by all means |
17:29.01 | ckSynergy | for example |
17:29.13 | ckSynergy | variable Heros = <HeroData> |
17:29.19 | ckSynergy | <HeroData> is my record |
17:29.22 | nooblark | mmk |
17:29.24 | ckSynergy | inside it I have my different variables |
17:29.31 | ckSynergy | say, unit type, button links, etc |
17:29.35 | ckSynergy | images |
17:29.43 | nooblark | okay |
17:29.49 | soulcarverr | so when |
17:29.51 | ckSynergy | Now the variable Heros is an array |
17:30.02 | ckSynergy | So, to access say, a zealot data |
17:30.21 | ckSynergy | Set variable Heros[Zealot].Image = "myimagelink.tga" |
17:30.34 | ckSynergy | and I have a preset for every hero |
17:30.40 | ckSynergy | erm 1 perset with a list of every hero |
17:31.07 | nooblark | i got that.. |
17:31.22 | soulcarverr | nooblark what is your question regarding records? |
17:31.35 | nooblark | i was just learning them, having problems with shit not working. |
17:31.40 | ckSynergy | <PROTECTED> |
17:31.47 | ckSynergy | thats directly from my code |
17:31.53 | soulcarverr | well you have to make two variables firstly |
17:31.55 | soulcarverr | to get started |
17:32.05 | soulcarverr | you need to create a record |
17:32.50 | ckSynergy | noob: I get the sense we keep losing you :) |
17:32.57 | nooblark | yah |
17:32.59 | soulcarverr | and then a variable with the record type pointing at the record you created |
17:33.00 | nooblark | you lost me with that one. |
17:33.06 | nooblark | game is record |
17:33.07 | ckSynergy | ok, so let me ask this, what are your questions |
17:33.10 | nooblark | heros is member |
17:33.32 | ckSynergy | member is another word for "record variable" |
17:33.46 | nooblark | i got the use of records |
17:33.55 | nooblark | but i don't see how adding presets to them makes them any easier to use |
17:34.03 | ckSynergy | It makes it readable |
17:34.28 | ckSynergy | Presets are simply names tied onto intergers |
17:34.40 | ckSynergy | so instead of accessing arrays by 2 7 8 or whatever |
17:34.53 | ckSynergy | you set it to your preset and it takes care of it |
17:35.00 | soulcarverr | ck your confusing him with the preset stuff |
17:35.07 | soulcarverr | and to be honest Im not quite following you |
17:35.10 | nooblark | no i understand that |
17:35.17 | nooblark | but let me give you guys an example |
17:35.37 | ckSynergy | soul: sorry if its confusing. I dont know how to exactly explain it, but presets are AMAZING and everyone should use them for arrays |
17:35.39 | nooblark | let's say i have an array GetUnitType[], and i use presets to set the values to names |
17:35.48 | ckSynergy | mmhmm |
17:35.51 | nooblark | so Zealot = 1, Ling = 2, Marine = 3 |
17:36.02 | nooblark | how does iterating through that array make it easier, using presets? |
17:36.29 | ckSynergy | ok, well first off, you dont have to remember which variable = which hero |
17:36.31 | nooblark | for each int i with inc 1, do actions |
17:36.44 | ckSynergy | you can still do that |
17:36.44 | nooblark | actions: create 1 GetUnitType[i] |
17:36.52 | ckSynergy | but what if you were testing? |
17:36.58 | ckSynergy | How would you grab a single unit? |
17:37.11 | ckSynergy | Lets say you wanted to spawn just a marine hero |
17:37.15 | nooblark | og |
17:37.16 | nooblark | i see |
17:37.18 | ckSynergy | Youd have to remember it was #3 |
17:37.32 | ckSynergy | In the preset case, You just put in "Marine" |
17:37.52 | ckSynergy | Also, presets sort automatically, so if you want to add more units, you just add it to the preset |
17:38.06 | nooblark | again, i don't see how that is helpful. if i don't need to test, i have no need to waste time adding unit types to the preset |
17:38.10 | ckSynergy | and you can reorganize the preset all day long, and itll remember the unit # |
17:38.41 | ckSynergy | Well you said you have 52 unit types |
17:38.47 | nooblark | yes, that is true. |
17:38.50 | ckSynergy | You going to remember the index for every unit type? |
17:39.01 | nooblark | i don't need to though.. the loop handles that |
17:39.15 | soulcarverr | basically your just resolving a unit type to an integer.... |
17:39.18 | ckSynergy | So your loop automatically inputs all the data for the heros too? |
17:39.26 | ckSynergy | How are you selecting your heros? |
17:39.31 | nooblark | there are no heros, we have too many examples going at once. |
17:39.33 | soulcarverr | any relevant information regarding the unit type is stored in array based on that integer |
17:39.34 | ckSynergy | or does every player get every hero at the start? |
17:39.39 | ckSynergy | my bad |
17:39.44 | ckSynergy | thought your units were heros |
17:39.47 | nooblark | nope |
17:39.50 | nooblark | just plain ol units |
17:39.54 | ckSynergy | Regardless |
17:39.59 | ckSynergy | every player starts with every unit? |
17:40.15 | nooblark | okay, let's start from here ---- |
17:40.18 | ckSynergy | ok |
17:40.37 | nooblark | i have a map that is working atm. it sets GetUnitType[52] = 52 different units |
17:40.45 | nooblark | then I have a dialog that appears, with 52 items in it. |
17:40.58 | ckSynergy | ok |
17:41.07 | nooblark | then a trigger gets the list index that was chosen |
17:41.17 | nooblark | and creates the unit of index == list index |
17:41.29 | ckSynergy | ok |
17:41.40 | soulcarverr | and the unit type is based of that index... its the same concept ck it talking about |
17:41.45 | nooblark | my question from that, is how could presets be useful to me there? |
17:42.03 | ckSynergy | In that situation, presets wouldnt be useful |
17:42.07 | nooblark | okay |
17:42.07 | nooblark | lol |
17:42.10 | soulcarverr | well if you made your list index match your presets |
17:42.25 | soulcarverr | it would be the same |
17:42.41 | nooblark | is that a better method, than using a preset style way? |
17:42.42 | ckSynergy | I think its best if I step back a bit on this one and just answer questions directly lol |
17:43.04 | ckSynergy | noob: In the circumstance you just presented, its not |
17:43.09 | nooblark | okay |
17:43.25 | ckSynergy | Presets come in handy when you want to access/store information to very specific array indexes |
17:43.44 | soulcarverr | if you had an array of button dialog items |
17:43.57 | soulcarverr | and the index of that array also represented a specific unit type |
17:44.01 | ckSynergy | ^ |
17:44.02 | soulcarverr | it would be the same |
17:44.43 | soulcarverr | so you could say ...... button[i] = unit type[i] |
17:44.50 | nooblark | mmhmm |
17:45.03 | soulcarverr | I personally dont use presets |
17:45.07 | ckSynergy | O.o |
17:45.09 | ckSynergy | blastphemy |
17:45.20 | ckSynergy | lol |
17:45.22 | nooblark | i never have, but after hearing ck say they are awesome, i'm intruiged |
17:45.26 | soulcarverr | im really not a fan of .... enumerated values |
17:46.00 | Dustin|Home | Everyone on NA, get on and lets play my map |
17:46.09 | nooblark | okay now that i have a much better understanding of how they work |
17:46.10 | ckSynergy | what map? |
17:46.17 | Dustin|Home | Hybrid Assault |
17:46.24 | nooblark | let's give a new example, and you can show me how they are useful. |
17:46.30 | ckSynergy | shoot n00b |
17:46.31 | nooblark | but we'll wait til afetr dustin's test |
17:46.37 | soulcarverr | hey ck.... can you find a screen shot of a preset being defined? |
17:46.45 | ckSynergy | I can do better |
17:46.50 | nooblark | i like his map, i'd like to see it improve |
17:46.51 | ckSynergy | I have loads of them in my map |
17:47.00 | soulcarverr | well i cant load maps atm |
17:47.04 | ckSynergy | and its public, so youre free to open and learn from it |
17:47.07 | soulcarverr | kinda wanted to see a screen shot |
17:47.09 | ckSynergy | oh |
17:47.14 | ckSynergy | ok one second |
17:47.36 | nooblark | i dabbled in them, it has a drop down box for type (only 3 choices, integer being default) |
17:47.54 | soulcarverr | generally I just write functions |
17:47.56 | ckSynergy | One second gotta open photoshop lol |
17:47.56 | nooblark | then you just add things, and the name cooresponds to the spot it is in the list |
17:48.04 | soulcarverr | that resolve the integer value from the unit type |
17:48.24 | soulcarverr | spose presets would save me that trouble |
17:48.33 | nooblark | so if you make a list like: zealot, ling, marine |
17:48.42 | nooblark | zealot would be assigned 1(maybe 0?) |
17:48.48 | soulcarverr | prolly 0 |
17:48.53 | nooblark | ling would be the next one, so we'll say 1 |
17:48.54 | soulcarverr | its more then likely 0 based |
17:48.56 | nooblark | and marine would be 2 |
17:49.42 | Repo | New map: Space Wars - http://www.sc2mapster.com/maps/space-wars/ |
17:50.00 | nooblark | minimizing to help dustin. |
17:50.16 | ckSynergy | http://i.imgur.com/nBukcbQ.jpg |
17:52.10 | ckSynergy | Best example I got. Full on function for setting up my own custom "pick each" functions |
17:53.21 | soulcarverr | yeah that would simplify the way I do a few things |
17:53.29 | soulcarverr | too late now though heh |
17:53.46 | ckSynergy | Its never too late lol |
17:53.55 | ckSynergy | and the time savings is amazing |
17:54.08 | ckSynergy | Let me put it this way |
17:54.33 | ckSynergy | I'm on a fairly old computer. If I had to remember array indexes and global variables, Id go insane with the amount of data needed |
17:54.55 | ckSynergy | With presets and records, I can glance, see where and what I need to change, and change it in 2 seconds |
17:55.06 | ckSynergy | I can see if my array is pointing to the wrong index |
17:55.19 | ckSynergy | I can find units easily |
17:55.39 | ckSynergy | I have functions setup with records and presets to align my dialogs even |
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17:56.04 | ckSynergy | setting up a row of dialog buttons and adding flare like borders and images takes seconds instead of weeks |
17:56.42 | ckSynergy | I use 2 main dialogs |
17:56.51 | ckSynergy | everything else is panels, which are stored to a global array |
17:57.08 | ckSynergy | trying remembering which array number a dialog item is |
17:57.18 | ckSynergy | when you have buttons, 2-3 borders, icons, and names |
17:58.39 | soulcarverr | yeah ive always used variables .... and with those I always need an action definition to initialize all the values in the array |
17:58.54 | soulcarverr | heh presets woulda been handy |
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18:00.55 | ckSynergy | yea |
18:01.08 | ckSynergy | once you learn out to use it all together, its just... I dont know the word for it |
18:01.14 | ckSynergy | It changes everything |
18:02.46 | twodie | btw anyone knows where first 30 sec of this http://www.youtube.com/watch?v=3qY5cnnxXEc was remixed, used. I think i heard better usage of this part. |
18:06.49 | Zolden | twodie: yea, it's from classic |
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18:07.22 | *** join/#sc2mapster Torhal|work (~torhal_wo@76.164.170.2) |
18:07.22 | Zolden | jsut lemme remember what exactly |
18:11.56 | Zolden | twodie: i remembered this, not sure if it's what you meant http://www.youtube.com/watch?v=L0bcRCCg01I |
18:17.42 | *** join/#sc2mapster QueenG (cebc3c64@gateway/web/freenode/ip.206.188.60.100) |
18:17.50 | QueenG | hi guys |
18:18.16 | hobbidude | wurd |
18:19.01 | *** join/#sc2mapster mille25 (5b0532bc@gateway/web/freenode/ip.91.5.50.188) |
18:19.08 | mille25 | hey |
18:19.18 | twodie | Zolden no but thanks |
18:19.36 | QueenG | hey mille25, i heard you and ryan are working on scu right now |
18:19.50 | Zolden | QueenG: what's your favorite composer? |
18:20.11 | QueenG | Justin Bieber? |
18:20.14 | QueenG | I dont have one |
18:20.24 | twodie | anyone knows where first 30 sec of this http://www.youtube.com/watch?v=3qY5cnnxXEc was remixed, used. I think i heard better usage of this part. |
18:20.43 | QueenG | ending of 1st matrix |
18:21.01 | twodie | wwell |
18:21.14 | twodie | somehow still havent found good one version for listeing! |
18:21.17 | mille25 | yep we are doing some final testing QueenG :) |
18:21.28 | QueenG | I would like to donate mille |
18:21.31 | QueenG | mille25 |
18:21.40 | mille25 | sorry :( |
18:21.52 | mille25 | we will try to get it fixed as soon as possible. |
18:23.20 | mille25 | some perks are not working yet |
18:23.30 | Zolden | what's scu about? |
18:24.11 | QueenG | its: World of Starcraft rpg map |
18:24.23 | QueenG | series of maps I should say. |
18:24.36 | Zolden | oh, interesting |
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18:26.25 | mille25 | http://image-upload.de/image/BIPkEw/918ab453d5.jpg |
18:40.40 | *** join/#sc2mapster Taintedwisp (4bb5414b@gateway/web/freenode/ip.75.181.65.75) |
18:40.57 | *** join/#sc2mapster Triceron (1854e5d2@gateway/web/freenode/ip.24.84.229.210) |
18:45.39 | Taintedwisp | Yo QueenG, Soulcarverr is working on a new leaderboard atm :P, and fixing a few other things |
18:45.49 | QueenG | oh cool Tainted |
18:46.36 | Taintedwisp | after he does that I have a long list of things to do, so probably no testing any new versions today. |
18:46.45 | JademusSreg | Almost 24 hours again. =D |
18:46.50 | QueenG | oh okay Tainted |
18:47.42 | Taintedwisp | Hey is there a data way to Increase the cost of an upgrade everytime the player uses it? |
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18:50.53 | Triceron | Tainted, you see my deathknight particles? |
18:50.54 | Zolden | Taintedwisp: yea |
18:51.03 | Triceron | I updated the vid with the shadow effects |
18:51.06 | Kubi | In Hots Why is there graphics of the mouse in the command card? |
18:51.08 | Zolden | make multiple upgardes with different costs |
18:51.32 | JademusSreg | Blizz liked what I did in my load screen, of course. |
18:51.46 | Kubi | In Hots Why is there graphics of the mouse in the command card? |
18:51.53 | Taintedwisp | Zolden.... thats a LOT of work.. |
18:51.53 | Zolden | Kubi: buttons like moce, attack, have text to show, you can unset simple flag or remove the text to get rif od that |
18:51.55 | Taintedwisp | :P |
18:52.02 | Zolden | Taintedwisp: then do it via triggers |
18:52.04 | Kubi | Zolden |
18:52.06 | Taintedwisp | I have 7 upgrades each with 25 times. |
18:52.07 | Taintedwisp | :P |
18:52.08 | Kubi | How do I get rid of it |
18:52.24 | Zolden | Kubi: button -> simple flag or something |
18:52.41 | Taintedwisp | Kubi In HOTS there will be a trigger to restrict simple command cards |
18:52.53 | Kubi | yes |
18:52.54 | Kubi | WHERE IS IT |
18:53.01 | Taintedwisp | Not in the beta |
18:53.09 | Kubi | so I cant map in beta |
18:53.09 | Kubi | eye |
18:53.10 | Taintedwisp | A BLizzard Dev said HOTS |
18:53.21 | Taintedwisp | he said it wont be added until then |
18:53.40 | Kubi | So can't map in hotS eye |
18:53.42 | Kubi | AYE |
18:53.46 | Kubi | I'll use the beta editor though |
18:53.50 | Taintedwisp | http://us.battle.net/sc2/en/forum/topic/7922982414 |
18:53.50 | Kubi | Way faster |
18:54.26 | Kubi | Adding beta hots dependencies is no bueno |
18:54.27 | Taintedwisp | BLizzard has become the kind of doing fucking stupid shit by default :P |
18:54.34 | Kubi | no |
18:54.41 | Taintedwisp | No lobby, Cant select enemy units, Simple command cards -_- |
18:54.41 | Kubi | They are just more focused on the game then editors |
18:54.58 | Taintedwisp | No... i am saying they give great options and pick the wrong one for default |
18:54.59 | Kubi | Cant select enemy units is a option in the settings |
18:55.00 | Kubi | in the game |
18:55.12 | Taintedwisp | BUT YOU CANT SELECT BY DEFAULT :P |
18:55.13 | Taintedwisp | haha |
18:55.15 | Taintedwisp | thats what I mean |
18:55.21 | Kubi | ohhh |
18:55.25 | Kubi | Zeurs Tileset |
18:55.27 | Kubi | what is this |
18:55.27 | Kubi | slime |
18:56.18 | Kubi | I love the Data Navigator in hots editor |
18:56.22 | Kubi | So sexy. |
18:58.56 | Kubi | oh hey |
18:58.59 | Kubi | Hots editor works again |
19:01.27 | twodie | Hey it doenst~!\ |
19:02.37 | QueenG | hey tainted |
19:02.41 | QueenG | wanna play your map? |
19:02.59 | Taintedwisp | QueenG i have a few ideas to make my game last longer. For Example. Spawned units will only do half damage to heroes. |
19:03.15 | QueenG | cool |
19:03.17 | Taintedwisp | at the main base there will be a healing aura on hereos. |
19:03.35 | Taintedwisp | and that should be it haah |
19:04.30 | Taintedwisp | Also a new ability for Darth Swarm |
19:04.35 | Triceron | half damage to heroes would make them way less of a threat |
19:04.37 | Taintedwisp | I am scrapping hypersensitivty |
19:04.39 | QueenG | I actually have several ideas for your map if your interested in hearing them |
19:04.50 | Taintedwisp | Triceron right now spawned units MURDER heroes fast |
19:04.54 | QueenG | but id like to discuss it while playing if your just waiting for soulcarver |
19:04.57 | Taintedwisp | sure queen g |
19:04.58 | Triceron | as it should be! |
19:05.12 | Taintedwisp | lol triceron 10 spawned units kill 1 hero no problem |
19:05.12 | Triceron | stupid heroes, think they're so great |
19:05.12 | Taintedwisp | haha |
19:05.38 | Taintedwisp | Yeah queenG give me 10-15 minutes |
19:05.43 | QueenG | k |
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19:32.45 | Otixa | Party pants |
19:33.40 | Taintedwisp | a few more mins queeng |
19:34.12 | QueenG | take ur time Taintedwisp, im playing with dusting and noob |
19:34.25 | Taintedwisp | ok |
19:40.12 | Zolden | Taintedwisp: do you have Zolden unit in your map? |
19:40.19 | Taintedwisp | nope |
19:40.20 | Taintedwisp | lol |
19:40.29 | Taintedwisp | I havent added your creation. |
19:40.44 | Zolden | just add Zolden unit |
19:40.52 | Zolden | let it kick asses |
19:44.02 | Taintedwisp | okay queenG im online whenever your ready |
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19:53.12 | QueenG | hey Taintedwisp thanks for waiting |
19:53.18 | QueenG | go ahead and invite me |
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19:53.22 | QueenG | fun game Dustin, good luck, |
19:53.35 | QueenG | if youd like to hear more prefernces and random ideas, i love discussing them. |
19:54.20 | Dustin|Home | kk |
20:06.21 | Triceron | Just finished modifying animations for my Death Knight, it looks aweeesssoomme now! |
20:07.11 | Zolden | lemme see! |
20:07.18 | *** join/#sc2mapster sc2println (~flo@2a02:810d:6c0:c0:f66d:4ff:fe93:2e29) |
20:08.17 | Taintedwisp | SOMEONE COME PLAY EVOFRENZY ON WOL!!!!! |
20:11.04 | Dustin|Home | Tainted |
20:11.05 | Dustin|Home | I will |
20:14.38 | Triceron | did any of you guys preorder HOTS? |
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20:24.54 | Shawn|Rawr | Yes |
20:25.02 | Shawn|Rawr | I've even got an extra beta key |
20:25.17 | Triceron | http://www.youtube.com/watch?v=CRji-p7Pufo |
20:35.56 | Dustin|Home | Fuck Im downloading at 20mb/s |
20:36.25 | *** join/#sc2mapster Shawn|Rawr (~chatzilla@ip70-170-21-119.lv.lv.cox.net) |
20:39.02 | *** part/#sc2mapster TheSkunk___ (~TheSkunk_@70-100-206-46.dsl2.nor.ny.frontiernet.net) |
20:39.41 | Dustin|Home | tainted |
20:39.41 | Dustin|Home | im on |
20:45.25 | Taintedwisp | lol |
20:45.34 | Taintedwisp | dang dustin we just go out of game :( |
20:45.50 | Taintedwisp | I have a bit to do on the balance anyways |
20:47.05 | Zolden | Triceron: looks like they miss tight test - why u can't drag-select em |
20:47.32 | Triceron | prolly cuz they're missing volumes and stuff |
20:47.52 | Triceron | I haven't added volumes, hit tests and attachments yet |
20:48.07 | Zolden | and yea, particles do their job |
20:48.52 | Triceron | the vids are a lot darker than in game though, the compression makes the black smoke look too dark |
20:48.57 | Triceron | it's a lot wispier in game |
20:49.39 | Zolden | did you try to set positive gravity to particles and collision with the ground? |
20:49.51 | Zolden | it looks like someone's spreading sand or snow |
20:50.24 | Triceron | I didn't add collision, I might tweak the gravity on the smoke trails |
20:50.24 | Zolden | may look cool for some kind of ice storm spells |
20:50.47 | Triceron | ooh |
20:50.51 | Triceron | good idea |
20:51.09 | Triceron | I'm thinking of doing some water splash effects next for the Water Elemental |
20:51.21 | Zolden | yea, it's good for it too |
20:53.10 | Zolden | another interesting thing to experiment is ribbons as clothes |
20:53.35 | Zolden | they probably can be affected by gravity too |
20:53.41 | Zolden | so gonna rape eyes |
21:03.03 | Taintedwisp | Only I have a little brother whos stupid enough to say "I could easily beat muhammad Ali when he was in his prime".... |
21:03.12 | Taintedwisp | He bites and kicks when he fights... |
21:03.18 | Taintedwisp | hes 19 years old... |
21:03.18 | motive|| | :| |
21:03.22 | motive|| | you're 20 |
21:03.22 | Taintedwisp | yeah -_- |
21:03.24 | Taintedwisp | lol |
21:03.38 | Taintedwisp | But I dont try to claim I could whoop down muhammad Ali :P |
21:03.48 | motive|| | how do we know that? |
21:03.48 | Taintedwisp | Fuck in his prime, he has parkisons, and would still whoop my ass |
21:04.00 | Taintedwisp | lol |
21:04.21 | Taintedwisp | Because I suck at fighting :P I always hold back. :)), just dont have it in me to hit anyone with full force. |
21:07.27 | Triceron | I sweep the leg |
21:10.09 | Taintedwisp | lol trice |
21:10.27 | Taintedwisp | I just go in, take their little piddly shit hit, and hit them.. :P 99.5% of the time Mine hurts more :P |
21:10.40 | Taintedwisp | I have a high tolerance for pain though :P |
21:11.27 | Taintedwisp | I have only gotten into 4 or 5 fights my entire life :P |
21:12.10 | Taintedwisp | The last one, some little, half balck boy, tried to hit me, I grabbed him by the throat and put him up against the wall :P, that wasnt even really a fight, but he learned not to fuck with me anymore :__ |
21:12.34 | Taintedwisp | He was the same age :P but he was like 5'3'' I |
21:12.45 | Taintedwisp | 'I'm 6' 5'' :P So I had quite a bit more reach |
21:13.33 | Taintedwisp | he tried to hit me, because I called him stupid, when he tried to cheat off my paper in school :P I prefer to let the stupid people fail. |
21:13.54 | Taintedwisp | I told him if hes too stupid to do it he should just drop out of school :P |
21:14.04 | Taintedwisp | Guess what? 6 months later he dropped out haha |
21:14.42 | Taintedwisp | That being said if I saw anyone who was smart but was ACTING stupid, I would help them try to get through high school :P |
21:14.57 | Taintedwisp | They were only acting stupid because they |
21:15.00 | Taintedwisp | "wanted to fit in" |
21:15.01 | Taintedwisp | :P |
21:16.00 | Zolden | yea, bneat the motherfuckers down, tainted! |
21:16.17 | Zolden | shit on their bodies |
21:20.23 | Triceron | sweep the leg |
21:23.04 | twodie | turururururu BATMAN! |
21:32.15 | Otixa_ | Party pants |
21:34.11 | Triceron | crams Otixa back into the ground |
21:44.06 | Otixa | Party pants |
21:46.59 | JademusSreg | Sleep time. |
21:47.20 | Zolden | slap time |
21:47.32 | JademusSreg | <3 |
21:47.36 | JademusSreg | That's how I like it, |
22:02.03 | *** join/#sc2mapster Daara (62a8da84@gateway/web/freenode/ip.98.168.218.132) |
22:03.20 | *** join/#sc2mapster equinox1911_ (~equinox19@pD9E53F36.dip.t-dialin.net) |
22:17.20 | equinox1911_ | good evening |
22:17.51 | Taintedwisp | I am designing a few new heroes :P |
22:17.59 | Taintedwisp | Event hough I haven't balanced the one sI have |
22:18.17 | equinox1911_ | thinking ahead, always good :D |
22:18.57 | Triceron | still not done your heroes? |
22:19.58 | Taintedwisp | I am.. |
22:20.04 | Taintedwisp | Just gotta balance them :P |
22:20.11 | Taintedwisp | But I have had a plethora of ideas lately |
22:20.12 | Taintedwisp | haha |
22:20.21 | Taintedwisp | Soo I have 2 heroes already designed to come into the game |
22:20.33 | Taintedwisp | I want about 15-18 total heroes all in all |
22:20.35 | Daara | ugh |
22:20.35 | Taintedwisp | Right now I have 9 |
22:20.37 | Triceron | whats your roster |
22:20.39 | Daara | this is what i get for being nice |
22:20.46 | Taintedwisp | ? |
22:20.48 | Taintedwisp | what daara |
22:20.48 | Daara | this guy wants me to do like 20 models for him, including dalaran |
22:21.00 | Triceron | don't do it Daara |
22:21.01 | Kubi | LOOOOOL |
22:21.06 | Kubi | Why do you put yourself to good use |
22:21.07 | Kubi | and |
22:21.09 | Daara | i might do a few |
22:21.10 | Kubi | make buff models |
22:21.16 | Daara | becaue i could use them |
22:21.18 | Daara | but fuck dalaran |
22:21.33 | Taintedwisp | daara just say you have a lot of shit coming up and dunno if you can do them all |
22:21.38 | Taintedwisp | Then just do the ones YOU WANT to do |
22:21.40 | Taintedwisp | :P |
22:21.44 | Triceron | make a cude |
22:21.47 | Taintedwisp | lalw |
22:21.49 | Triceron | *cube |
22:22.00 | Taintedwisp | and then Refer him to triceron or someone who will tell him no :P |
22:22.05 | Triceron | and put text on it that says "Daaran" |
22:22.27 | Daara | lol |
22:22.28 | nooblark | <PROTECTED> |
22:22.29 | Taintedwisp | Triceron can i have proper hero glow + a fire lion ice wolf acid snake mix? |
22:22.37 | Triceron | blah, *dalaran |
22:22.41 | Taintedwisp | for the ultimate most badass hero ever |
22:22.49 | nooblark | how do i get syntax errors with GUI |
22:22.50 | Daara | holy crap |
22:22.55 | Triceron | already made Tainted |
22:22.55 | Daara | i didn't notice how close dalaran was to my name |
22:23.15 | Triceron | i sent by fedex, should be there in a cpl days |
22:24.01 | Daara | lol |
22:24.04 | Daara | so |
22:24.11 | Daara | i just applied for a job at paypal |
22:24.18 | Daara | and i referred a guy that i know there |
22:24.28 | Daara | if i get the job he gets a $750 bonus |
22:24.36 | Triceron | nice |
22:24.39 | Daara | he will give me half if i get it |
22:24.41 | Daara | :D |
22:24.50 | nooblark | fwfwfqwfqwfqwfqwfqwf gay galaxy is so gay |
22:25.00 | nooblark | every day i have more and more issues with it |
22:25.10 | Daara | every day i'm hustlin |
22:26.33 | nooblark | it won't accept a variable |
22:26.41 | nooblark | oowegjweogjwejogjopwjopgwp |
22:26.53 | nooblark | RECORDS AND PRESETS, ARE IN FACT, FUCKING POINTLESS |
22:27.16 | nooblark | they have way more problems then they have EVER been helpful |
22:27.52 | Triceron | are you coding in dubstep? |
22:29.45 | Dustin|Home | I love records |
22:29.53 | Dustin|Home | What problems are you having |
22:30.16 | nooblark | setting a record variable = a record variable |
22:30.25 | nooblark | apparenly, is not allowed |
22:30.59 | Dustin|Home | whaa |
22:33.19 | Dustin|Home | You have to make it a varaible first |
22:33.45 | Dustin|Home | no |
22:33.48 | Dustin|Home | You dont even have to do that |
22:33.55 | Dustin|Home | I just set a record varaible to a record variable |
22:34.53 | nooblark | inside the same record? |
22:34.55 | Dustin|Home | yes |
22:34.56 | nooblark | try and compile. |
22:35.09 | Taintedwisp | FUCK THE WORLD A LOT OF PEOPLE GOTTA DIE TONIGHT!!!! |
22:35.27 | Taintedwisp | http://www.youtube.com/watch?v=YD3RNouwvOU |
22:36.27 | Dustin|Home | It has to be the Variable Reference |
22:37.09 | Dustin|Home | Of the Record |
22:37.12 | nooblark | furthermore |
22:37.19 | nooblark | i set start X,Y |
22:37.27 | nooblark | then i have a fancy equation |
22:38.03 | nooblark | X+offset, y+offset, x+(offset + size), y+(offset+size) |
22:38.16 | nooblark | because i have 12 block squares |
22:38.20 | nooblark | so at 0,0 starting |
22:38.37 | Taintedwisp | FURTHERMORE DAMMIT FURTHERMORE!!!! |
22:38.44 | nooblark | it should make a rectangle starting at 5,5 and ending and 7,7 |
22:38.59 | Taintedwisp | :P Hey I have an honest question, Why the fuck is it in the trigger editor the Y coordinate is inverted? |
22:39.11 | Dustin|Home | its not? |
22:39.12 | nooblark | it's not. |
22:39.16 | nooblark | it's relative newb |
22:39.24 | nooblark | 0,0 is bottom left |
22:39.28 | Taintedwisp | if I wanna go up the screen I type a negative Y coordinate... |
22:39.34 | nooblark | wrong. |
22:39.42 | Dustin|Home | Depends on your anchor Tainted |
22:39.50 | nooblark | if you're referring to dialogs, it's relative to anchor |
22:39.51 | Dustin|Home | And dialog parents and shit |
22:40.01 | Taintedwisp | Thats how my dialogs my trigger editor built, I dont understand it too well. I was just curious |
22:40.02 | nooblark | EVERYTHING IS RELATIVE. |
22:40.05 | nooblark | remember that. |
22:40.32 | Taintedwisp | I have it set to relative to top though -_- so shouldnt that put 0.0 at the top.... |
22:40.40 | Taintedwisp | top center |
22:40.41 | Taintedwisp | :P |
22:40.48 | Taintedwisp | i dont understand Anchors at all |
22:40.49 | Taintedwisp | :P |
22:41.08 | Taintedwisp | I am just curious though :P I just wanna understand them better is all |
22:41.41 | nooblark | if it's anchored to 0,0 of top left, right and down are positivr |
22:41.50 | nooblark | left and up, are negative |
22:42.43 | Taintedwisp | ohhhh kay? Yeah Nooblark I am not going to lie I Still dont understand it hahah. |
22:42.57 | nooblark | ill explain afte rpizza |
22:43.00 | Taintedwisp | kk |
22:43.01 | Taintedwisp | :P |
22:43.08 | nooblark | or ill try while eating |
22:43.17 | Taintedwisp | I think i dont understand what you mean when you say Anchored |
22:43.26 | Taintedwisp | to me anchored means attached. |
22:43.31 | nooblark | when you anchor, you set the furthest point to anchor |
22:43.49 | Taintedwisp | you cant use the word in the decription :P kinda defeats the purpose :P. |
22:44.07 | nooblark | so a 50, 50 butoon anchored to top left means 0,0 of the button is at 0,0 of dialog |
22:44.12 | Taintedwisp | But why does that still invert the graph? |
22:44.32 | nooblark | because it's easioer? |
22:45.00 | Taintedwisp | i guess. I mean I am not having any real problems or anything, but it is something that has confused me a little bit |
22:45.15 | nooblark | youre not inverting it, you're just turning it, lol |
22:45.42 | Taintedwisp | Thanks for TRYING to explain though but i dont think imma get it haha |
22:45.48 | nooblark | you will |
22:45.54 | Taintedwisp | Luckily its something I can figure out which way is up by trial and error |
22:45.58 | nooblark | i draw in paint after pizza |
22:46.06 | Taintedwisp | haa ok |
22:46.16 | nooblark | i can draw left handed |
22:46.27 | nooblark | but not with a right handed mouse |
22:46.28 | nooblark | lo |
22:47.02 | Taintedwisp | hahah |
22:47.07 | Taintedwisp | damn lefties |
22:47.13 | Taintedwisp | They say the left is the root of all evil... |
22:47.17 | Taintedwisp | women are on the left :P |
22:47.48 | Taintedwisp | left of the Yin Yang* |
22:48.10 | Taintedwisp | I forget sometimes that different people have different knowledge and experiences then myself :P. |
22:48.25 | Taintedwisp | So I leave out key peices of information that I would think would be obvious |
22:48.53 | nooblark | okay |
22:48.53 | nooblark | so |
22:49.08 | nooblark | basically, the coordinates are positive in the opposite direction of the anchor |
22:49.14 | nooblark | maybe that explains it enough, |
22:49.42 | Taintedwisp | okay I understand that, but my question is... WHY!! |
22:49.42 | Taintedwisp | :P |
22:49.51 | nooblark | anchored bottom left, offsetting 1,1 will move it 1 to the right, 1 up |
22:50.07 | nooblark | because the point of anchor is determining how it moves |
22:50.10 | Taintedwisp | ok |
22:50.27 | Taintedwisp | WAIT I THINK I GOT IT!!>.. |
22:50.45 | Taintedwisp | So when its anchored to Top Right, Left and Down are positive corect? |
22:50.52 | nooblark | yes |
22:51.23 | Taintedwisp | OKay I think I understand if you look at it on a graph, depending on where its anchored you just have to think your inside a single Quadrent, and remove all negatives. |
22:51.41 | nooblark | sorta.. |
22:51.54 | nooblark | by anchoring it, you're setting it to a quadrent |
22:52.00 | Taintedwisp | So then.... if its anchored to the Left it would be the same as anchored to bottom left though ... |
22:52.08 | nooblark | but the negatives still exist.. you're turning the whole graph |
22:52.24 | nooblark | here i skype and draw |
22:52.30 | Taintedwisp | YEah I think I get it, I dont like it... but I get it. |
22:52.32 | Taintedwisp | :P |
22:52.36 | nooblark | ok |
22:52.51 | Taintedwisp | Thanks for explaining |
22:52.55 | nooblark | np |
22:53.04 | nooblark | i guess then do it so anchors are easier |
22:53.09 | nooblark | they* |
22:53.25 | nooblark | the math is, at least, easier |
22:54.29 | nooblark | if i have a 200,200 dialog, i can anchor 4 buttons in each corner (top left, top right, bottom left, bottom right). each are at 0,0. if they were 50,50 size buttons, they would have 50,50 space between each |
22:55.02 | nooblark | here's a better example |
22:56.16 | nooblark | if i had a 100,100 and i wanted to make 2 50,50 buttons diagn from eachother, it's easier to have them at 0,0 (anchored to different spots) with size 50, then 0,0 and 50,50 at size 50 |
22:56.44 | nooblark | it is easier at least, for me to understand it that way :P |
22:57.30 | nooblark | dustin, are you still here? |
22:59.11 | Taintedwisp | hmmm makes sense |
22:59.35 | Taintedwisp | All I can say is, I hope the next editor removes triggers for data :DD |
23:00.03 | Taintedwisp | http://www.youtube.com/watch?v=e5Wxn37Tt1Y |
23:00.14 | Taintedwisp | Ahhh early 00s music |
23:01.19 | nooblark | i still can't comprehende how a 12x12 block of terrain won't spawn a unit at the center of it if i'm creating a region at (MinX, MinY, MaxX, MaxY) of (5,5,7,7) |
23:01.31 | Taintedwisp | i dunno :P |
23:01.42 | Taintedwisp | Least Data Offsets are easy... |
23:01.49 | Taintedwisp | POint of click is ALWAYS 0,0 |
23:01.49 | Taintedwisp | haha |
23:02.09 | Taintedwisp | Somehow I made an icestorm ability that follows the unit that its casted on |
23:02.13 | Taintedwisp | I think I wanna keep it like that too hah |
23:03.01 | nooblark | i know my math isn't wrong |
23:03.07 | nooblark | and i know my variables are not wrong |
23:03.11 | nooblark | so what the fuck is the problem? |
23:03.50 | Taintedwisp | THE PROBLEM IS YOUR FACE!!! |
23:03.56 | nooblark | LOL |
23:03.58 | nooblark | I GOT IT! |
23:04.15 | nooblark | MinX, MaxX, MinY, MaxY |
23:04.26 | nooblark | fucking thing should have the syntax somewhere |
23:04.28 | nooblark | peice of shit |
23:04.50 | Taintedwisp | dont set the max X to the same as the Min x |
23:04.59 | Taintedwisp | Set them 1 apart or .5 apart or hell .1 apart |
23:05.38 | nooblark | now the question is |
23:05.48 | nooblark | how to set a record equal to a record |
23:09.31 | nooblark | that apprently, did not fix it |
23:10.01 | Triceron | http://www.youtube.com/watch?v=nBJV56WUDng |
23:10.07 | Triceron | my mind is blown |
23:10.17 | Otixa | Party pants |
23:11.30 | *** join/#sc2mapster Tolkfan (~Thunderbi@host-89-230-244-33.nowydwor.mm.pl) |
23:12.23 | *** join/#sc2mapster Ahli (~asdaaaaa@ip-2-206-0-76.web.vodafone.de) |
23:12.54 | nooblark | really triceron, you never knew that? |
23:13.04 | Triceron | nope! |
23:13.21 | Triceron | I've ben using a spoon all this time |
23:13.38 | Zolden | oh shit |
23:13.40 | Zolden | Triceron: |
23:13.41 | Triceron | I didn't know you can open em wth your hands! |
23:13.49 | Zolden | art tools ruined some of my anim ;/ |
23:14.04 | Triceron | howso Zolden? |
23:14.17 | Zolden | I used "duplicate" in the snim prop floater |
23:14.34 | Zolden | i thought that it will only copy the name |
23:14.39 | Zolden | but it copied keys |
23:14.48 | Zolden | removed they other keys |
23:14.51 | Zolden | so fucky |
23:15.11 | Zolden | had to simply use "new" anim |
23:15.37 | Triceron | ouch, that sucks :( |
23:16.03 | Zolden | yea... not a big deal though, jsut 2 simple stands and 1 attack are ruined |
23:16.44 | Zolden | mut the model look so motherfucking good |
23:19.09 | Daara | lol triceron, i found out that way too a few months ago, MIND BLOWN |
23:19.59 | Zolden | monkeys most be proud, ppl learn from them |
23:22.57 | nooblark | id idn't know it my whole life |
23:23.03 | nooblark | but i definitely knew for awhile. |
23:23.24 | nooblark | i don't eat bananas, so idon't need to know that |
23:23.51 | Triceron | i haven't tried the bare hand apple splitting yet |
23:23.57 | Triceron | but I don't like apples |
23:25.26 | nooblark | allergic. :O |
23:26.06 | nooblark | did you guys hear Taz got murked last night? |
23:26.27 | *** join/#sc2mapster soulcarverr (636fdec1@gateway/web/freenode/ip.99.111.222.193) |
23:26.42 | nooblark | so soul, ck converted you? |
23:26.51 | soulcarverr | ? |
23:26.53 | nooblark | to presets |
23:26.54 | nooblark | lol |
23:27.02 | Dustin|Home | Fuck smartclicks |
23:27.03 | Kubi | Hold on |
23:27.04 | Dustin|Home | fuck them |
23:27.05 | soulcarverr | i learned something new |
23:27.07 | nooblark | wen i left to help taz |
23:27.13 | Kubi | I am going to remake ckSynergys map and make Hero Attack X4 |
23:27.14 | soulcarverr | so |
23:27.15 | Kubi | ohhh aw |
23:27.16 | nooblark | i saw you say something positive about them |
23:27.23 | soulcarverr | i need help converting triggers into library |
23:27.31 | soulcarverr | anybody think they could give me a couple min? |
23:27.44 | nooblark | i would, but i have no idea what that is :P |
23:28.26 | nooblark | is that like adding custom actions/triggers to something that can be reclled in any map? |
23:30.42 | soulcarverr | how do i move what i have in gui triggers into a library any ideas? |
23:33.56 | Dustin|Home | Press Ctrl+= |
23:34.02 | Dustin|Home | To focus The Library area |
23:34.08 | Dustin|Home | Right click -> New Library |
23:34.11 | Dustin|Home | copy pasta |
23:35.38 | Taintedwisp | Hey soulcarverr |
23:35.40 | Zolden | smartclicks Dustin|Home |
23:37.25 | Taintedwisp | Yo I edited the mapster pvt message |
23:37.25 | nooblark | do libraries transfer between maps? :O |
23:37.33 | Taintedwisp | WIth something else someone noticed |
23:38.08 | nooblark | omg you can |
23:38.11 | nooblark | import/export |
23:38.17 | nooblark | wtf. where has this been my whole life. |
23:39.40 | Dustin|Home | lol nooblark |
23:42.35 | nooblark | well i make similar triggers in all my maps for setting things like players teams |
23:42.56 | nooblark | would be nice to save them as an action def and just call it :P |
23:44.39 | *** part/#sc2mapster Ahli (~asdaaaaa@ip-2-206-0-76.web.vodafone.de) |
23:45.17 | Taintedwisp | MY DINGALING |
23:48.45 | Repo | New map: Custom Hero Line War - http://www.sc2mapster.com/maps/custom-hero-line-war/ |
23:52.06 | Triceron | "More Infos are comming" |
23:52.18 | Taintedwisp | lawl |
23:56.46 | Daara | THERTS SERM PRERTER GERD INLERSH |