00:02.42 | JademusSreg | Forbidden Planet |
00:03.07 | JademusSreg | http://www.imdb.com/title/tt0049223/ |
00:03.20 | A1win | hehe |
00:03.56 | JademusSreg | Even has a character named Doctor Morbius. |
00:04.02 | JademusSreg | Doesn't get better than that. |
00:04.06 | A1win | :x |
00:06.12 | Zolden | Crying Creep |
00:06.14 | Bato | Factory Ships now available in all Battle.net regions - give it a try |
00:06.17 | Zolden | Drying Drip |
00:06.25 | Zolden | Flying Fleet |
00:06.35 | Zolden | Praying Pirate |
00:06.47 | Zolden | Dieing Deep |
00:07.05 | Zolden | Buying Beep |
00:07.15 | Zolden | Lying Leap |
00:07.16 | JademusSreg | Antagonizing Alliteration |
00:07.29 | Zolden | Shying Sheep |
00:07.43 | Kubi | Good work ckSynergy |
00:09.13 | RooKz | Cave Conduit |
00:09.35 | Ahli | what am I doing wrong when the guardian shield model is playing its animation only once? |
00:09.56 | RooKz | The Cave of Conduits |
00:10.03 | RooKz | I dont do data, sorry |
00:10.06 | JademusSreg | That's part of the asset. |
00:10.08 | RooKz | you're my superior |
00:10.24 | JademusSreg | The actor can be made to force the animation to repeat infinitely, of course. |
00:10.51 | JademusSreg | There's a forum topic on this specific issue and an accompanying solution, iirc. |
00:11.40 | JademusSreg | Unrelated. the TechPurchasePortraitCamera.m3 has 161 cameras in it, haha. |
00:12.58 | Ahli | why the heck was that added into the model? -.- |
00:13.36 | Zolden | 161 cameras? |
00:13.56 | Zolden | quentin tarantino would love it |
00:14.58 | JademusSreg | Ahli, yeah, it's pretty ridiculous. |
00:15.34 | Ahli | must have been created in a very early alpha build |
00:18.43 | *** join/#sc2mapster Torhal|work (~torhal_wo@76.164.170.2) |
00:20.49 | RooKz | hey A1win |
00:20.56 | RooKz | The Cavern of Conduits |
00:21.04 | A1win | what the hell is a conduit |
00:21.13 | RooKz | a wire |
00:21.16 | A1win | :P |
00:21.34 | RooKz | we english folk know what it is, lol |
00:21.42 | RooKz | or us geeks I should say |
00:21.51 | RooKz | nerds, whatev |
00:22.13 | A1win | it still sounds like a porn movie, just not sure of which fetish |
00:22.54 | RooKz | its not my fault you think that way :P |
00:23.17 | Stewox | hey jademus how would you rate blizzard's reaction to parts of copyrighted stuff on bnet aracde |
00:23.34 | Stewox | but in terms of not actually copycat |
00:23.43 | Stewox | just a remake or a "theme" |
00:24.00 | Stewox | not actual asset copying, but using just written references |
00:24.11 | RooKz | I might have another idea for a name later, but right now, I'm drained |
00:24.17 | Stewox | in terms of if it's super strict or this would be okay ? |
00:25.56 | JademusSreg | I'd say references are fine, using another ip not fine but probably not an issue, using content not fine and if flagged will get your map banned. |
00:26.21 | JademusSreg | But people rarely flag maps for that stuff. |
00:26.57 | JademusSreg | Though I recall a map getting banned for putting Darth Vader in the preview or some such. |
00:27.31 | RooKz | oh, I got one |
00:27.36 | RooKz | "Drills and Wrenches" |
00:27.51 | RooKz | now that it's typed out, I think it needs revising |
00:28.01 | RooKz | -_- |
00:28.55 | Stewox | okay allright |
00:29.10 | Taintedwisp | yeah the problemw as my veterency, :P |
00:29.11 | RooKz | hey A1win, what are your scvs called? |
00:29.14 | RooKz | this might help |
00:29.21 | RooKz | lol tainted |
00:29.28 | Taintedwisp | It was giving a fractional amount of extra damage to spell damage types |
00:29.33 | A1win | they're called SCVs :P |
00:29.37 | Taintedwisp | its one of those things I dont test |
00:29.40 | RooKz | age of scvs |
00:29.43 | RooKz | scvcraft |
00:29.45 | A1win | <.< |
00:29.57 | Taintedwisp | StarSCVCraft |
00:30.08 | RooKz | yea |
00:30.10 | RooKz | like |
00:30.20 | RooKz | starscvcraft or whatever title |
00:30.39 | RooKz | and have crossbonesbehind it, except 1 bone is a drill and 1 is a wrench |
00:30.43 | A1win | StarConstruction Vehicle |
00:31.04 | RooKz | I had a funny acronym to change that |
00:31.10 | RooKz | small construction vehicle |
00:31.25 | RooKz | a map where you grow from a little weak scv to a strong big one |
00:31.30 | RooKz | anyway |
00:31.34 | RooKz | I think |
00:31.38 | RooKz | have a diagonal cross |
00:31.41 | RooKz | 1 is a drill |
00:31.44 | RooKz | 1 is a wrench |
00:31.54 | RooKz | sounds like a cool idea for artwork |
00:32.03 | RooKz | for craftcraft |
00:32.10 | A1win | ;x |
00:32.18 | RooKz | like a title |
00:32.25 | A1win | (logo) |
00:32.28 | RooKz | yes |
00:32.31 | RooKz | thank you |
00:33.03 | RooKz | I keep coming back to "drakken drillers" |
00:33.07 | JademusSreg | ~yuka |
00:33.07 | purl | hmm... yuka is someone who enjoys making a lot of words at people. |
00:33.10 | RooKz | it sucks, but there's something about it |
00:33.18 | JademusSreg | purl knows what's up. |
00:33.35 | RooKz | hey, I like to talk |
00:35.45 | RooKz | Also, I only talk when I'm actively engaged in conversation, not all the time |
00:36.06 | RooKz | And I don't spam, or if I do, I don't mean to |
00:36.43 | Stewox | ~hello |
00:36.43 | purl | Howdy Bub |
00:36.52 | Stewox | ~reddit |
00:37.00 | Stewox | ~twitch.tv |
00:37.12 | Stewox | ~life |
00:37.12 | purl | 42 (duh.) |
00:37.16 | Stewox | haha |
00:37.28 | Stewox | ~baneling |
00:37.28 | purl | [baneling] a small ball of acid |
00:37.38 | Stewox | ~husky |
00:37.38 | purl | from memory, husky is Sharp Zaurus SL-C760 or a dog |
00:37.49 | Stewox | ~huskystarcraft |
00:37.58 | Stewox | ~starcraft |
00:37.58 | purl | The St. Arc Raft is the name of that boat that guy used to get off that island. |
00:38.09 | Stewox | HAHAHAHAHA |
00:38.44 | Stewox | holy shit |
00:39.48 | RooKz | hmm...I'm looking back... |
00:40.08 | RooKz | I don't think yuka is a word...and I'm not currently called yuka |
00:40.11 | RooKz | hmm... |
00:40.15 | RooKz | you programmed that |
00:40.18 | RooKz | you cheater |
00:51.18 | Touk | where all the artists at :O |
00:57.17 | Zolden | at aart galleries, at theaters, at museams, at art schools |
00:57.30 | Zolden | some are at libraries |
00:57.49 | Zolden | it's how this cruel world works |
01:01.28 | RooKz | I got it |
01:01.37 | RooKz | A breakthrough for me |
01:01.44 | RooKz | I don't know about you though |
01:01.59 | RooKz | "Utilitycraft" or "Utiliticraft" |
01:06.07 | RooKz | A1win ^^ |
01:09.31 | *** join/#sc2mapster ________________ (630a7b35@gateway/web/freenode/ip.99.10.123.53) |
01:09.45 | ________________ | wats the diff btwn the diff. image types for dialogs |
01:09.54 | ________________ | ie. tiled, end cap, horizontal border, etc. |
01:10.13 | ________________ | wait i mixed those |
01:10.15 | ________________ | i meant |
01:10.22 | ________________ | border, end cap, nine slice, etc. |
01:10.28 | RooKz | Why is your name a massive blank line |
01:10.53 | ________________ | because I am no one important |
01:10.53 | *** join/#sc2mapster Tolkfan (~Thunderbi@host-89-230-244-33.nowydwor.mm.pl) |
01:15.30 | Ahli | it defines how the image is cut and used |
01:15.39 | Ahli | dialogs use 9 slice for example |
01:23.02 | JademusSreg | Zoop. |
01:24.21 | JademusSreg | ___ <3 |
01:26.59 | *** join/#sc2mapster duckies (53f1057d@gateway/web/freenode/ip.83.241.5.125) |
01:28.51 | ________________ | :) |
01:29.00 | ________________ | dialogs use 9slice? |
01:29.01 | ________________ | ic |
01:29.12 | ________________ | what is endcap? |
01:30.05 | JademusSreg | Dialogs are crappy, though. Better to use Panel dialog controls, as all their properties are player-instanced. |
01:30.24 | ________________ | panel dialog controls? |
01:30.26 | ________________ | wat do u mean |
01:31.08 | JademusSreg | The Panel "Dialog Item" type is a simple container, just like a Dialog. |
01:32.30 | ________________ | panel > button> |
01:32.32 | ________________ | ? |
01:32.35 | JademusSreg | So you can create dialog controls in a Dialog, or you can create them in a panel. (Or you can create them via hookup with the UI layout frames, but that's another wiggley bait bucket.) |
01:32.37 | ________________ | i meant |
01:32.39 | ________________ | panel > button? |
01:33.10 | JademusSreg | Dunno how you mean. |
01:33.33 | ________________ | the way u were explaining it sounded like they were paralells |
01:33.34 | JademusSreg | In GUI, they're called Dialog Items, in galaxy script they're called dialog controls. |
01:33.57 | JademusSreg | Doesn't necessarily mean they accept input. |
01:35.13 | ________________ | oh ok, i looked into it a bit |
01:35.20 | ________________ | i c what you're talking about now |
01:35.41 | JademusSreg | In short, dialog properties are not player-instanced, with the exception of Visible. |
01:35.50 | JademusSreg | All dialog control properties are player-instanced. |
01:36.12 | Kueken | and a panel is basically a player instanced dialog within a dialog |
01:36.26 | JademusSreg | So for most applications, one can simply make a single global dialog, and use panels to contain dialog controls instead. |
01:37.31 | ________________ | well then, good thing i didnt get too far into this dialog b4 u 2 told me this |
01:37.36 | ________________ | woulda had to rewrite everything |
01:37.44 | JademusSreg | Haha |
01:38.00 | Kueken | well, depending on your application, it wouldn't be a big deal |
01:38.20 | ________________ | im trying to show diff things to each person depending on the unit they have selected |
01:38.27 | ________________ | so for me, woulda been a big deal =\ |
01:38.29 | JademusSreg | Perfect. |
01:38.31 | Stewox | LOL guys |
01:38.45 | *** join/#sc2mapster Claymuffin (18351cc8@gateway/web/freenode/ip.24.53.28.200) |
01:38.50 | JademusSreg | Been talking with purl, Stew? |
01:38.54 | Claymuffin | Hello in there |
01:38.59 | JademusSreg | Hi Clay. |
01:39.01 | ________________ | ~purl |
01:39.02 | purl | it has been said that purl is arrogant |
01:39.03 | Stewox | i was quite frantic trying to get Planetary Fortress to be like bunker to fire out |
01:39.18 | Kueken | purl is a liar |
01:39.22 | JademusSreg | Noticed your messages Clay. |
01:39.24 | ________________ | ~keuken |
01:39.25 | purl | i heard keuken is a master crasher. |
01:39.25 | Stewox | and mesing with lift and unload land stuff also |
01:39.28 | Stewox | then , hear this |
01:39.30 | ________________ | ~kueken |
01:39.31 | Claymuffin | k |
01:39.33 | Stewox | what came out of it |
01:39.35 | Claymuffin | yea... |
01:39.39 | ________________ | ~Kueken |
01:39.40 | Claymuffin | I got some research to do |
01:39.42 | ________________ | hmm hmm |
01:39.44 | Claymuffin | ;) |
01:39.49 | JademusSreg | I was away during that time. |
01:39.51 | Kueken | purl doesn't like me |
01:39.53 | Stewox | when you build command center, it's normal |
01:39.57 | Kueken | I called him a liar |
01:39.58 | ________________ | ic |
01:40.01 | Stewox | you lift it up , it's still command center |
01:40.10 | JademusSreg | Morphs are like that. |
01:40.15 | Stewox | when you land it again, it turns into planetary fortress :D |
01:40.17 | Taintedwisp | :) |
01:40.19 | Taintedwisp | Hero completed |
01:40.33 | Taintedwisp | I think hes my favorite hero so far :) |
01:40.34 | Stewox | and when you lift it again |
01:40.35 | Kueken | a true hero is never completed! |
01:40.35 | ________________ | ~congratulate |
01:40.38 | Claymuffin | Anybody know if it possible to set this evern to "any" ? |
01:40.39 | Claymuffin | <PROTECTED> |
01:40.40 | Stewox | it stays as planetary fortreess |
01:40.41 | ________________ | ~applaud |
01:40.41 | purl | *clapclapclapclapclapclapclap!* |
01:40.46 | Claymuffin | any player supply changes |
01:40.52 | Stewox | ~hephephoray |
01:40.57 | RooKz | ~zealot |
01:40.57 | purl | i guess zealot is a person like Error403, or a protos unit in StarCraft, both the original and the expansionpack Broodwar |
01:40.58 | Stewox | ~horay |
01:41.17 | JademusSreg | TriggerAddEventPlayerPropChange (trigger inTrigger, int player, int inProp); |
01:41.18 | Stewox | ~bankofamerica |
01:41.28 | Stewox | ~gold |
01:41.35 | Stewox | ~ageofemires |
01:41.35 | RooKz | ~minerals |
01:41.40 | RooKz | ~mineral |
01:41.43 | Stewox | ~vespene |
01:41.55 | Stewox | ~werequiremorevespenegas |
01:41.59 | JademusSreg | Clay, if it's not available in the presets, try -1. |
01:42.04 | Stewox | ~pylons |
01:42.13 | Stewox | ~pylon |
01:42.16 | JademusSreg | const int c_playerAny = -1; |
01:42.27 | Claymuffin | k |
01:43.34 | RooKz | ~sixen |
01:43.34 | purl | i heard sixen is our glorious overlord who without, we wouldn't have this cyberslum to fling our messy verbal diarrhea around. |
01:43.44 | JademusSreg | Apt. |
01:43.50 | ________________ | LoL |
01:44.35 | RooKz | ~hellion |
01:44.39 | RooKz | ~marine |
01:44.51 | ________________ | ~RooKz |
01:45.22 | RooKz | ~Deviler |
01:45.27 | RooKz | ~rook |
01:45.31 | ________________ | ~Rookz |
01:45.31 | purl | rookz is probably a Chess piece and will forever be a chess piece. |
01:45.33 | RooKz | ~redrooklord |
01:45.45 | ________________ | smart girl purl |
01:47.01 | RooKz | ~________________ |
01:47.01 | purl | extra, extra, read all about it, ________________ is made of lines and homosexuals |
01:47.10 | ________________ | lol |
01:47.22 | *** join/#sc2mapster Daara (62a12b72@gateway/web/freenode/ip.98.161.43.114) |
01:47.40 | ________________ | ~________________ |
01:47.46 | ________________ | thats better |
01:47.56 | RooKz | ~mozared |
01:47.56 | purl | somebody said mozared was a man with no yachts. that sucks. |
01:48.02 | ________________ | ~whereis Bounty |
01:48.07 | ________________ | ~whois Bounty |
01:48.07 | purl | methinks bounty is extremely absorbent, great for cleaning up spills, blood, and other bodily fluids. |
01:48.17 | ________________ | rofl, not what i meant |
01:48.18 | Daara | ~Daara |
01:48.29 | Daara | :D |
01:48.37 | ________________ | ~Daara |
01:48.37 | purl | well, daara is the dad of Gaara |
01:48.39 | Daara | ~seen Triceron |
01:48.42 | purl | triceron <1854e5d2@gateway/web/freenode/ip.24.84.229.210> was last seen on IRC in channel #sc2mapster, 14d 19h 44m 17s ago, saying: 'dun do it, it's a trap!'. |
01:48.42 | JademusSreg | ~________________ |
01:48.42 | Kubi | Anyone know why when I show progress on a channeled ability, and when they cast the persistent its 0/12389593 |
01:49.09 | ________________ | ~seen Bounty |
01:49.10 | purl | bounty <de96ef33@gateway/web/freenode/ip.222.150.239.51> was last seen on IRC in channel #sc2mapster, 3h 25m 10s ago, saying: 'still have to get back hhough'. |
01:49.13 | JademusSreg | Kub, does it increment? |
01:49.15 | Daara | wait...my name is the name of a chartoon character? |
01:49.22 | Daara | cartoon* |
01:49.27 | ________________ | ~Seen ________________ |
01:49.27 | purl | ________________ is currently on #sc2mapster (39m 56s). Has said a total of 44 messages. Is idling for 0s, last said: '~Seen ________________'. |
01:49.51 | ________________ | i wonder ~8ball |
01:49.56 | Daara | ~seen otixa |
01:49.56 | purl | otixa <~Otixa@cpc10-staf7-2-0-cust163.3-1.cable.virginmedia.com> was last seen on IRC in channel #sc2mapster, 41d 20h 41m 3s ago, saying: 'DUCKY OF AWESOME'. |
01:49.58 | ________________ | oic, only works at the beginning |
01:50.02 | ________________ | ~8ball |
01:50.02 | purl | ACTION rolls the eight ball and gets: You may rely on it |
01:50.08 | ________________ | hah |
01:50.31 | Daara | ~squirtle |
01:50.42 | ________________ | is NOTD a good map? Blizz won't stop shoving it in my face |
01:50.47 | Daara | no |
01:50.49 | ________________ | ok ty |
01:50.52 | JademusSreg | Hahaha |
01:50.54 | Touk | it not good |
01:50.56 | Touk | it AMAZING |
01:50.56 | Daara | it hasn't changed |
01:50.58 | Daara | in like |
01:51.00 | Daara | 2 years |
01:51.00 | Touk | gods gift to maps |
01:51.03 | Daara | same map |
01:51.15 | Touk | neither has footmen frenzy |
01:51.19 | Touk | wait sorry zealot frenzy |
01:51.37 | Daara | the problem with NOTD |
01:51.40 | Daara | it has no replay value |
01:51.46 | Daara | what the point of replaying it? |
01:52.29 | ________________ | another quesion, has anyone brought back "Bound" maps? besides run ling run, there are no real bound maps i've seen |
01:52.39 | Stewox | ~p |
01:52.39 | purl | it has been said that p is q and not q |
01:52.42 | ________________ | ie. Jailbreak |
01:52.44 | Stewox | lol |
01:52.48 | Stewox | man that gam |
01:52.50 | Stewox | game |
01:53.03 | JademusSreg | Within every game, there is a proposition, a question. I wonder what NotD is saying to its players. |
01:53.07 | Stewox | gotta save that replay |
01:53.15 | ________________ | hehe |
01:53.21 | Daara | there are a lot of good custom maps out there |
01:53.23 | Daara | that are fun |
01:53.25 | Stewox | im going put it up if anyone wants to see hah! |
01:53.26 | RooKz | ~Jademussreg |
01:53.26 | purl | well, jademussreg is living large with women and money |
01:53.27 | Daara | and have lots of replay value |
01:53.30 | JademusSreg | ___, I would play a Jailbreak map, provided it was inspired by the comic on MSPA. |
01:53.35 | ________________ | JailBreak? |
01:53.35 | Daara | but they just aren't popular |
01:53.42 | ________________ | ikr? |
01:53.50 | ________________ | wait mspa |
01:53.51 | Stewox | great stress test for new PC though! |
01:53.51 | ________________ | link |
01:54.22 | JademusSreg | Haha |
01:54.28 | ________________ | oh ms paint adventures |
01:54.30 | RooKz | ~zeldarulez |
01:54.48 | JademusSreg | http://www.mspaintadventures.com/?s=1 |
01:55.09 | ________________ | http://www.mspaintadventures.com/?s=6&p=004293 |
01:55.45 | RooKz | ~zeldarules |
01:55.53 | RooKz | ~zeldarules28 |
01:55.57 | ________________ | lol @ grafting pumpkins to myself |
01:55.59 | JademusSreg | Yes, ___, that is essential reading. |
01:56.15 | RooKz | ~DrSuperEvil |
01:56.20 | ________________ | perfect timing @ your response, cuz grafting pumpkins is essential reading |
01:56.33 | RooKz | ~bibendus |
01:56.33 | purl | [bibendus] a man of many legs. |
01:56.45 | RooKz | ~a1win |
01:56.52 | RooKz | ~ahli |
01:56.52 | purl | i heard ahli is always walking upside down with a hat on his ass |
01:57.50 | RooKz | ~claymuffin |
01:58.02 | RooKz | ~dustin |
01:58.02 | purl | i guess dustin is a girl |
01:58.15 | RooKz | ~eagles |
01:58.28 | RooKz | this is fun |
01:58.28 | RooKz | :D |
01:58.42 | RooKz | ~motive |
01:58.42 | purl | i guess motive is an evitom. |
01:59.09 | RooKz | ~torhal |
01:59.09 | purl | torhal is probably some long-haired freak who re-writes all of Ackis' code. |
01:59.45 | RooKz | how come you guys did my stuff but not for some of these guys? |
02:00.08 | JademusSreg | Assumptions were found to be plentiful. |
02:00.30 | RooKz | So I was easier to pick on |
02:01.07 | A1win | still not working, setting up my usual "fill this with every word that sounds even remotely cool and form phrases of them that sound even remotely good" text file when stuck coming up with names: http://a1win.pp.fi/recraftcraft.txt |
02:01.50 | A1win | not enough words |
02:02.04 | JademusSreg | I stand by Forbidden Planet. It's perfect in both its style and complete lack of helpful information. |
02:02.35 | A1win | mmf |
02:02.57 | A1win | there's like 3 maps named forbidden planet already |
02:03.12 | A1win | or 6 |
02:03.55 | ________________ | best image type if i want to create a fillable bar? |
02:03.56 | JademusSreg | Ah. |
02:03.58 | RooKz | hey a1win |
02:04.00 | ________________ | nine slice? |
02:04.05 | RooKz | Utilitycraft |
02:04.07 | JademusSreg | Naw. |
02:04.22 | JademusSreg | Fillable bar for what purpose? |
02:04.28 | Torhal | RooKz: I was watching a show when you pinged me. :P |
02:04.36 | A1win | RooKz, that sounds like an accessory rather than a map |
02:04.44 | ________________ | to visualize 90/100 |
02:04.44 | A1win | like Unit Test Map |
02:04.45 | RooKz | lol |
02:04.46 | A1win | :P |
02:04.47 | ________________ | etc. |
02:04.51 | JademusSreg | Er. |
02:05.17 | RooKz | sorry guys/girls (if ther are any) about the pings |
02:05.17 | Ahli | unit with suppressed turning + ability with 360 arc = can't cast ? =/ |
02:05.19 | Touk | why there no arists :O |
02:05.21 | RooKz | was having fun |
02:05.22 | JademusSreg | What is the design? For what purpose is it being employed? |
02:05.38 | ________________ | it's comparing stats between units |
02:05.39 | ________________ | ie. |
02:05.46 | JademusSreg | Ahli, that's odd. |
02:05.54 | JademusSreg | Ah. |
02:05.57 | ________________ | there are 6 units, the one with the highest of that stat (hp for example) is the entirety of the bar |
02:05.57 | ________________ | and |
02:06.12 | ________________ | the selected unit's stat points fills to its comparison of the whole |
02:06.21 | ________________ | ie. 90 hp out of 100 |
02:07.38 | JademusSreg | In that case, make a progressbar type. |
02:08.27 | JademusSreg | They should allow you to set the image. |
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02:11.33 | JademusSreg | That way all you need do is set its value, rather than rescale shit. |
02:11.54 | A1win | blaarg I should sleep |
02:13.20 | Ahli | works after removing the ID link between those abilities |
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02:16.44 | Stewox | howly ... man who would have thought winning like this :D |
02:25.42 | Claymuffin | anybody know it this will run properly? |
02:25.44 | Claymuffin | <PROTECTED> |
02:26.13 | Claymuffin | will the convert real to integer get the player number? |
02:26.27 | Claymuffin | like player 1,2,3.... 6? |
02:27.10 | Claymuffin | the event related to this is any player supply changes |
02:27.33 | JademusSreg | Why would the value be a real in the first place? |
02:28.09 | JademusSreg | EventPlayer(); returns the player. |
02:28.25 | JademusSreg | aka TriggeringPlayer |
02:29.53 | Claymuffin | true |
02:29.57 | Claymuffin | true... |
02:30.02 | Claymuffin | :) |
02:49.56 | Ahli | the ingame UI editor makes anchor changes green, but I can't make it accept the change :S |
02:50.40 | JademusSreg | Yeah, it's a pain. What about forcing a refresh? |
02:52.03 | JademusSreg | All the pulldowns have that issue. |
02:56.09 | Taintedwisp | Anyone bored and has fraps? |
02:56.15 | Taintedwisp | also with a good computer |
02:56.20 | Taintedwisp | high settings minimum' |
02:59.32 | Claymuffin | is there any way to make the game consider resource value smaller than 1? |
02:59.51 | Claymuffin | I got a periodic that set vespene, but I would like it to set smaller amount than 1 |
02:59.59 | Claymuffin | like 0.5 or 0.25 |
03:00.20 | Ahli | double or quadriple all resource amounts in the map :D |
03:00.25 | Claymuffin | Even if the game UI does not display fractions, I don't care |
03:00.49 | Claymuffin | Thing is, I made a lot of custom board game at home |
03:01.08 | Claymuffin | One thign I learned, keep the number small, it improve speed understanding |
03:01.23 | Claymuffin | the speed at which you understand |
03:01.25 | Claymuffin | * |
03:02.02 | Claymuffin | might have to simply slow doen the periodic event |
03:02.39 | Claymuffin | from 1 sec to 5, I can keep all my numbers intact that way, but the slow refresh feels a bit unpolished |
03:04.16 | Claymuffin | Might just make a gas upkeep per minute window, that will make it easy to understand |
03:29.03 | Taintedwisp | Using an array that deterimines how much Xp required for each tier setting each one manually, there has to be a way to do this through 2 forumals so only to use 2 actions rather then 50 [11:22:00 PM] Taintedwisp: i mean 1 action [11:24:54 PM] Taintedwisp: hey is there a way to use a variable for an integer and recall the array in the variable before the next integer so i can use something like "set variable XpRequired[i] = XpR |
03:29.24 | Taintedwisp | http://pastebin.com/fhV2c34N |
03:29.26 | Taintedwisp | Would that work? |
03:32.05 | Taintedwisp | hey jademussreg you there? |
03:32.23 | Taintedwisp | I just got a quick question unrealted from the pastebin mostly |
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03:41.42 | Claymuffin | I heard that subtracting a region to another does not work well, is it still the case? |
03:42.03 | Claymuffin | I got some randomly generated stuff around the map, but I want it to avoid certain zones |
03:42.57 | *** part/#sc2mapster Ahli (~qqqq@dslb-092-073-217-207.pools.arcor-ip.net) |
03:46.10 | Claymuffin | if anybody got even give an answer, send it through a query plz, I'll leave the IRC on but 'ill be off for the nigh |
03:46.14 | Claymuffin | night* |
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04:02.16 | Stewox | omfg what i have done |
04:02.45 | Stewox | that battlefortress is also duplicating every time i click LAND because landing costs lol |
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04:44.28 | sharf | can I get a hand with animations? |
04:48.26 | JademusSreg | I recall there was a paper rock scissors map with a hand. |
04:48.50 | sharf | hey jademus, do you know much about actor animations? |
04:49.07 | JademusSreg | Specific questions. |
04:49.14 | JademusSreg | General questions aren't much use/. |
04:49.27 | sharf | lol |
04:49.43 | sharf | I want my zealot to have a cast animation on a few of hs abilities |
04:49.47 | sharf | but the zealot's spell animation |
04:49.49 | sharf | is him running |
04:49.56 | sharf | so i wanted to use an attack animation |
04:49.58 | JademusSreg | Yeah, for Charge. |
04:49.58 | sharf | but |
04:50.14 | sharf | when I play it, it has a long period of motionlessness at the end |
04:50.20 | sharf | so he just slides around for a bit |
04:50.24 | JademusSreg | Haha |
04:50.53 | JademusSreg | What actor events are you using? |
04:50.54 | sharf | no idea how to make it work the way I want |
04:51.17 | sharf | uhm |
04:51.26 | sharf | abil.ability.sourcecaststart |
04:51.30 | sharf | and sourcecaststop |
04:52.25 | JademusSreg | Cast is just the casting before the effect, though. And if the cast time is long, it would wait quite some time. |
04:52.38 | JademusSreg | Also, the messages are important too. |
04:52.58 | sharf | well it's just a click to activate and it runs kind of thing |
04:52.59 | JademusSreg | Event ; Terms > Message |
04:53.07 | sharf | one is a berserk type ability the other is a bash ability |
04:53.16 | sharf | and |
04:53.28 | sharf | I'm not sure what events and terms and messages to use :x |
04:53.43 | sharf | but I've tried |
04:53.46 | sharf | animation play |
04:53.47 | JademusSreg | That's why I'm asking about the those you're using now. |
04:53.51 | sharf | animation bracket |
04:54.04 | sharf | animation play causes the sliding |
04:54.20 | sharf | the bracket part |
04:54.31 | sharf | does nothing |
04:56.05 | JademusSreg | I'll clarify further. Actor event and ability data is needed to proceed. |
04:56.58 | sharf | for actor event, you mean the Abil.Bash.SourceCastStart part? |
04:58.07 | JademusSreg | I mean all of it. Any of the its mentioned are all of what is meant here. All of the things. |
04:58.32 | sharf | sorry, I'm lost lol |
04:58.40 | sharf | shall I just pastebin the xml for the actor? |
04:58.48 | JademusSreg | And ability. |
04:59.56 | sharf | event |
04:59.57 | sharf | err |
04:59.58 | sharf | actor |
04:59.59 | sharf | http://pastebin.com/msW3Fvh6 |
05:00.33 | sharf | ability |
05:00.33 | sharf | http://pastebin.com/t9xxyQ6z |
05:02.37 | Taintedwisp | http://i.imgur.com/RGTYkDO.jpg |
05:02.38 | JademusSreg | First, remove the duration from the message. 1.5, as duration, is going to play the animation, then wastes time. |
05:02.45 | Taintedwisp | http://i.imgur.com/6a8pRuK.jpg |
05:03.02 | JademusSreg | Nice Ulrezaj. |
05:03.19 | Taintedwisp | :P |
05:03.34 | Taintedwisp | just something about 7 Dts combining into a hero that was too cool to pass up :P |
05:03.48 | Taintedwisp | hes got suped up versions of all the Archon abilities |
05:03.51 | sharf | mmk |
05:04.00 | Taintedwisp | Such as maelstrom, Feedback, disperse, and mind control |
05:04.12 | Taintedwisp | I REALLY want to make a video for him :P |
05:05.52 | sharf | I'm not actually sure why that was there |
05:05.53 | JademusSreg | Next, you're using the BSD identifier for animation stuff, which is not a good idea. Use Spell or make your own. |
05:06.09 | sharf | yeah well that name is just kind of...stuck |
05:06.16 | sharf | my editor has been throwing it in |
05:06.23 | sharf | and wont let me change it |
05:06.35 | JademusSreg | Sure it will. |
05:07.16 | JademusSreg | Also, you don't need an AnimBracket here. |
05:08.02 | JademusSreg | For example AnimPlay SpellC Spell,C would be fine. |
05:08.22 | sharf | right but I don't want the spell animation |
05:08.34 | JademusSreg | Notice the apparent repetition is actually the identifier followed by its content. |
05:08.43 | JademusSreg | Then SpellC Attack |
05:08.45 | JademusSreg | Bam. |
05:09.08 | JademusSreg | The identifier is an arbitrary label used to reference shit. |
05:09.27 | sharf | so animation properties should be... C and attack? |
05:10.16 | JademusSreg | So later when you want to clear it you can use the identifier, or at the very least don't want shit just overriding each other with each new thing applied. |
05:10.55 | JademusSreg | See where you have BSD? It's an identifier. You could change it to DickWizard and it will be just as functional. Better even. |
05:11.18 | sharf | so... |
05:11.24 | sharf | C Attack doesn't play anything |
05:11.24 | JademusSreg | Better in the sense that you wouldn't be potentially overriding standard animation sets. |
05:11.44 | JademusSreg | You're looking at the wrong thing entirely. |
05:11.56 | sharf | ? |
05:12.32 | JademusSreg | AnimPlay {Identifier/Name/Label} {Animation tags} |
05:12.49 | JademusSreg | You're looking at the tags. I'm talking about the identifier. |
05:13.01 | sharf | which is...name right? |
05:13.14 | JademusSreg | The thing that defaults to BSD. |
05:13.15 | sharf | so the name should be SpellC Attack? |
05:13.20 | JademusSreg | Naw. |
05:14.15 | sharf | so it should just be Spell (or the name of the ability)? |
05:14.20 | JademusSreg | Name is an arbitrary identifier, so I call it such. It can be literally any valid string. It only functions as a reference. |
05:14.53 | sharf | right |
05:14.57 | sharf | so I changed it from BSD |
05:15.01 | sharf | to now be the name of the ability |
05:15.51 | JademusSreg | Animation Properties are constructed from preset tags. So if you want only Attack to play, you'd use tags Attack and that's it. |
05:16.21 | sharf | right |
05:16.24 | sharf | but when I do that |
05:16.28 | sharf | it causes him to slide |
05:16.33 | JademusSreg | Then it will choose at random any enumerated tags. |
05:17.15 | JademusSreg | Hold on. |
05:17.32 | JademusSreg | Exercise patience, there's much to convey and little time. |
05:18.16 | sharf | I just feel like we've been going in circles lol |
05:18.20 | JademusSreg | Now unless this ability is channeled, no need to mess with any of that other shit. |
05:18.52 | JademusSreg | But you'll probably want it to have a cast time so the damage point matches the attack animation. |
05:19.24 | sharf | well.. |
05:19.48 | sharf | actually I guess the animation play would work, if I can stop the unit's movement while it animates |
05:20.05 | JademusSreg | Er. |
05:20.32 | JademusSreg | You're going off the rails here. Keep hands and feet inside the ride. |
05:20.46 | sharf | lol... |
05:21.13 | JademusSreg | I will assume you've got a cast time so the animation will match. |
05:21.19 | JademusSreg | And then expect you to do so. |
05:21.51 | sharf | ok lets pause here |
05:21.59 | Taintedwisp | hmm i gotta make 9 more heroes :P |
05:22.02 | JademusSreg | Add event Abil.WarriorBash.SourceCastStop > AnimClear BashOrWhatever |
05:22.18 | sharf | because I know there are different stages to a spell |
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05:22.39 | sharf | like |
05:22.42 | sharf | there is cast start |
05:22.45 | sharf | and cast finish |
05:22.54 | sharf | which would I use in this situation? |
05:23.00 | JademusSreg | The one I said above. |
05:23.03 | JademusSreg | Already. |
05:23.07 | JademusSreg | Up there. |
05:23.28 | sharf | all I see is cast time |
05:23.32 | JademusSreg | And it followed a brief explanation of why you would need a cast time. |
05:23.53 | sharf | 01But you'll probably want it to have a cast time so the damage point matches the attack animation.01 |
05:23.53 | sharf | ? |
05:24.09 | JademusSreg | The message following that. |
05:24.34 | sharf | the one after that is er. |
05:24.37 | sharf | 07[01:21 AM] <JademusSreg> 01I will assume you've got a cast time so the animation will match.07[01:21 AM] <JademusSreg> 01And then expect you to do so.01 |
05:24.38 | sharf | those? |
05:24.51 | JademusSreg | Little further./ |
05:25.07 | sharf | the last one is 07[01:21 AM] <JademusSreg> 01Add event Abil.WarriorBash.SourceCastStop > AnimClear BashOrWhatever01 |
05:25.11 | JademusSreg | Tada |
05:25.38 | sharf | that...doesn't answer my question |
05:25.41 | sharf | or if it does |
05:25.46 | sharf | I'm not seeing how |
05:27.29 | sharf | on the ability, to give it a cast time, should I use cast start time or cast finish time? |
05:27.43 | Taintedwisp | jademus why you no love sharf? i heard you talking about him :P |
05:28.01 | sharf | probably cause I drive him nuts |
05:28.48 | JademusSreg | Naw. |
05:30.15 | JademusSreg | I expect you'd use cast start time, sharf. |
05:31.19 | sharf | mmk |
05:34.18 | sharf | hmm |
05:34.40 | sharf | it works except that if I move it cancels it |
05:34.50 | JademusSreg | Yes. |
05:35.16 | JademusSreg | You're no longer casting it if you're moving. |
05:35.47 | sharf | right, so can I stop the unit from moving while casting? |
05:35.55 | JademusSreg | Yes. |
05:36.17 | sharf | how? I was looking under pausable stages |
05:36.20 | JademusSreg | Of course, players might hate that. |
05:36.24 | sharf | but unchecking cast didn't work |
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05:36.38 | sharf | it's not even half a second :P |
05:38.37 | sharf | hmm |
05:38.50 | JademusSreg | Ability: Uninterruptable is a good start. |
05:40.12 | sharf | hmmm |
05:40.28 | sharf | well...i can't move during the cost stage |
05:40.32 | sharf | cast* |
05:40.33 | sharf | but |
05:40.35 | sharf | if I try to move |
05:40.38 | sharf | it stops the animation |
05:41.14 | JademusSreg | That's amusing. |
05:41.38 | JademusSreg | Is that after the damage has been dealt? |
05:41.56 | sharf | this isn't for a damage one |
05:42.01 | sharf | it's for an activate one |
05:42.14 | sharf | sorry I changed that |
05:42.22 | JademusSreg | Is it breaking the animation before the effect is applied? |
05:42.34 | sharf | yes |
05:42.57 | JademusSreg | So which ability?> |
05:43.05 | sharf | Turmoil |
05:43.26 | JademusSreg | You know the drill. =D |
05:43.39 | sharf | it's supposed to do an attack animation as he enlarges etc. |
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05:44.29 | sharf | http://pastebin.com/hTpUVTm1 |
05:45.20 | JademusSreg | And actor. |
05:46.25 | sharf | http://pastebin.com/WqedabyH |
05:48.06 | JademusSreg | So the casting isn't interrupted, but the animation is? |
05:48.12 | sharf | yes |
05:50.09 | JademusSreg | I don't think Attack,One is valid. |
05:50.27 | JademusSreg | Pretty sure it's Attack,01 |
05:50.58 | sharf | so.... |
05:51.00 | sharf | how do I do 01? |
05:51.12 | JademusSreg | It's in the tags, I'd expect. |
05:51.36 | sharf | no |
05:51.43 | sharf | ther is only 0(zero) 1(one) |
05:51.44 | sharf | etc. |
05:52.42 | JademusSreg | Variation 01 |
05:52.51 | Stewox | can I enable ability throuhg effect ? |
05:53.04 | Stewox | for example enabling some vehicle mode when in transport |
05:53.07 | JademusSreg | If you apply a behavior, yes. |
05:53.07 | sharf | ah ok |
05:53.19 | Stewox | because you can't select manually and press button |
05:53.32 | Stewox | or do i have to do redirect like stimpack |
05:53.50 | sharf | yeah, that does it...I think |
05:54.10 | JademusSreg | Behavior so a validator can check the behavior count, Stew. |
05:54.12 | JademusSreg | brb |
05:54.16 | sharf | it's so quick it's hard to tell lol |
05:54.22 | Stewox | I am already applying a behavior for loading into, but currently im just using it as range bonus and some other things, can i use this one ? |
06:04.53 | sharf | well thanks Jademus, that's a start |
06:04.54 | sharf | night all |
06:05.08 | JademusSreg | Maybe, Stew. |
06:09.02 | sharf | ok I don't want to dig into this now...but is there a known bug with publishing maps under the new patch? |
06:09.22 | Stewox | allright i think what i forgot was to enable the actual ability to siege |
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06:09.28 | Stewox | and to make another redirect |
06:09.32 | Stewox | so it should work |
06:11.09 | Stewox | you guys probably haven't seen this story |
06:11.24 | Stewox | but somehow it's ... i just have to share it |
06:11.48 | Stewox | it was kind of a miracle ... |
06:12.18 | Stewox | http://www.digitaljournal.com/article/344438#ixzz2PVhRp5D7 |
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06:16.24 | qumanhawk | Hi, Question: I have a trigger that hides all the UI, however I want to keep the Timer UI (Countdown timers) shown, do you guys know what frame I need to Show? I can't seem to find the one for the Timer |
06:17.15 | JademusSreg | Hm. |
06:18.19 | JademusSreg | There's no syncFrame value for it directly. |
06:18.29 | JademusSreg | So you'd need to make visible the supporting frame. |
06:18.42 | qumanhawk | How do I do that? |
06:19.56 | JademusSreg | ConsoleUIContainer is the supporting frame. |
06:20.15 | qumanhawk | Okay cool, testing it now |
06:21.08 | qumanhawk | Hmm, console doesn't seem to be bringing it up |
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06:23.35 | JademusSreg | Yeah, there's no specific syncFrame for it, and its parent frame is inaccessible as well, it would seem. |
06:24.53 | JademusSreg | Either try forcing it by setting it visible for the players again, in case that might work, or make your own timer display via dialog actions. |
06:25.14 | qumanhawk | Ok, I'll probably have to just manually create a dialog with a timer |
06:30.39 | tordy | waddap dudes |
06:31.11 | JademusSreg | Stuff and things. |
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06:34.07 | Taintedwisp | Jademus how do I make an effect that deals 10000000000000000000000000000000000 dmg? |
06:34.22 | Taintedwisp | tolol |
06:34.26 | Taintedwisp | just i already know how :P |
06:34.30 | Taintedwisp | jk |
06:37.06 | tordy | Taintedwisp good mornin |
06:37.13 | Taintedwisp | morning? |
06:37.19 | Taintedwisp | its 2 am... |
06:37.25 | Taintedwisp | in the only country that matters |
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06:53.51 | JademusSreg | Hah |
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07:28.04 | Taintedwisp | Fail |
07:30.36 | Taintedwisp | yo jademus quit snitchin |
07:30.58 | JademusSreg | Boondocks reference? |
07:31.14 | Taintedwisp | :) |
07:31.49 | Taintedwisp | lol watchin game of thrones and that boondocks line keeps poppin in my head lol |
07:33.17 | Taintedwisp | its bad when i get tired of seeing titties and just fast foward past -_-.... |
07:33.19 | JademusSreg | Enjoyable start to a season. |
07:33.33 | Taintedwisp | I just started watching the series 2 days ago |
07:33.35 | Taintedwisp | :/ |
07:35.03 | Daara | what you say bitch nigguh? |
07:35.23 | JademusSreg | Stinkmeaner. |
07:36.50 | Eagles | whaaaaaaaa |
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08:07.18 | kubi_ | dafuq |
08:07.18 | kubi_ | anyone on.. |
08:07.41 | JademusSreg | No. Yes. I mean, I'm a duck. |
08:10.20 | kubi_ | or drunk |
08:10.26 | kubi_ | wheres my hero mui" |
08:10.44 | JademusSreg | Workng on it. Gotta make these layout frames do what I want. |
08:11.05 | Taintedwisp | ducks are dicks |
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08:11.17 | JademusSreg | They act like they don't want to, but I know they do. |
08:11.44 | JademusSreg | Those UnitStatus frames will obey. |
08:12.14 | Taintedwisp | WHen jademus says hes working on it, he means to say, is that hes working on his bottle of Jack Danials, while occasionally alt tabbing and typing 1 word into the text file for the layout. |
08:12.28 | Taintedwisp | while playing solitaire |
08:16.32 | HP-X|Arthas | Real men play hearts |
08:16.34 | HP-X|Arthas | ! |
08:16.50 | JademusSreg | Good thing I'm imaginary, then. |
08:16.56 | HP-X|Arthas | Whilst listening to Jon St John reading 50 shades |
08:16.57 | HP-X|Arthas | lol |
08:17.20 | HP-X|Arthas | And good morning to you |
08:18.49 | Taintedwisp | :)) |
08:19.20 | Taintedwisp | Arthas you a bitch, how does it feel 10 virgins whooped yo ass and threw you off your frozen throne? |
08:19.42 | Daara | my friends mom was addicted to playing hearts |
08:19.53 | Daara | she use to beat him because she was so addicted |
08:20.01 | Daara | dad kicked her ass to the curb |
08:20.08 | Daara | she died of cancer a few months later |
08:20.11 | JademusSreg | Morn. |
08:20.20 | HP-X|Arthas | Taintedwisp: Degrading actually! |
08:20.22 | Daara | TLDR, don't play hearts. |
08:20.28 | HP-X|Arthas | How did I fuck that one up so bad |
08:20.34 | Taintedwisp | :P |
08:20.58 | HP-X|Arthas | Daara shit goes down when you play hearts |
08:21.02 | HP-X|Arthas | That's why you play it! |
08:21.14 | Taintedwisp | hearts is for women and pussies |
08:21.19 | Taintedwisp | men play mindsweeper |
08:21.25 | Taintedwisp | minesweeper* |
08:21.37 | Daara | THE TIMER IS GOING TO KEEP GOING UP UNTIL IT REACHES 999! |
08:21.39 | Daara | then what? |
08:21.40 | Taintedwisp | and the occasional rodents revenge |
08:21.49 | Daara | nothing, you just really suck |
08:22.05 | Daara | WHY ARE THESE MINES EVEN HERE! |
08:22.18 | HP-X|Arthas | Haha |
08:22.26 | HP-X|Arthas | hmm, is that from minesweeper the movie |
08:22.30 | Taintedwisp | if theres a 1 in the corner ITS A MINE |
08:22.31 | Daara | yea lol |
08:22.36 | HP-X|Arthas | :D |
08:22.39 | HP-X|Arthas | http://www.youtube.com/watch?v=5oUa-3W0BFI |
08:22.47 | HP-X|Arthas | Yeah, today is hangover day and youtube video day |
08:23.11 | Daara | too bad the new duke nukem sucked |
08:23.17 | HP-X|Arthas | So wrong |
08:23.20 | HP-X|Arthas | Yet so riiiight |
08:23.30 | HP-X|Arthas | Still played through it |
08:23.55 | Taintedwisp | daara that was a year ago let it go |
08:23.58 | Taintedwisp | i know it hurt |
08:24.02 | Daara | lol |
08:24.04 | Taintedwisp | But duke was never that good anyways |
08:24.20 | Taintedwisp | Tychus was a better duke nuken them duke nukem |
08:24.20 | HP-X|Arthas | +b+b+b+b |
08:24.29 | JademusSreg | Hah. |
08:24.31 | HP-X|Arthas | HEATHEN |
08:24.34 | HP-X|Arthas | BURN HIM |
08:24.37 | HP-X|Arthas | or her |
08:24.48 | JademusSreg | There's no gender on the internet. |
08:24.55 | HP-X|Arthas | it? |
08:25.01 | Daara | so |
08:25.04 | Taintedwisp | i got a dick sir... and it happens to be poking your mother pretty hard |
08:25.25 | Taintedwisp | ill return the shovel when I am finished |
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08:25.35 | Daara | i guess the only way to prevent unit pathing is via footprints :c |
08:25.41 | HP-X|Arthas | enjoy your chlamydia |
08:25.43 | HP-X|Arthas | ! |
08:25.57 | Taintedwisp | Tell your mother to enjoy the new pet... |
08:26.02 | Taintedwisp | krabz |
08:26.04 | Daara | i can't find a way to do it with the physics in 3ds :c |
08:26.14 | Daara | units just run through walls still q.q |
08:26.28 | Taintedwisp | |_| |
08:26.41 | Daara | i could make some really cool shit! |
08:26.44 | Taintedwisp | p.q? |
08:26.44 | *** join/#sc2mapster Parthon (~cheeeese@godsta.arach.net.au) |
08:26.56 | Taintedwisp | I can make cooler shit daara |
08:27.16 | Daara | http://s65.photobucket.com/user/Daara/media/Screenshot2013-04-0507_55_27_zpse9c6ff61.jpg.html?sort=3&o=0 |
08:27.18 | Taintedwisp | just get me a potato some wire and a lightbulb, ill light that fucking bulb |
08:27.39 | Daara | i can't stop them from running strait through the wall up to the top though :c |
08:27.57 | Daara | footprint editor is a bitch atm |
08:28.01 | Daara | cause it's bugged |
08:28.09 | Taintedwisp | Darra you COULD put doodads that are invisible |
08:28.13 | Daara | and i don't wanna leave permanent pathing |
08:28.34 | Taintedwisp | That way the doodads could act as a blocker |
08:29.01 | Daara | yes but look at the ramp going up |
08:29.05 | Daara | they'll still run through that wall |
08:29.14 | Taintedwisp | so? |
08:29.20 | Taintedwisp | You cant place invisible doodads there too? |
08:29.23 | Daara | I'm a perfectionist! |
08:29.47 | Daara | if a doodad is going to block pathing it'll have a footprint |
08:29.56 | Daara | which in turn would block the pathing of the ramp or the top |
08:30.33 | Daara | what i need is a fucking wall i can make in 3ds the says, fuck you units...no walking through me |
08:30.35 | Taintedwisp | also I am not 100% sure but I think you can bake pathing blockers into the model |
08:30.39 | Taintedwisp | I have been told anyways |
08:30.54 | Daara | i haven't seen a way to do it |
08:31.05 | Daara | i tried with physics boxes |
08:31.12 | Daara | that are collidable |
08:31.22 | Daara | doesn't stop units |
08:35.54 | Daara | i see a unit called Dynamic Pathing Block (No footprint, Radius 1) |
08:37.51 | Taintedwisp | try using that |
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08:46.19 | Daara | ok |
08:46.24 | Daara | so there has to be a way |
08:47.28 | Daara | this dynamic one creats a like 1x1 sphere that blocks pathing |
08:47.37 | *** join/#sc2mapster Ousnius (5fd0fa5f@gateway/web/freenode/ip.95.208.250.95) |
08:47.58 | Ousnius | hi |
08:49.14 | Ousnius | does anyone know about alternatives to making a city go empty in a game story except nuclear radiation and a zombie virus? |
08:49.50 | Daara | alien abduction |
08:50.21 | Daara | they are all vampires and were out when the sun came out |
08:50.22 | Daara | poof dust |
08:50.39 | JademusSreg | It was all a dream. |
08:50.54 | HP-X|Arthas | Taintedwisp: sorry for the slow response! |
08:51.07 | HP-X|Arthas | But I did tell her |
08:51.09 | HP-X|Arthas | ! |
08:51.14 | HP-X|Arthas | Nao dota2 |
08:51.14 | Taintedwisp | lol |
08:51.19 | Daara | can there be corpses left behind Ousnius? |
08:51.28 | JademusSreg | They awoke from a shared consensual delusion. |
08:51.28 | Ousnius | no |
08:51.50 | Daara | they were all christians |
08:51.52 | Daara | and the rapture came |
08:51.56 | Daara | got beamed up to heaven |
08:51.57 | Ousnius | it has to feel like a metro 2033 g ame |
08:52.04 | Ousnius | without stealing metro |
08:52.06 | Ousnius | stuff |
08:52.17 | Ousnius | and better |
08:52.34 | Daara | parasite mind controlled them |
08:52.41 | Daara | to leave the cities and walk to their deaths |
08:53.20 | JademusSreg | The player exists in a quantum potential reality where the exceedingly unlikely event of all the people ceasing to exist has occured. |
08:54.41 | Ousnius | I made a deal with a 3D artist friend in switzerland |
08:55.08 | JademusSreg | The city is a fantasy of a tormented god and follows its decsent into madness. |
08:55.12 | Ousnius | he wants a complete game design document including story and he'll agree to starting to make a game together with me when UDK 4 gets released for free |
08:55.19 | Ousnius | :3 |
08:55.37 | JademusSreg | *descent |
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08:56.33 | Ousnius | somehow I got down pretty much already. but somehow it's a stalker clone |
08:56.38 | Ousnius | as in story |
08:57.37 | Ousnius | the previous thing I thought of was a Persona clone lol |
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09:02.38 | Ousnius | I need more reasons for a city being empty of people all of a sudden ,-, |
09:02.55 | Ousnius | mentioned ones were good but a bit too cliché |
09:04.15 | Daara | so this thing blocks pathing |
09:04.16 | Daara | as a unit |
09:04.18 | Daara | no footprint |
09:04.30 | Daara | but i can't find a way to resize it in the editor |
09:04.43 | Daara | it's also the shape of a sphere |
09:05.32 | JademusSreg | Not aware of any game or story where a city is suddenly empty using any of my suggestions. |
09:06.37 | Ousnius | JademusSreg my fellow's pretty picky |
09:06.46 | Daara | i'd stick with the rapture |
09:06.59 | Ousnius | he'd ask for a reason why there's a quantum potential reality |
09:08.09 | JademusSreg | I'd introduce your fellow to the work of Hugh Everett. |
09:08.26 | Ousnius | he likes references :P |
09:09.38 | JademusSreg | I mean, that's like asking why a spontaneous destruction of the entire universe occurred when its false vaccuum collapsed. |
09:10.16 | Ousnius | one last thing |
09:10.44 | Ousnius | I need it to differentiate more from the Persona series <-< |
09:10.58 | JademusSreg | Not familiar with Persona. |
09:11.22 | JademusSreg | It involves people transforming? And there's psychobabble or some such? |
09:11.31 | Ousnius | aka guy being in a "fantasy" city all of a sudden, RPG style |
09:12.50 | Ousnius | They later realize that their bodies can phase into the television set as a gateway to enter another world infested with Shadows. Thus begins an adventure to discover the connection between the Midnight Channel and the murders and kidnappings around town. |
09:14.12 | JademusSreg | Is that your idea or the Persona games? |
09:14.18 | Ousnius | persona |
09:14.41 | Ousnius | mine doesn't include a television set or kidnappings |
09:18.29 | Ousnius | http://www.youtube.com/watch?v=Fe_TPOfLcPI XD |
09:24.35 | *** join/#sc2mapster Zolden (58870015@gateway/web/freenode/ip.88.135.0.21) |
09:34.12 | Taintedwisp | Zolden you dirty bastard. |
09:34.20 | Taintedwisp | YOU SLEPT WITH OUSNIUSES MOMMA!!! |
09:34.22 | Taintedwisp | thats fucked up |
09:34.34 | Taintedwisp | can you atleast return the paper bag ? |
09:36.29 | Ousnius | whut? |
09:36.59 | Taintedwisp | lol |
09:38.37 | Eagles | Can someone guess what I'm making .. heh heh http://puu.sh/2vvkO/84ae8d44e7 |
09:39.22 | Taintedwisp | ew |
09:39.28 | Ousnius | tower wars |
09:39.29 | Taintedwisp | why remake squad td? |
09:39.38 | Taintedwisp | you should just make shit and piss.... td |
09:40.06 | Eagles | Err, squad td? It's clearly enfos... I agree, Squad TD is boring :p |
09:40.31 | Eagles | Enfos FTW! |
09:40.35 | Taintedwisp | actually 95% of battle.net players say trhey would play shit and piss....td, if you have actuall pissy, and shitty models for ti |
09:41.38 | Eagles | yeah ofcourse, because the standards of tds are crap |
09:41.59 | Eagles | among with pretty much all map genres |
09:44.31 | Zolden | 95% battle.net players play with their penises |
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09:45.27 | *** join/#sc2mapster Torhal|work (~torhal_wo@76.164.170.2) |
09:49.08 | Daara | hey zolden |
09:49.14 | Ousnius | JademusSreg any ideas on how the mc is supposed to get into the quantum reality and out of it at the end of the game? |
09:49.28 | Daara | is it possible to make a Collidable physics "wall" |
09:49.38 | Zolden | hey |
09:49.39 | Daara | like ones that units can't pass through |
09:50.05 | Daara | units seem to just pass through everything i've attempted |
09:51.13 | Zolden | Daara: did you read art tools tutorial about physics? |
09:51.17 | Daara | yea |
09:51.35 | Daara | what type of physics do units use though? |
09:52.15 | Zolden | dunno |
09:52.26 | Ahli | wall that units can't pass through? footprint? |
09:52.36 | Daara | footprint editor is bugged for me |
09:52.46 | Ahli | physics won't do anything for pathing |
09:52.49 | Zolden | ask Bommes, he wanted to make walls like you said |
09:52.52 | Zolden | i made him a model |
09:53.02 | Zolden | but i don't know if it work |
09:53.43 | Daara | so physics can't stop a unit from pathing? |
09:53.50 | Ahli | no |
09:54.05 | Ahli | physics can't alter anything important to the game state |
09:54.13 | Ahli | as you can disable physics |
09:54.18 | Zolden | but do physics override pathing? Or yo had to remove footprints to make walls walkable? |
09:54.41 | Daara | the wall i'm using has no footprint at the moment |
09:54.45 | Zolden | foodprints |
09:55.08 | Zolden | Daara: try to add specular/normal maps, i think it will wix it |
09:55.08 | Daara | if i could rotate and scale the unit as a guide |
09:55.10 | Daara | i could make one |
09:55.17 | Daara | but i can't |
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09:55.41 | Daara | plus footprints are limited |
09:56.08 | Daara | or i'd have to make like 50 of them for different angles |
09:57.02 | Ahli | enjoy making 50 |
09:57.17 | Zolden | make 500 |
09:57.20 | Zolden | even better |
09:57.36 | *** join/#sc2mapster MindWorX (MindWorX@80-161-13-134-static.dk.customer.tdc.net) |
09:58.38 | Daara | i could use tons of dynamic pathing blockers |
09:59.59 | Zolden | do modifying pathing triggers work yet? |
10:03.27 | *** join/#sc2mapster Torhal|work (~torhal_wo@76.164.170.2) |
10:13.57 | *** join/#sc2mapster Zolden (588704ca@gateway/web/freenode/ip.88.135.4.202) |
10:14.05 | Zolden | guys, if someone says "it neds to fire missiles 3 times as fast", does he mean "missiles should be fired more frequently" or "missiles whould fly faster"? |
10:14.07 | *** join/#sc2mapster RazielZ (Raziel@2a01:388:201:4190:69c8:7a9d:e887:e472) |
10:14.35 | *** join/#sc2mapster Kueken (~Kueken@brsg-4dbbdf37.pool.mediaWays.net) |
10:14.43 | Zolden | Taintedwisp: u know english, help me |
10:15.36 | Taintedwisp | zolden it means that missiles should get to its target area 3x as fast.. |
10:15.51 | Zolden | ty |
10:15.53 | Kueken | Morning! |
10:16.00 | Zolden | hey Kueken |
10:21.08 | *** join/#sc2mapster Tolkfan (~Thunderbi@host-89-230-244-33.nowydwor.mm.pl) |
10:23.40 | *** join/#sc2mapster gooose (5489f9f3@gateway/web/freenode/ip.84.137.249.243) |
10:30.09 | gooose | i need interesting models/animations for special effects |
10:33.28 | Eagles | How resource expensive is it to have an array of 100 Dialog Items (example)? |
10:35.15 | JademusSreg | (32*p)*n bits |
10:35.28 | JademusSreg | Also, why would you do that? |
10:35.49 | Ahli | O(n) if you iterate over it once |
10:36.21 | JademusSreg | =D |
10:39.30 | Ahli | if you check everything with 100 if-then-else statements, you got O(1) |
10:39.55 | Ahli | with unlimited code you can get everything down to O(1)... |
10:40.20 | A1win | I don't understand how the Battle.net UI can use up more CPU than the actual game x_x |
10:40.41 | Ahli | ^ |
10:40.49 | JademusSreg | Hahaha |
10:41.05 | JademusSreg | Lots of sfw files. |
10:41.21 | Ahli | oh, BLizzard fixed ALT eating fps |
10:41.37 | Ahli | and they do strange things on mouse move I believe |
10:41.58 | Ahli | open 2 channels, make them huge, swap to members tab, minimize both, move mouse |
10:42.07 | Ahli | that used to kill all your frames while mouse is moving |
10:44.07 | A1win | it'd probably work better if they just loaded a map and did the whole bnet as scripted dialogs :| |
10:44.49 | Ahli | I thought about that myself already :D |
10:45.16 | Ahli | I somehow imagine that bnet UI is exactly that |
10:46.48 | *** join/#sc2mapster Kueken1 (~Kueken@brsg-4dbbc937.pool.mediaWays.net) |
10:47.06 | Ousnius | b.net UI is flash |
10:47.18 | Ousnius | as you can see in starcraft 2's MPQ files there are SWF in there |
10:47.24 | Eagles | I'm just trying to figure out how much room I can account for without creating performance issues, but I might have solved that now that I noticed you can set array sizes to constants :D |
10:48.06 | Kueken1 | array size has basically nothing to do with performance, if we are talking about fps |
10:48.21 | Ousnius | only RAM |
10:48.24 | Kueken1 | it will just eat up some memory |
10:48.32 | JademusSreg | GUI standard libraries waste so, so much more than that already. |
10:48.34 | Kueken1 | and 100 is nothing |
10:48.42 | Eagles | ok |
10:48.53 | Kueken1 | if we talk 500k it gets interesting ;) |
10:49.11 | Eagles | I noticed the max array size is 8192 :D |
10:49.24 | Kueken | in gui |
10:49.35 | Kueken | ? |
10:49.37 | Eagles | ah, hehe |
10:49.57 | Eagles | yes |
10:50.05 | Kueken | I am pretty sure I cracked memory limit with a single array in galaxy |
10:50.10 | Kueken | when testing it out |
10:50.41 | A1win | the GUI needs to generate the array code so it'd give performance issues for the GUI if you made a huuge array |
10:51.05 | Kueken | well, it creates an initializer loop on map init |
10:51.13 | Eagles | and max "Wait X Y seconds" real parameter is 524287.0 which is almost a year in seconds :P |
10:51.16 | Kueken | nothing to worry about either |
10:51.43 | Kueken | well, thats because of the variable type ;) |
10:52.12 | Eagles | oh wait, its not close to a year, I fail |
10:53.16 | Kueken | real/fixed max value is 2^31/4096 -1 which happens to be 524287 :) |
10:54.10 | Kueken | its more like 6 days |
10:54.54 | Zolden | Kueken: to be more precise I'd say 2^(32 - 13) |
10:55.15 | Kueken | -1 |
10:55.30 | Kueken | and I wanted to highlight the relation between integer and fixed |
10:55.31 | Zolden | why -1? |
10:55.39 | Kueken | but well, does it matter? :) |
10:56.13 | Kueken | because integers range from -2^31 to (2^31)-1 |
10:56.34 | JademusSreg | -1, because 0/ |
10:57.03 | Kueken | and someone decided it would be cooler to have 1 more negative than positive number :D |
10:57.21 | Kueken | or is there a logical reason for that? |
10:57.30 | A1win | ahh a new day kickstarted by 0.5l energy drink, time to start coming up with more name ideas for craftcraft |
10:57.44 | Kueken | xD |
10:57.55 | Kueken | starting new kickstarter project |
10:58.01 | A1win | :P |
10:58.06 | Kueken | expected funds: 0.5 l energy drink |
10:58.28 | Zolden | I think marijuana work better then energy drink |
10:58.29 | A1win | per day |
11:01.02 | Zolden | especially if you need more ideas |
11:01.33 | Zolden | once i smoked some marijuana and it gave me an idea to smoke more marijuana |
11:01.41 | A1win | :P |
11:01.53 | A1win | brilliant |
11:08.16 | Kueken | grr |
11:08.28 | Kueken | I want to delete actor events with the delete key |
11:08.49 | JademusSreg | Switch to XML view. |
11:08.54 | A1win | but it's called "Remove" and there's no "Remove" key on the keyboard :O |
11:12.41 | Kueken | JademusSreg: Well, its mostly for c&p or duplicated actors, and for these, the events I want to delete don't even show up in xml, if I use a custom parent :/ |
11:13.44 | JademusSreg | Ah. <OnTerms index="0" remove="true" /> |
11:13.47 | JademusSreg | Or something like that. |
11:13.49 | Kueken | yes |
11:14.12 | Kueken | but if I don't want to remove everything I have to guess the indexes |
11:14.23 | Kueken | or check back on the parent or something |
11:14.26 | Kueken | sucks |
11:14.28 | JademusSreg | If figure if I gotta delete stuff, I need a new parent. |
11:14.42 | JademusSreg | *I |
11:15.02 | Kueken | depends, usually the stuff I need to keep is a lot more than the stuff I want to delete |
11:15.55 | Kueken | I just want delete to work *ramble* |
11:16.03 | JademusSreg | Not aware of what you're doing, but sounds a bit inefficient. |
11:17.47 | Kueken | it probably is |
11:17.56 | Kueken | but w/e |
11:28.15 | *** join/#sc2mapster Thenarden (~Miranda@HSI-KBW-078-043-219-158.hsi4.kabel-badenwuerttemberg.de) |
11:31.09 | Kueken | is there a native to get string word count? |
11:31.17 | Kueken | cannot seem to find it |
11:31.26 | Kueken | or do I need to iterate the words? |
11:31.45 | JademusSreg | Hm. |
11:32.17 | Zolden | what w/e means? |
11:32.22 | Kueken | whatever |
11:32.58 | JademusSreg | iirc, gotta iterate through the words until it returns a null string. |
11:33.14 | Zolden | what iirc means? |
11:33.22 | Kueken | if I recall correctly ;) |
11:33.34 | Zolden | ty :) |
11:33.48 | Kueken | " what does ty mean"? |
11:33.52 | A1win | ;> |
11:33.53 | JademusSreg | https://pastee.org/4cveb |
11:34.09 | Zolden | :) |
11:34.46 | Kueken | thanks Jade, the could wouldn't have been a problem, though ;) |
11:34.52 | Kueken | *code |
11:35.03 | JademusSreg | I know. You are competent. |
11:36.07 | Kueken | why the additional check for null word? |
11:36.10 | JademusSreg | That's why you get a blue highlight. <3 |
11:36.43 | JademusSreg | It's for returning the count. |
11:36.48 | Kueken | ah |
11:36.53 | Kueken | got it |
11:37.03 | Kueken | somehow looks... wrong to me |
11:37.06 | JademusSreg | StringWord being 1-indexed for whatever silly reason. |
11:37.35 | Kueken | dont get me wrong, I am sure it works |
11:37.46 | JademusSreg | Yeah, it feels wrong. Feel free to find a more efficient solution, though. Would be appreciated. |
11:38.02 | Eagles | Gah.. I'm so tired of this. I still can't get the inset shadow of my text tags to go away x_X |
11:38.39 | JademusSreg | Isn't that defined in style? |
11:39.14 | JademusSreg | Oh, the third function uses my BoolExpression utility. Oops |
11:39.19 | JademusSreg | brb |
11:39.54 | Eagles | well it's not defined in the font style http://puu.sh/2vxUM/958a7fef9b, also I can't change the style of a text tag(atleast I haven't found a function for it in the UI) |
11:39.59 | Eagles | GUI* sorry |
11:41.46 | Eagles | I don't understand why they put the inset shadow there at all, feels like it's a bad default behavior for something so commonly used.. |
11:47.38 | Kueken | JademusSreg: https://pastee.org/937ec |
11:47.44 | Kueken | appears to work |
11:49.07 | JademusSreg | Niiice. |
11:50.10 | Kueken | but I just noticed I wanted to use it as an array dimension, which does not work, because the function is not constant ;) |
11:50.25 | Kueken | or can you define constant functions somehow? |
11:50.53 | JademusSreg | I don't believe that is applicable in galaxy, but you're welcome to try. |
11:52.00 | Kueken | tried it for a couple of word counts and a "" string, works so far, or do you spot an error? |
11:53.04 | A1win | if the word count is 5, it returns "BANANAS" instead of 5 for some reason |
11:53.05 | JademusSreg | I'm aware of the static keyword, which is the only visibility/access modifier, but it's invalid for trigger functions. For whatever reason, even if they are in the same script file, lookups via string, such as TriggerCreate, can't find it. |
11:53.51 | JademusSreg | Also, no errors on my side. Haha @ A1. |
11:54.11 | Kueken | static sucks balls, it hides the function from other files, but it doesn't prefix them internally or something, so you cannot even reuse the name, which is about the only reason why I would even use it |
11:54.26 | JademusSreg | True.dat |
11:54.31 | Kueken | heh |
11:54.37 | Kueken | need a null string check |
11:54.49 | Kueken | otherwise it goes into infinite loop it seems |
11:55.14 | twodie | Zolden Do you know how to reset bones transformation, rotation and stuff to some time before how it was placed or something... I made mistake by editing bones while NOT in Auto Keys mode |
11:55.28 | Kueken | not infinite loop, just trigger error |
11:55.31 | Kueken | my bad |
11:55.39 | JademusSreg | Let's see if I can get this camera actor working. |
11:56.02 | Zolden | twodie: ctrl Z helps |
11:56.44 | twodie | yeah when I started editing 30 mins ago, seems like no way back now :( |
11:57.16 | Zolden | then move em back manually |
11:57.17 | Kueken | ctrl z doesn't work in galaxy custom script files anymore :( |
11:57.24 | Kueken | just noticed |
11:57.37 | Kueken | somehow they don't want us to use galaxy code at all, it seems |
11:57.39 | JademusSreg | Command keys. The menu option still works. |
11:57.51 | Zolden | Kueken: you need to click the cursor out of the script |
11:57.59 | twodie | Zolden yeah it will take hours :/ |
11:58.06 | Zolden | when cursor is in the text, hotkeys doesn't wowrk |
11:58.15 | Kueken | oh right |
11:58.27 | Zolden | probably because there were bugs like when you save by ctrl+s, the "s letter" appear in text |
11:58.36 | Kueken | yes, had that :D |
11:58.50 | twodie | http://snag.gy/bEyaN.jpg |
11:59.13 | Kueken | anyway, workflow when adding galaxy script direcly into the editor is abysmal |
11:59.27 | Zolden | so, they removed hotkeys in text editing mode, which isn't cool |
11:59.29 | JademusSreg | Kueken, save as SC2Components? |
12:00.13 | Kueken | I don't mean adding from an external text editor ;) |
12:00.31 | Kueken | it just seems like they try to force us into using an external editor |
12:01.17 | JademusSreg | Haha. Naw, I doubt it. Rather, they don't have much need for it themselves, so it get's inadvertedly shafted. |
12:01.23 | JademusSreg | *gets |
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13:00.33 | gooose | does playerstatus == playing return true if the player is an AI? it doesnt seem to (or i just messed my leaderboard up :P) |
13:02.21 | Stewox | lol |
13:02.27 | Stewox | i edit something in XML |
13:02.52 | JademusSreg | Haha |
13:02.55 | Stewox | i make onfly buidling stuff |
13:03.01 | Stewox | training and all that |
13:03.17 | Stewox | and names were all similar or same across buttons and editor IDs |
13:03.50 | Stewox | i get to PsiDisruptor and type it in, but oh, it's actually PsiDisrupter they're calling it in the game so i change that |
13:03.54 | Bibendus | mmm |
13:04.03 | Bibendus | where do I get the last sc2 layout files? |
13:04.05 | Stewox | then i compile XML and and find out that PsiDisrupter is unknown |
13:04.43 | Stewox | then i fix it with UI, and go look how it's called, and in the CODE they call it PsiDisruptor .... make up your mind blizzard xD |
13:05.33 | Bibendus | anyone? :D |
13:05.45 | Stewox | for some reason i think PsiDisruptor is more UKish and Disrupter is more USish |
13:06.12 | Stewox | no idea on that ... |
13:06.54 | Bibendus | cuz I don't know wich file to search for |
13:06.58 | Bibendus | the tutorial on the forum is quite old |
13:07.02 | Bibendus | pre hots |
13:07.22 | Bibendus | www.sc2mapster.com/forums/resources/tutorials/20323-ui-sc2layout-files-override-method-aiurchef-method/ |
13:10.12 | JademusSreg | Bib, clarify? |
13:10.22 | Ahli | why do you need the files? |
13:10.39 | JademusSreg | I've got all of them extracted. And you can see them in the UI module, and in the Asset Browser. |
13:11.51 | JademusSreg | I mean, if you needed the extracts, I could provide them, but there are other ways of getting what you want. |
13:17.21 | Bibendus | i m looking for the actual version of all standard sc2layout files |
13:17.23 | Bibendus | in hots |
13:17.34 | Bibendus | it seems that from hots they are no more added with patches |
13:17.43 | Bibendus | so I took them from the core mod |
13:18.09 | JademusSreg | I've got em all. |
13:18.13 | Bibendus | it seems updated looking to its last update time |
13:18.36 | Bibendus | did u take it from Core.SC2Mod ? |
13:18.36 | Stewox | hmm do you guys know how to make a beam weapon fire go like projectile with collision on it's path so it hits and damages other units passing before it, also to make it pass-through the target so the beam continues for like 500 range until it collides with terrain or something |
13:18.42 | JademusSreg | And the patching system has been changed a bit, but it's still additive. |
13:19.03 | Bibendus | but it changed a lot in hots |
13:19.13 | Bibendus | and last additive patch I saw is |
13:19.25 | Bibendus | Base21029 |
13:19.28 | JademusSreg | Stew, basically, you want a tentacle-like effect, minus the return. |
13:19.46 | Stewox | how do i do that on an existing code |
13:19.48 | JademusSreg | Tentacles hitch a ride with missiles to get to their targets. |
13:19.51 | Bibendus | [Release] StarCraft 2 v1.4.3.21029 +19 - Starcraft 2 Hacks |
13:19.53 | Bibendus | and its 1.4.3 |
13:20.26 | Stewox | any possibility applyng that for an existing beam weapon |
13:20.38 | JademusSreg | Bib, dunno what you mean. |
13:20.55 | JademusSreg | I've got Base24944. |
13:21.07 | Bibendus | ye but it doesnt contain updated layout files |
13:21.23 | JademusSreg | Yeah, moved the patch stuff to Updates directory. |
13:21.32 | Bibendus | doh |
13:21.36 | JademusSreg | Right above Versions, haha. |
13:21.41 | Bibendus | wich file xD |
13:21.42 | Stewox | i did some good research on updating system some 2 years ago, i doubt it still applies so ... not worth it |
13:21.49 | Bibendus | s2-update-base-25293 |
13:21.53 | Bibendus | wut |
13:21.59 | Bibendus | its not the last one |
13:22.00 | Bibendus | xD |
13:22.20 | Stewox | let me have a look at it bibendus |
13:22.28 | JademusSreg | Don't forget patches and hotfixes and shit. =D |
13:22.35 | Bibendus | tx |
13:22.38 | Bibendus | do I have |
13:22.47 | Bibendus | to add all the patches layout |
13:22.48 | Bibendus | in order? |
13:22.49 | JademusSreg | Anyway, what need you with all the files? |
13:22.49 | Bibendus | :| |
13:22.59 | Bibendus | i m starting to remake hive keeper UI |
13:23.04 | Bibendus | i wanted the last UI version |
13:23.08 | Stewox | allright |
13:23.16 | Bibendus | I pratically have to redo every part of the UI |
13:23.20 | Bibendus | so I think I'll need them :D |
13:23.20 | Stewox | first thing you need to know is that there are major patches and minor patches |
13:23.28 | JademusSreg | I still don't see what that has to do with the UI files. |
13:23.36 | Stewox | minor patches are hotfixes onto the same BaseXXXXX folder |
13:23.37 | Ahli | just copy paste them out of the UI editor |
13:23.47 | Bibendus | don't I need them to override default UI shit? |
13:23.49 | Stewox | major patches make up a new BaseXXXXX folder |
13:24.06 | JademusSreg | Yeah, and all the shit you need to override/can override is in the UI editor. |
13:24.12 | Ahli | the gray layouts in the UI editor are there for reference |
13:24.16 | Stewox | the highest base number is the latest patch if you have it updated |
13:24.17 | Bibendus | oh k |
13:24.19 | JademusSreg | You've noticed the UI editor, right? |
13:24.24 | Bibendus | tought I needed them xD |
13:24.27 | Ahli | you add your own and put all the old code into it |
13:24.32 | Ahli | method didn't change |
13:24.41 | Ahli | aiurchef override method is still the way to go |
13:24.53 | Bibendus | however the guide is old |
13:24.56 | Bibendus | before the UI editor came out |
13:25.01 | Stewox | there is no way to uninstal minor hotfix patches because there is no need to, blizzard tests ofcourse, minor changes which won't affect compatability are the base hotfixes |
13:25.03 | JademusSreg | Even HotS campaign overrides with file/desc path references. |
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13:25.57 | JademusSreg | I mean, there's very, very little point to having all the layout files, which is why I asked initially. |
13:26.11 | Bibendus | i need a good custom UI tutorial |
13:26.13 | Ahli | the only thing that changed is that we don't need to scavenge through the mpqs anymore and we only need to copy paste our code into the editor into a layout and compile+save it |
13:26.18 | Stewox | my research on that is probably burried somewhere in my archives it'll could take like an hour to find |
13:26.19 | JademusSreg | The only reason I did is for thorough data mining. |
13:26.48 | Stewox | bibendus i know exactly what you mean |
13:27.06 | Bibendus | I need a damn updated guide |
13:27.08 | Stewox | i was trying to do that what is called total conversion, the editor system is so unfriendly for that |
13:27.14 | Bibendus | because I never worked on UI before |
13:27.34 | Bibendus | oh and how do you toggle |
13:27.39 | Bibendus | the ingame ui editor? |
13:27.45 | Bibendus | alt fhit ctrl f11? |
13:27.46 | Bibendus | shift |
13:27.55 | Ahli | ctrl alt f12 |
13:28.02 | Ahli | but that editor sucks ;) |
13:28.07 | JademusSreg | It's not friendly. |
13:28.13 | Bibendus | useful to do coordinate changes :P |
13:28.16 | JademusSreg | But it provides some amusement. |
13:28.32 | Ahli | yeah, you can try out different offsets and check which elements are where |
13:28.35 | JademusSreg | Resizing the WorldPanel does funny things. |
13:28.45 | Stewox | yo have to check on udmod.com for the more unconventional modding stuff |
13:28.48 | Bibendus | how the fuck does it work lol |
13:29.02 | Stewox | and yes for total conversion it is a good idea to get ALL of the UI like you said |
13:29.05 | JademusSreg | Funny you should ask. |
13:29.18 | JademusSreg | The in-game UI editor is itself defined in the layouts. |
13:29.19 | Bibendus | is it? |
13:29.32 | Bibendus | cuz I ll never be able to get all the correct files |
13:29.34 | Bibendus | with all these patches |
13:29.35 | Bibendus | :D |
13:30.08 | Stewox | i was trying to extract and merge all of the game's XML, but the patching, versioning, packaging and dependency system proved to be just so complicated to keep that XML always up to date and it was just a lot of work |
13:30.26 | Stewox | now i recalled bibendus |
13:30.42 | Bibendus | wut |
13:31.02 | Stewox | i have examples uploaded on sc2mapster, inside i have a FULL guide in readme.TXT |
13:31.29 | JademusSreg | But the sad part is that most of the functionally useful stuff in layouts has that functionality because their names/location in the frame structure are hardcoded references the engine uses to send and receive information. |
13:31.32 | Stewox | search for something like "repository" |
13:32.00 | Stewox | I now think what you need to do, not 100% sure yet as it's been very long i forgot |
13:32.08 | JademusSreg | Which means even a "total conversion" must retain most of the structure. |
13:33.03 | Stewox | You need to actually open and extract the original files first, then you have to copy over the contents from latest patch or something like that, there may be some curvebals in between, but i hope it'll work , i am not aware of any changes in patching system after that |
13:33.12 | Bibendus | actually i have to keep few things |
13:33.21 | Bibendus | hide most of the normal stuff |
13:33.27 | Bibendus | and create new ui shit instead |
13:33.44 | Stewox | the original i mean the SHIPPING versions of them, not in the Version , but in MODS folder |
13:33.49 | JademusSreg | You'll need to keep everything, anything you want to be functional. =D |
13:33.50 | Bibendus | i ll keep minimap, resources, unit info |
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13:33.56 | Bibendus | then I ll remake the rest |
13:34.14 | Bibendus | mmm this fucking ingame ui editor |
13:34.18 | Bibendus | after I change things |
13:34.21 | Bibendus | what should I do then? xD |
13:34.30 | JademusSreg | Change the editor xml files. |
13:34.46 | Bibendus | can I export my editing |
13:34.46 | JademusSreg | Mod the editor gogogog. |
13:34.49 | Bibendus | from the ingame ui editor? |
13:34.52 | JademusSreg | Sure. |
13:34.57 | Kueken | Stewox, to your question earlier: It should definitely be possible, however I wouldn't start from an existing beam weapon. The concept is quite different, so I would rather start from scratch. |
13:35.05 | JademusSreg | At the very least, Ctrl C works. |
13:35.11 | Almaity | Ello Zolden |
13:35.16 | Kueken | hey Maity |
13:35.19 | Bibendus | wut |
13:35.23 | Bibendus | ctrl c where |
13:35.23 | Bibendus | xD |
13:35.26 | Almaity | Ello Kueken |
13:35.29 | JademusSreg | Kuek, it's half a tentacle. =D |
13:35.39 | Kueken | depends |
13:35.39 | Kubi | SHUT |
13:35.53 | JademusSreg | Both use the Attacher bone to do shit. |
13:35.58 | Kueken | you can probably realize it in a similar way |
13:36.01 | Zolden | Almaity: hey |
13:36.08 | JademusSreg | Yar, simpler even, since it doesn't need to return. |
13:36.09 | Kueken | but I would probably use the colossus method instead |
13:36.25 | JademusSreg | Ah, site mover. |
13:36.42 | Kueken | yes |
13:37.12 | Stewox | Problem is, you probably will not be able to use editor if you want to go full custom, I made an experimental XML extract that is actually loadable fine in editor (at the time) but I don't think it will pass publishing or whatever blizzard config internally is, i don't really know, but I think you could if you have custom dependency, like a MOD, problem is, there is size limits on bnet how... |
13:37.12 | JademusSreg | If it needs to be a constant/channeled beam, definitely site mover. |
13:37.14 | Stewox | ...big can the mod be, the FULL extract is something like +200MB , i think that's over the limit for single file |
13:37.28 | JademusSreg | brb |
13:37.57 | Kueken | well, site mover or piggy-back on a missile, both should work just fine |
13:38.08 | Bibendus | for example |
13:38.10 | Stewox | Kueken; that probably looks like a lot of work ... |
13:38.14 | Bibendus | how do I hide the standard UI frames |
13:38.16 | Stewox | ion this case |
13:38.17 | Bibendus | all of them |
13:38.27 | Bibendus | zerg protoss terran shitz |
13:38.53 | Bibendus | gameUI? |
13:39.28 | Kueken | depends on what your spell should actually do. For simple collision in a forward trajectory, it shouldn't be more complicated than a basic colliding missile with some added actors |
13:39.30 | Stewox | biggest problem for most of editing in manual is that editor link everying up with it's own /Param/JD86F76G67DF stuff that is obviously not human readable |
13:40.01 | Stewox | well yeah just that |
13:40.38 | Stewox | but also going pass-through so when it fires it basically damages everyone who even touches the beam regardless of what the beam is targeting |
13:40.55 | Kueken | yes |
13:41.43 | Stewox | is that even supported in some fasion ? or it would need a workaround of very fast periods to fire low amounts of damage effects or what |
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13:42.51 | Kueken | well, not even a colliding projectile is "supported" if you put it like that, its also a search effect executed in a fast period |
13:43.20 | Kueken | so not a huge difference if the search is just performed at the tip or over the full distance |
13:44.00 | Stewox | bibendus |
13:44.06 | Bibendus | wut |
13:44.06 | Stewox | it's here: http://www.sc2mapster.com/assets/full-data-extract-sorted-and-pre/ |
13:44.18 | Bibendus | I dont need the full files |
13:44.22 | Kueken | would point more towards the site mover method though, the missile method would require the missile to leave a trail of persistents behind |
13:44.27 | Bibendus | the UI editor already let me extract what I need thanks |
13:45.19 | Stewox | it's not about the extract, it's about how system works |
13:45.20 | Kueken | I assume the beam should travel quite fast and have a narrow aoe? |
13:45.26 | Stewox | if you were reading what im saying |
13:45.48 | Stewox | some of the terminology may be a bit weird since it's been quite some time |
13:46.36 | Stewox | yes indeed |
13:46.48 | Stewox | it's the drakken laser drill |
13:47.17 | Kueken | and it should collide with terrain? |
13:48.06 | Stewox | yes, why would it fire into ground anyway there's nothing there, and to make it more realistic, it wouldn't disintegrate ground, but it's too powerful for units ... |
13:48.56 | Kueken | no not just collision with cliffs and unpathable terrain, but also with terrain deformations? |
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13:49.02 | Kueken | not sure if that is possible |
13:49.06 | Kueken | *so |
13:49.15 | JademusSreg | Not with terrain deformations. |
13:49.26 | Stewox | doesn't have to be that |
13:49.26 | JademusSreg | Not unless you put markers all over the fucking place. |
13:49.29 | Stewox | deformations ? |
13:49.34 | JademusSreg | The mesh. |
13:49.43 | JademusSreg | And deformations thereof. |
13:49.45 | Stewox | so if i have a very big hill it will go through ? |
13:49.54 | JademusSreg | Or up it, more likely. |
13:50.08 | Kueken | yes, unless you either place markers or use cliffs/unpathable terrain |
13:50.21 | Kueken | and make the beam collide with unpathable terrain |
13:50.24 | Stewox | well if it does work with clifs it's at least somewhat okay |
13:50.51 | A1win | "Power" could be a nice word for craftcraft's name if paired with something... |
13:51.01 | Kueken | but you are right, it will become somewhat complicated to realize :) |
13:51.21 | Kueken | A1win: gogo PowerCraft CraftPower |
13:51.34 | SaVi | "CraftCraft" is it the map with the power lines? |
13:51.37 | Stewox | well if it's firing into air units theres no problem |
13:51.40 | A1win | SaVi, yeah |
13:51.47 | A1win | I'm trying to rename it to someting better |
13:51.49 | A1win | :P |
13:51.52 | SaVi | ^^ |
13:52.01 | Stewox | i just want to avoid the ghost-plane effect |
13:52.24 | Stewox | when the laser hits ground |
13:53.22 | SaVi | arent they stranded on the planet and try to get off it with powering the, was it the xel'naga gates? |
13:53.49 | A1win | there are three xel'naga vaults that you power up, which then activates the warp gate |
13:54.11 | A1win | which is a bit meaningless to gameplay, I should think of something to make it more apparent during the game |
13:54.24 | A1win | now it's just an invulnerable structure that takes up space |
13:54.46 | SaVi | its the final goal^^ |
13:54.59 | A1win | maybe it also needs to be powered in the end |
13:55.01 | A1win | hmm |
13:55.11 | A1win | what if there's only 2 vaults... nah |
13:55.21 | A1win | just wondering if it's make the game too long |
13:55.24 | SaVi | never played it to the end^^ |
13:55.27 | A1win | hehe |
13:55.33 | SaVi | just got out of vespine every time :D |
13:56.33 | A1win | there's now a normal difficulty replacing hard, and an extended tutorial |
13:57.10 | SaVi | maybe something like "Lost" or "Stranded" ?^^ |
13:57.32 | A1win | nah that's just a background story thing, not relevant to gameplay |
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13:57.39 | SaVi | mhh |
13:57.51 | SaVi | but you arent also really crafting there, are you? |
13:58.03 | A1win | that's why I want to rename it ;p |
13:58.10 | A1win | or one of the reasons |
13:58.33 | A1win | the map started as something different where the name kind of still fit, now it doesn't |
13:58.40 | JademusSreg | If you don't like Forbidden Planet, then how about SCV Simulator 2504? |
13:58.45 | A1win | :P |
13:58.53 | SaVi | Miner? |
13:59.45 | SaVi | or explorer^^ xD |
13:59.59 | A1win | http://a1win.pp.fi/recraftcraft.txt |
14:02.11 | SaVi | seems like you already have nice ideas :) |
14:02.25 | A1win | the problem is that I don't like any of them :P |
14:02.56 | A1win | they kind of fit and kind of sound alright but not quite |
14:03.29 | SaVi | Forbidden Planet sounds interesting because the zerg dont really welcome you |
14:04.25 | JademusSreg | I'd link to the MC Frontalot song of the same name, but I didn't find it on youtube. So instead see the imdb entry for it. |
14:05.15 | A1win | http://en.wikipedia.org/wiki/Forbidden_Planet#Track_list |
14:05.22 | A1win | An Invisible Monster Approaches |
14:06.10 | JademusSreg | Niiice. |
14:08.26 | JademusSreg | Ah, by chance, the song comes up on Spotify. <3 |
14:09.43 | A1win | Robby Arranges Flowers, Zaps Monkey |
14:09.52 | Ahli | finally uploading my map on NA again, this time on my acc |
14:11.18 | JademusSreg | Neato. |
14:12.43 | JademusSreg | Anything you need tested or just informing us? |
14:13.44 | Ahli | just informing |
14:13.56 | Ahli | then I need to connect with another account to hide the old map |
14:13.57 | Ahli | o0 |
14:14.21 | A1win | oh right should've done that too, republish as private instead of deleting |
14:14.30 | A1win | can deleted maps be republished by the same author? |
14:14.38 | Ahli | you can over-publish it again I believe |
14:14.43 | Ahli | and then delete it again |
14:15.24 | A1win | why would I delete it again? |
14:15.46 | A1win | oh right it wouldn't matter at that point so might just as well |
14:15.55 | Ahli | to free up the space |
14:16.26 | JademusSreg | Unrelated, editor does not like EditorTextureMatches used in conjunction with model attachments. |
14:21.11 | JademusSreg | Generates a metric fucktonne of errors in the editor, none in game. |
14:21.22 | Bibendus | mmm |
14:21.28 | Bibendus | how do I reset an anchor |
14:21.35 | Bibendus | with override |
14:21.39 | Bibendus | because it gives me error |
14:21.46 | Bibendus | if I use relative="$this" |
14:22.27 | JademusSreg | Insufficient data. |
14:23.03 | Bibendus | grrr |
14:23.12 | Bibendus | why u no work |
14:23.42 | Ahli | ignore errors |
14:23.44 | Ahli | it works |
14:23.59 | Bibendus | ye but |
14:24.02 | Bibendus | the error! |
14:24.07 | Ahli | I know |
14:24.09 | Bibendus | I see it works :( |
14:24.22 | Bibendus | no other way? |
14:24.24 | Ahli | but it's not on bnet |
14:24.30 | Ahli | not that I know |
14:24.30 | Bibendus | :O |
14:24.36 | Bibendus | just in local? |
14:24.37 | JademusSreg | You could try the full path. |
14:24.38 | Ahli | yes |
14:24.40 | Bibendus | and btw it appears only the first time |
14:24.50 | JademusSreg | Yeah, that's true of UI errors. |
14:24.51 | Ahli | was online during hots beta I blieve, not sure anymore |
14:25.03 | Ahli | but atm it's not shown |
14:25.30 | Ahli | my temple siege UI throws 20-30 of those errors :D |
14:27.19 | Bibendus | sigh |
14:27.25 | Bibendus | only in single player however? |
14:27.26 | Bibendus | or during test |
14:27.27 | Bibendus | ? |
14:27.50 | Ahli | document test == shows errors |
14:29.50 | Bibendus | k |
14:29.58 | Bibendus | maybe another parent parameter exists |
14:30.00 | Bibendus | like $null |
14:30.01 | Bibendus | or something xD |
14:30.31 | JademusSreg | Er. |
14:30.54 | JademusSreg | $root $parent $this |
14:30.59 | JademusSreg | That is all. |
14:33.36 | Bibendus | :( |
14:33.54 | Bibendus | k I was able to move some shit |
14:33.55 | Bibendus | yey |
14:35.39 | Bibendus | can I disable the new buttons |
14:35.42 | Bibendus | seelct idle worker |
14:35.49 | Bibendus | and select army? |
14:35.51 | A1win | Show/Hide UI Frame |
14:35.59 | Bibendus | ye I mean I can hide them but |
14:36.04 | Bibendus | will he hotkeys still work? |
14:36.10 | A1win | they won't |
14:36.13 | Bibendus | nice |
14:36.18 | JademusSreg | Feel free to add your own. |
14:36.19 | A1win | hotkeys only work if their UI element is visible |
14:36.21 | Bibendus | tx |
14:36.30 | Bibendus | even if I hide them |
14:36.33 | Bibendus | from custom UI? |
14:36.38 | Bibendus | sc2layout |
14:36.40 | A1win | dunno |
14:36.43 | A1win | probably |
14:36.44 | Bibendus | k ill try |
14:36.47 | JademusSreg | I mean you can add hotkeys. |
14:37.24 | JademusSreg | Bib, did you see my info dump regarding layout elements before? |
14:37.44 | Bibendus | fuck |
14:37.48 | Bibendus | cant find the root of this |
14:37.49 | Bibendus | :D |
14:37.59 | Bibendus | jame as I todl you |
14:37.59 | JademusSreg | Er. |
14:38.00 | Bibendus | told |
14:38.04 | Bibendus | I think I won't need them |
14:38.12 | Bibendus | I can just copy paste shit from the ui editor |
14:38.20 | JademusSreg | I think you misunderstand. |
14:38.27 | Bibendus | then whats it for |
14:38.54 | JademusSreg | http://www.sc2mapster.com/forums/development/gui/50450-layout-frame-element-support-list/#p1 |
14:39.11 | Bibendus | I saw hit |
14:39.15 | Bibendus | but I dont get what's for |
14:39.21 | Bibendus | if not to get the files from the mpq |
14:39.28 | JademusSreg | Haha |
14:39.35 | Bibendus | oh another link |
14:39.35 | Bibendus | :P |
14:40.12 | Bibendus | I saw this link on the forum with search |
14:40.35 | JademusSreg | The paste is what matters. http://www.sc2mapster.com/paste/7445/ |
14:40.56 | JademusSreg | Since you're adding UI shit, figured you might want to know what they can do. |
14:42.20 | Bibendus | for new stuff yes |
14:42.27 | Bibendus | but for now I have to hide the stuff |
14:42.31 | Bibendus | then I'll add the new shit ;) |
14:42.32 | Bibendus | tx |
14:42.45 | Bibendus | now for example |
14:42.52 | Bibendus | the idle worker and select army buttons |
14:42.58 | Bibendus | <Desc> |
14:42.58 | Bibendus | <PROTECTED> |
14:43.04 | Bibendus | how the hell do I find the container xD |
14:43.20 | JademusSreg | Ctrl F |
14:43.31 | Bibendus | it searches only on the file names |
14:43.35 | Bibendus | not inside the layouts |
14:43.37 | JademusSreg | Actually, you might find this useful. |
14:43.58 | Bibendus | oh |
14:43.59 | Bibendus | all layouts! |
14:44.00 | Bibendus | :P |
14:44.09 | Bibendus | sbrofl |
14:44.13 | Bibendus | it's searching random text |
14:44.29 | Bibendus | it's totally bugged! |
14:44.53 | JademusSreg | https://dl.dropbox.com/u/1049551/All%20UI%20Data.7z |
14:45.23 | Bibendus | love :P |
14:45.45 | JademusSreg | This is what I compiled before rendering it down to the info in the pastes. |
14:46.13 | JademusSreg | In addition to the client string dumps to find shit not found in the layouts. |
14:46.26 | Bibendus | http://img823.imageshack.us/img823/6008/randomuisearch.jpg |
14:46.29 | Bibendus | look this search xD |
14:46.41 | Bibendus | how bugged it is |
14:46.53 | JademusSreg | That's glorious. |
14:46.56 | A1win | it's displaying a different file or version of the file than it's searching from |
14:47.01 | Bibendus | xD |
14:47.24 | Bibendus | did the blizz guys come back on this channel? |
14:47.30 | Bibendus | or they just disappeared |
14:47.32 | A1win | ctrl-s might help |
14:47.45 | Bibendus | ctrl s for what |
14:47.46 | A1win | haven't seen them in a while |
14:47.52 | JademusSreg | They'll appear when a significant patch drops. |
14:47.53 | A1win | the thing you have open |
14:48.38 | Bibendus | what do u mean? |
14:48.47 | Bibendus | what does it have to do with the fact that |
14:48.48 | Bibendus | http://img823.imageshack.us/img823/6008/randomuisearch.jpg |
14:48.53 | A1win | I don't know if it'll help, I said "might" |
14:48.54 | Bibendus | the search all layout thing is bugged |
14:49.09 | A1win | it might be searching from a saved version and be displaying an unsaved version of the file |
14:49.13 | A1win | but dunno |
14:49.19 | Bibendus | nah |
14:49.22 | Bibendus | i saved and it's the same |
14:49.24 | A1win | just seen that happen like that sometimes |
14:49.24 | Bibendus | it works if u dont check the |
14:49.26 | Bibendus | all layouts |
14:49.31 | A1win | in some stuff |
14:49.38 | A1win | kk |
14:49.51 | JademusSreg | Or. |
14:50.18 | JademusSreg | What are you doing to hide frames, Bib? |
14:50.55 | Bibendus | <Frame type="IdleButton" name="IdleButtonTemplate"> |
14:50.55 | Bibendus | <Visible val="False" /> |
14:50.55 | Bibendus | </Frame> |
14:51.02 | Bibendus | was searching for the right path |
14:51.27 | JademusSreg | I mean to ask if you're doing it from the GameUI instances. |
14:51.41 | Bibendus | wut do you mean? :| |
14:51.50 | Bibendus | i dont know a shit of what i m doing |
14:51.53 | Bibendus | so talk to a noob :P |
14:51.57 | JademusSreg | Since going through each layout file to hide templates is ridiculous. |
14:52.14 | Bibendus | just the containers |
14:52.25 | Bibendus | like a couple of buttons for the minimap |
14:52.29 | Bibendus | the 2 idle buttons |
14:52.48 | Bibendus | and whatever I find that must be removed |
15:11.58 | Bibendus | mm |
15:23.43 | Bibendus | i can't hide the idle shit |
15:23.43 | Bibendus | :| |
15:24.22 | twodie | DESTROY IT WITH FIRE! |
15:24.33 | Bibendus | i would like to burn it |
15:30.56 | Bibendus | is there a disabled shit |
15:31.00 | Bibendus | on UI |
15:31.01 | Bibendus | disabled flag |
15:31.35 | twodie | move it offscreen |
15:31.38 | Bibendus | <PROTECTED> |
15:31.41 | twodie | best solution from me |
15:31.48 | Bibendus | the problem is that it has a hotkey |
15:32.32 | twodie | a lot of those visual to be vissible doesnt work, at least last time i wanted to force show/hide trade, alliance buttons, didnt worked |
15:32.47 | twodie | which one? |
15:32.49 | Bibendus | k fuck i ll disable them by trigger |
15:32.51 | Bibendus | the new buttons |
15:32.53 | Bibendus | idle workers |
15:32.58 | Bibendus | and select army |
15:33.10 | Bibendus | i wanted to hide them forever |
15:33.16 | Bibendus | by layout |
15:33.57 | Bibendus | however I cant hide the containing frame |
15:34.04 | Bibendus | I have to hide all the inside frames |
15:34.11 | Bibendus | and still the hotkey works |
15:34.43 | twodie | deselect workers in units flags, data |
15:35.18 | Bibendus | k done by trigger |
15:35.19 | Bibendus | fuck it :D |
15:35.28 | Bibendus | no I wanted to disable |
15:35.30 | Bibendus | the button |
15:35.45 | Bibendus | I need my worker flag |
15:35.45 | Bibendus | :P |
15:35.55 | Bibendus | and I have to hide the select army button too |
15:38.32 | Bibendus | k now |
15:38.35 | Bibendus | i haz to hide the default UI |
15:38.37 | Bibendus | where is it :| |
15:38.47 | Bibendus | races UI frames |
15:39.57 | *** join/#sc2mapster sharf (~sharf@stu-237-155-171-184.champlain.edu) |
15:39.58 | twodie | half way to the crossbowman unit model completion |
15:40.51 | sharf | any ideas why I can't publish my map? It starts to upload, then fails with an unkown error. They all do |
15:41.00 | Stewox | anyone can tell me what does BUTTON STATE mean |
15:41.10 | Stewox | when you have multiple button comamnds in the same SLOT |
15:41.19 | Stewox | Available is the active one right |
15:41.26 | JademusSreg | One doesn't have multiple buttons in the same slot. |
15:41.28 | Stewox | what is RESTRICTED and SUPPRESED ? |
15:41.35 | JademusSreg | Oh. |
15:41.39 | Stewox | you have all over misions |
15:41.40 | JademusSreg | Thought you meant layouts. |
15:41.53 | Stewox | automated refinery ... psi diruptor stuff like that |
15:42.01 | Stewox | and in melee |
15:42.12 | Stewox | you have bunker stimpack redirect |
15:42.20 | Stewox | Marine Stimpack is set to AVAILABLE |
15:42.24 | JademusSreg | Restricted and suppressed refers to how it handles displaying buttons with regard to requirements and shit. |
15:42.28 | Stewox | Marauder Stimpack is set to RESTRICTED |
15:42.32 | Bibendus | how do I hide the default race UI frames |
15:42.33 | Bibendus | mmm |
15:42.35 | Kueken | I never have them see make a difference whatsoever |
15:42.43 | Kueken | the availability is set by requirements |
15:42.49 | Stewox | requirements is "Use Stimpack" |
15:42.50 | Kueken | jade: sure? |
15:42.59 | Kueken | never looked differently |
15:43.06 | sharf | hmm |
15:43.13 | Stewox | Im just trying to be sure RESTRICTED doesn't mean DISABLED ? |
15:43.14 | Kueken | I assumed it has something to do with tech tree or something |
15:43.22 | JademusSreg | I figured Restricted would display the button in a disabled state, suppressed would not show it at all. |
15:43.37 | JademusSreg | Again, relative to requirements. |
15:43.38 | Stewox | sure? |
15:43.44 | Kueken | I cannot confirm that |
15:43.45 | Stewox | i though it the otherway around lol |
15:43.53 | JademusSreg | If it doesn't have requirements, it doesn't matter a goddamn bit anyway. |
15:43.53 | Kueken | requirements use show and use requirements |
15:44.25 | Kueken | if show is false, button is hidden, if use is false but show is true, it shows up in disabled state |
15:44.27 | Stewox | well does it work in multiplayer or is this just Campaign thing to be able to use stimpack in bunker ? |
15:44.39 | Kueken | independent of restricted or suppressed option being selected |
15:44.48 | twodie | http://snag.gy/aJiCw.jpg |
15:44.51 | JademusSreg | Guess I could look at the data. |
15:45.06 | Stewox | well i could yes |
15:45.10 | Stewox | but it was just btw |
15:45.17 | sharf | nice twodie |
15:45.26 | Stewox | have to renavigate all ways around |
15:45.30 | Kueken | willy wonka with a crossbow |
15:45.38 | sharf | lol that's what I was thinking |
15:45.42 | twodie | thank you sharf! |
15:45.44 | Stewox | anyways, i just didn't want it to get disabled or something |
15:46.19 | Joneston | Kueken mit einem pimmelchen. |
15:46.32 | Kueken | hey Lajla |
15:46.33 | Joneston | Kueken, ist das wahr? |
15:46.48 | Joneston | Dass deiner ein pimmelchen ist |
15:46.59 | Stewox | ah requirement is just about the upgrade ... i thought it was some kind of validator if it's not using it already |
15:47.22 | Joneston | Meiner ist der Kraft-kosmisch |
15:47.33 | Kueken | interestingly enough, Kuken and Pimmelchen sort of translate into the same thing in 2 different languages :D |
15:47.45 | Joneston | Nach mir, mein Board |
15:48.20 | Joneston | Ich war der Vorboter Galactus' |
15:48.44 | sharf | ok well this is a problem... |
15:48.46 | Kueken | JademusSreg: Psi Storm button is supressed by default, yet it shows up as disabled if the requirement isn't met |
15:48.47 | Joneston | Und jetzt ist meiner kein Pimmelchen mehr. |
15:49.30 | JademusSreg | Yeah, you're right. I have yet to find logical consistency between them. |
15:49.40 | Bibendus | <PROTECTED> |
15:49.46 | Bibendus | is it the bottom part? |
15:49.49 | Bibendus | of the UI? |
15:50.23 | Kueken | I would assume they either just provide information for tech tree or help menu, or they had a functionality at some point, which got removed and/or implemented into the requirements |
15:50.42 | Kueken | like requirements didn't differentiate between show and use before |
15:50.59 | Kueken | and when they did the command states became obsolete |
15:52.00 | sharf | ok when publishing a map, and it goes to the file size and available space window, what does it mean if part of it is a dark blue? |
15:52.01 | Stewox | LOOOOOOOOOL! |
15:52.15 | Stewox | I just noticed EDITOR has different functions for COPY and DUPLICATE |
15:52.23 | Kueken | :D |
15:52.27 | Stewox | ,,, using COPY is totally working wtf |
15:52.29 | Kueken | congratz! |
15:53.04 | Stewox | for some reason i noticed when i just used CTRL C |
15:53.08 | JademusSreg | One step closer to proficiency. *JRPG level up music* |
15:53.09 | Kueken | don't take it for granted, though, there are situations where copy screws up more than duplicate does |
15:53.14 | Kueken | and the other way around |
15:53.39 | Stewox | well i thought it wasn't going to that good to be true |
15:54.59 | Kueken | JademusSreg: I went back to the G++ editor for now, using it without the G++ syntax |
15:55.17 | Kueken | the autocompletion is just soo much smoother than the N++ mess |
16:00.47 | Zolden | twodie: there are extra polygons on the cap's border |
16:00.55 | *** join/#sc2mapster Blub\w (~wry@unaffiliated/blubw/x-6625061) |
16:01.04 | twodie | Zolden, was |
16:03.49 | sharf | >.< |
16:03.52 | sharf | well this is a problem |
16:05.31 | Kueken | NOOO, ZOLDEN |
16:05.38 | Kueken | DON'T DO THIS TO ME! |
16:05.54 | Kueken | hes gone |
16:06.00 | JademusSreg | These Camera actors are fun. =D |
16:06.03 | sharf | any troubleshooting I can do for why my map wont publish? |
16:06.46 | Bibendus | guys |
16:06.47 | JademusSreg | Does it exceed the size limit? |
16:06.49 | Bibendus | on the forums |
16:06.54 | Bibendus | how do u highlight xml code? |
16:07.05 | sharf | what is the size limit? |
16:07.06 | JademusSreg | Depends on the markup. |
16:07.19 | Bibendus | randomly found it |
16:07.21 | JademusSreg | But for most, code=xml or some variation. |
16:07.22 | Bibendus | <<code>> |
16:07.23 | Bibendus | :P |
16:07.25 | Bibendus | first try |
16:07.26 | Bibendus | I pwn |
16:07.42 | twodie | http://snag.gy/ETNSq.jpg |
16:08.35 | JademusSreg | Twod, hiii-YAH. |
16:08.49 | twodie | how high? |
16:11.14 | twodie | . |
16:11.38 | Bibendus | www.sc2mapster.com/forums/development/gui/22084-hiding-ui-buging-out/ |
16:11.43 | Bibendus | I fixed it! yey |
16:11.45 | Bibendus | so pro |
16:11.48 | Bibendus | UI editor |
16:12.35 | sharf | what is the max size of a map and how do I tell if my map exceeds it? |
16:12.40 | sharf | and...how could my map exceed it lol |
16:14.48 | JademusSreg | What's the error message? |
16:15.19 | sharf | unkown [3250] |
16:17.37 | Kueken | wow, so much information in that |
16:18.01 | Kueken | like Blizzard doesn't know how to type "unknown" |
16:18.10 | sharf | woops lol |
16:18.13 | sharf | unknown* |
16:18.24 | Kueken | ah, now its boring |
16:18.24 | Ahli | unknown 3252 I saw today I believe |
16:18.42 | Ahli | but disappeared after picking locked/unlocked I believe |
16:19.03 | sharf | I have that picked |
16:19.09 | sharf | one thing it might be |
16:19.25 | sharf | on the window where it shows the size |
16:19.36 | sharf | what does it mean when part of the line is a dark blue? |
16:20.05 | Kueken | xD |
16:20.15 | Kueken | Repo was a bot, wasn't he? |
16:20.49 | *** join/#sc2mapster Repo (~repo@68.64.47.41) |
16:22.27 | sharf | think I found it |
16:24.26 | *** join/#sc2mapster Zolden (58870015@gateway/web/freenode/ip.88.135.0.21) |
16:24.53 | JademusSreg | Yes and no. |
16:25.09 | JademusSreg | ~seen Repo |
16:25.15 | purl | repo is currently on #waruidev (4m 26s) #sc2mapster (4m 26s) #wowace (4m 26s) #curseforge (4m 26s). Has said a total of 12 messages. Is idling for 1m 5s, last said: 'Regalia of the Spiritbreaker'. |
16:26.27 | sharf | yep |
16:26.28 | sharf | fixed it |
16:27.01 | sharf | the unknown [3250] has to do with locking race in game variants and setting the race in player properties |
16:27.10 | JademusSreg | Haha. |
16:27.33 | *** join/#sc2mapster reaperguyver (43517711@gateway/web/freenode/ip.67.81.119.17) |
16:27.51 | Ahli | did the last patch fix the race bug? |
16:28.59 | reaperguyver | Race bug? |
16:29.55 | Ahli | forcing a race in player properties gives you a wrong race on bnet |
16:30.15 | reaperguyver | oh. |
16:31.27 | reaperguyver | I'm willing to pay someone a minor amount of money if they would remake my map for me. I broke it and I can't fix it so the only option is to remake it. |
16:31.30 | Ahli | terran in properties made you play as Zerg on bnet >_> |
16:31.43 | SaVi | lol |
16:31.48 | Ahli | "broke it and I can't fix it so the only option is to remake it." what? |
16:33.01 | Ahli | what did you do? what's the state of the map? what's the error? file size? file lost? published on bnet? |
16:34.25 | sharf | what the fuck |
16:34.32 | sharf | colors are wrong too |
16:34.57 | reaperguyver | lol |
16:34.59 | reaperguyver | I don't know what I did |
16:35.14 | reaperguyver | first it was crashing before hosting the lobby on battle net giving me a blank error message |
16:35.24 | reaperguyver | now it's crashing when I try to publish at the header file |
16:35.33 | reaperguyver | eerrr well failing to publish |
16:36.34 | sharf | so...any ideas why I cant set a player's color to white? |
16:37.14 | Ahli | try to reset data until it works again... I would start with game variants and player properties |
16:38.35 | reaperguyver | Yeah I've been trying to do that for a week and searching on forums and stuff I can't find an answer. |
16:45.22 | sharf | so the player who's color is set to red...becomes white...and the player who is set to white...becomes pink |
16:45.24 | sharf | wtf |
16:46.07 | Stewox | guys need help with command card |
16:46.18 | Stewox | command card asks you to choose icon button right |
16:46.32 | Stewox | but then again in the ability it self you have to choose icon button right |
16:46.45 | Stewox | but the command card doesn't let me choose other textures too |
16:46.57 | Stewox | some icons I want to add are missing from the listt |
16:49.41 | SaVi | You have to create a button with the Image you want before |
16:49.45 | Ahli | ^ |
16:49.47 | SaVi | ^^ |
16:52.07 | *** join/#sc2mapster gooose (5489f9f3@gateway/web/freenode/ip.84.137.249.243) |
16:52.56 | gooose | someone found a better solution to my problem than making a shitty terrain? |
16:53.00 | SaVi | mhh I'm searching for a nice visuall effect i could give my hellion when activating a speed boost, someone a idea? |
16:53.53 | Stewox | oh lol ofcourse thanks |
16:54.28 | gooose | firebat merc atack launch |
16:55.06 | Stewox | SaVi |
16:55.13 | Stewox | problem ... |
16:55.21 | Stewox | icon that i want is greyed all out |
16:55.23 | Stewox | it's not green |
16:55.34 | Stewox | can it be tinted correctly ? |
16:56.33 | SaVi | I never tried that.. sometimes there are two versions of a icon available (one colored; one grey) maybe you find it colored? |
16:57.18 | SaVi | you could also check the assets in sc2mapster. There are many Custom Icons |
16:57.22 | Kueken | reaperguyver: create a new map, save both the old and the new map as component list and start copying files from the old to the new map until it breaks or the new map works like the old one :) |
16:57.53 | reaperguyver | How do I copy the data then? |
16:58.09 | reaperguyver | or would I have to manually redo it? |
16:58.16 | Kueken | when you save the map as a components list, they are files in a folder |
16:59.13 | Stewox | it does not exist |
16:59.16 | Kueken | just save as component list and you will see |
16:59.22 | sharf | ok so...how would I make a player white in arcade? any ideas? |
16:59.49 | reaperguyver | okay I'll try that. |
17:05.22 | Stewox | Tint by Race: Enabled fixes the problem |
17:05.39 | SaVi | nice :) |
17:06.53 | SaVi | uhh firebat merc attack launch looks sweet :D |
17:09.46 | *** join/#sc2mapster Tivec_ (~Tivec@ti0018a380-1051.bb.online.no) |
17:12.03 | Stewox | lol |
17:12.08 | Stewox | found bug in editor |
17:12.14 | Stewox | stuff they had in there and removed |
17:12.24 | Stewox | Devastator Missiles |
17:12.25 | Stewox | button |
17:12.43 | Stewox | the weapon functions and it's there but has some temporary random icon |
17:13.11 | Stewox | when i make the button with the same name the name doesn't appear anywhere in editor |
17:13.26 | *** join/#sc2mapster Jygga (jygga@unaffiliated/jygga) |
17:13.29 | Stewox | it got spotted by a list view , not tree |
17:13.32 | Stewox | and in xml it is |
17:14.07 | Stewox | and funny thing is, the description and everything is still in the game code and it's linked in blue |
17:14.11 | *** join/#sc2mapster Thels (GameBot@ip3e83cdbc.speed.planet.nl) |
17:14.28 | Stewox | Switch to Devastator Missiles.<n/><n/>Devastator Missiles are much larger and slower than ordinary missiles, with a heavyweight warhead designed to inflict critical damage. |
17:18.46 | JademusSreg | Camera Host Eyes be tricksy. |
17:23.57 | SaVi | mhh I created a "Model Animation Style Continious" actor and added events called "Unit Movement Update" --> Walk to Create the Model and "Unit Movement Update" --> Stand to destroy it but nothing happend at all :O |
17:25.19 | JademusSreg | Wouldn't it make more sense to make a Model type, Parent BuffContinuous, with events Behavior.LudicrousSpeed.On > Create, Behavior.LudicrousSpeed.Off > Destroy? |
17:25.27 | JademusSreg | That's usually how such things are done. |
17:25.46 | SaVi | i dont know^^ if you say that this is more usually I will try |
17:25.48 | Stewox | I need DROP POD icon, the pods that terrans have from hyperion for CALLDOWN |
17:26.42 | JademusSreg | Stew, Alt `, Console pops up, enter the command browse, enter drop or droppod in the Search filter. |
17:27.02 | Stewox | icon |
17:27.05 | Stewox | button icon |
17:27.13 | Stewox | it doesn't exist in game |
17:27.16 | JademusSreg | Haha |
17:27.30 | Stewox | so if someone made it i can find it |
17:28.31 | twodie | http://snag.gy/MWJw3.jpg |
17:29.58 | *** part/#sc2mapster Ahli (~qqqq@dslb-092-073-217-207.pools.arcor-ip.net) |
17:36.38 | Zolden | twodie: i think i just understood what you asked me earlier |
17:36.47 | twodie | :) |
17:37.13 | Zolden | you wanted to animate the string, right? |
17:37.28 | JademusSreg | Seems you're correct, Stew. You win a prize, then. |
17:37.29 | JademusSreg | brb |
17:37.35 | twodie | Zolden yeah |
17:37.38 | twodie | plus |
17:37.45 | twodie | the xbow to be moveable |
17:37.48 | twodie | in animation |
17:37.50 | Zolden | twodie: did you manage to animate it? |
17:37.57 | twodie | and would stay some where in the arm range |
17:38.13 | twodie | yeah, looked into wc3 elfs archer, |
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17:39.32 | Stewox | i got lazy so what :o |
17:39.36 | Stewox | :p |
17:40.30 | twodie | but still dont have clue how to move xbow in his hand |
17:40.48 | twodie | like he would hold at time at the end of the xbow |
17:40.52 | Stewox | jade you may not guess by mere chat, i am extremely DIY person, i will do it my self if i can't find anything already done, atleast try, it paid off many times thought people wouldn't go through the truble, what trobule, finding solution my self is actually fun |
17:43.03 | Stewox | i just got new PC now, it was quite push these 2 weeks getting everything done, now that i tried it out a bit installed i got a bit over the awake limit so im kind of sluggish and sleepy but that's just this weekend :p |
17:44.31 | SaVi | Is there a way to see which SiteOperation/Attachement Points a Unit has? |
17:44.45 | Dustin | open the model in the cutscene editor and press A |
17:48.17 | JademusSreg | Backish. |
17:49.32 | SaVi | And how do I know which name the Attachment point has? |
17:50.01 | gooose | ok i made a leaderboard anything that might cause problems? (column 4 is diabled) http://peeeq.de/gui.php?id=3087 http://peeeq.de/gui.php?id=3088 |
17:51.57 | Zolden | twodie: I think it's a question of ierarchy of the skeleton |
17:52.19 | Zolden | twodie: you could benefit from watching some advanced rigging tuts |
17:53.11 | twodie | i really would |
17:53.45 | SaVi | ye.. it seems like its nothing you do just with trying ^^ |
17:54.12 | twodie | http://snag.gy/UzMv6.jpg |
17:58.43 | reaperguyver | not bad |
18:09.06 | JademusSreg | Haha, yeah, totally remembered something that didn't exist. =D |
18:14.57 | Eagles | Anyone know the name of the action which creates an arrow highlighting an UI element? |
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18:43.44 | Taintedwisp | hmmmmmmm |
18:44.45 | Reaperguyver | got it working thanks Kueken. |
18:45.43 | gooose | is there a way to set the leaderboard row height? |
18:46.17 | Reaperguyver | well almost now I'm back to the original probablem >.< lol |
18:48.41 | Taintedwisp | yes? |
18:49.14 | Taintedwisp | I think you just set the hight of the item within that row and it will expand goose. |
18:52.41 | *** join/#sc2mapster Zolden (58870015@gateway/web/freenode/ip.88.135.0.21) |
18:52.42 | gooose | uhm i dont see a item height trigger |
18:54.25 | gooose | only width |
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18:56.31 | SaVi | mähh I want my hellion to play the "Walk Start" Animation which I can select in the Cutscene editor but there is no field for it under "AnimPlay" |
18:56.35 | twodie | http://youtu.be/pfRbak_tVgY |
18:58.55 | SaVi | teach me master :O |
19:00.53 | Eagles | How can I fix all the Trigger Messages I get when I open my map? http://puu.sh/2vMgA/fd50c702b7 |
19:01.23 | *** join/#sc2mapster sharf (~sharf@stu-237-155-171-184.champlain.edu) |
19:03.57 | gooose | revert to a backup |
19:04.12 | gooose | if everything is wokring just ignor it |
19:05.06 | Eagles | but but but I wan't to fix it! :( |
19:08.41 | *** join/#sc2mapster Almaity (5d8866f6@gateway/web/freenode/ip.93.136.102.246) |
19:10.47 | Almaity | Hai Zolden |
19:10.49 | Almaity | and everyone else |
19:11.35 | gooose | sooo jade should i go with the guided mover or did you find a solution to launch a missile at a peristent and make it ignore terrain differences |
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19:28.02 | Reaperguyver | .... |
19:28.39 | Reaperguyver | I hate my map >.> lol. Back to it crashing when trying to load the lobby on battle.net |
19:35.14 | JademusSreg | Zoop. |
19:35.40 | twodie | Zopa |
19:36.43 | Reaperguyver | indeed |
19:36.54 | JademusSreg | Goo, when I have time, I'll certainly cover the issue. =D |
19:37.49 | Reaperguyver | I'll pay someone 5$ to fix my map. |
19:38.32 | JademusSreg | Fix? |
19:38.38 | JademusSreg | Is it crashing? |
19:38.39 | Reaperguyver | Correct |
19:38.42 | Reaperguyver | Kinda |
19:38.46 | Reaperguyver | Won't load the lobby screen |
19:38.52 | Reaperguyver | just gives out a blank error |
19:39.00 | JademusSreg | Hm. |
19:39.07 | JademusSreg | Send it to me. |
19:39.35 | JademusSreg | To be clear, this occurs every time without exception? |
19:39.39 | twodie | and send to me 5$ |
19:41.18 | Reaperguyver | yeah |
19:41.26 | Reaperguyver | uhh sure how? |
19:41.34 | JademusSreg | Few more questions. |
19:41.56 | Reaperguyver | The only fix I got on a forum was to change the players to all users because it's registering the game as single player or somehting funky |
19:43.03 | JademusSreg | Which region? Public or private? Locked or not locked? Map or mod? Arcade or not? When was the map created? Did it switch from WoL to HotS? |
19:44.44 | Reaperguyver | U.S. private locked uhh mod? arcade. originally created like 2 months after wol came out been updating it on and off over the last few weeks. yes from wol to hots. |
19:45.31 | JademusSreg | Mod's have assets, data, script, but not terrain or any gameplay; they're used for dependencies. |
19:45.47 | JademusSreg | So if it has terrain, it's a map. |
19:46.27 | Reaperguyver | oh then yes map |
19:47.26 | JademusSreg | Either upload it to the mapster file attachment thing or use dropbox or some such. |
19:48.23 | Reaperguyver | okay.... |
19:50.18 | Reaperguyver | I'll try to figure out how to use one of those and i'll let you know when I get it up. |
19:50.28 | gooose | is there a mover that impacts at a target point/unit that ignores terrain? does the new mover of the seeker missile in hots do that? |
19:50.37 | *** join/#sc2mapster Fenix (ae5bf846@gateway/web/freenode/ip.174.91.248.70) |
19:51.18 | Fenix | Unit Group - Pick each unit in (Any units within 1.0 of 5-Corner1 where player 15 matches filter Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions) This should only pick player 15 units and do actions on only Player 15?? |
19:51.20 | JademusSreg | (Ad-cluttered file upload sites are the disease-effusing prostitutes of the internet. =D ) |
19:52.25 | JademusSreg | Fenix, could you paste the script? |
19:52.51 | Fenix | eww... |
19:54.05 | JademusSreg | https://pastee.org/ for example. Copy the relevant code from the mapscript and I'll take a look. |
19:54.16 | Fenix | what would you try to find? I mean, shouldn't the trigger pick eatch with the value of the player as 15, should only pick player 15 units?! |
19:55.15 | JademusSreg | I can't read GUI; it's too messy and excessively verbose. </irony> |
19:55.58 | Fenix | lol |
19:56.16 | Eagles | Hey, is it possible to make the Dialog Item Slider be vertical instead of horizontal? |
19:56.45 | JademusSreg | Eagle, yes, though it requires some fun stuff. =D |
19:56.58 | Fenix | rotate the dialog item? |
19:57.01 | JademusSreg | Fun, as in layout editing. |
19:57.37 | Fenix | i feel Jade, that you only see complicated solutions haha |
19:57.42 | JademusSreg | Nope. |
19:57.58 | Eagles | I don't think Rotation works Fenix :p |
19:58.05 | Fenix | why dont u try ;) |
19:58.13 | Reaperguyver | http://www.sc2mapster.com/maps/echoes-war/files/1-echoes-of-war/ |
19:58.15 | Reaperguyver | I think |
19:58.15 | Eagles | It doesn't, I just did |
19:58.22 | Reaperguyver | Also sorry in advance. |
19:58.23 | JademusSreg | Only the Image frame type supports Rotation element, so only the Image dialog control type supports Rotation property. |
19:58.32 | Fenix | <PROTECTED> |
19:58.46 | Fenix | um.. |
19:59.28 | JademusSreg | Here's the reference for the shit I'm laying down here: http://www.sc2mapster.com/paste/7445/ |
19:59.50 | JademusSreg | Line 412, Slider. |
20:00.20 | Eagles | Oh thanks, I've looked at that a few times JademusSreg, but it's a tough nut to break for me :P |
20:00.28 | Reaperguyver | be back eventually |
20:00.28 | JademusSreg | It is an extention of the Control frame class, so it supports the elements from Frame and Control classes. |
20:00.48 | JademusSreg | But importantly, it has <Orientation val="Vertical"/> |
20:00.50 | Eagles | ah cool, I can just change the Orientation? |
20:01.02 | JademusSreg | Or rather, it supports Horizontal or Vertical. |
20:01.51 | JademusSreg | So all you need to do is make a custom frame template, easy, and set its template as the trigger thingy (I'll find you the name in a bit, if you need). Then just add that line. |
20:02.09 | JademusSreg | To instantiate it, you use a fun little action/function. |
20:02.35 | JademusSreg | DialogControlCreateFromTemplate (int dialog, int type, string inTemplate); |
20:03.17 | JademusSreg | The type would be Slider, of course, and the template string is the Desc path, which is just the layout file and the path to the frame definition. |
20:03.35 | JademusSreg | Make sense? |
20:05.03 | Eagles | it's weird though huh, since the orientation of the defualt dialog item slider goes sideways, shouldn't the default orientation be horizontal? |
20:05.29 | JademusSreg | Yes. |
20:05.42 | JademusSreg | This is a compilation of supported elements, no defaults. |
20:05.50 | JademusSreg | *not |
20:06.19 | Eagles | ohh |
20:06.20 | JademusSreg | I included that value rather than Horizontal to show it was an option. |
20:06.29 | Eagles | good man :p |
20:06.38 | JademusSreg | https://pastee.org/wefqv |
20:07.37 | Eagles | Cool, I got as far as copying the template and removing the values, but had no idea wht to type for the Template value :p |
20:07.45 | Eagles | wonders why it's called FenixSlider :D |
20:08.26 | Eagles | I'll name mine... DerpSlider |
20:08.36 | JademusSreg | Basically, you make a new layout in the UI editor, paste that in there, reference it with (assuming you named the layout FenixLayout) "FenixLayout//FenixSlider" in the GUI action's string template parameter. |
20:09.54 | Eagles | unless you're using the panel function for that, GUI actually has a nice tree of all the UI Layout Frames :D |
20:09.58 | JademusSreg | Ah, mix up because your handles are similar in length as displayed in my irc client. |
20:10.16 | JademusSreg | Well back in my day that goddamn well didn't, haha. |
20:12.24 | Eagles | hm, apparently [TriggerControlSliderTemplate] does not have a valid width. |
20:13.04 | JademusSreg | Haha. Give it a width? |
20:13.45 | JademusSreg | You can add as many elements as it supports, if you want. Sure beats managing a whole bunch of actions to set them. |
20:14.10 | Eagles | in the triggers? or the ui layout thingy? |
20:14.46 | JademusSreg | Well, setting the width and height via layouts saves the trouble of calling actions to do it. |
20:15.56 | gooose | well fuck it i m just gonna use a guided mover ... lets make some shitty terrain with height differences <1 lolz |
20:16.03 | Eagles | http://puu.sh/2vPib/5d2f3141ae this is what I have in Triggers so far (Rawified it for you!) so Width should be set, (but I'll try set it with XML) |
20:17.24 | JademusSreg | Strange. |
20:19.18 | Stewox | guys how do I unreveal area |
20:19.23 | Stewox | with Regions |
20:19.32 | Stewox | without making it unexplored (black) |
20:19.48 | Eagles | destroy the revealer? |
20:19.52 | JademusSreg | First, you may wanna commit it to a variable asap, rather than use last createver whatever functions. Second, _CreateHorizontalSlider/HorizontalSlider doesn't look like a valid string, so I guess it's GUI raw view. |
20:19.58 | Stewox | there is no revealer |
20:20.04 | JademusSreg | Stew, simple. |
20:21.00 | Eagles | stewox: set the duration to 1, and it will unreveal after 1 second? |
20:21.10 | Stewox | yeah i know now |
20:21.21 | Stewox | too late i already made the disabling script |
20:21.41 | Eagles | too late to help a dude, its too late! |
20:21.49 | Stewox | lol |
20:21.52 | Stewox | not like that |
20:21.58 | JademusSreg | Exclamation marks. |
20:22.16 | Stewox | in terms of reluctancy to delete and throw away work |
20:23.08 | JademusSreg | Nevar delete work, unless you have an eidetic memory. |
20:23.30 | Stewox | hah |
20:23.40 | Stewox | okay guys Creating a revealer is proper in this case |
20:23.47 | JademusSreg | Er. |
20:23.49 | Stewox | it's for regions too so it's exactly what i neede |
20:24.10 | JademusSreg | VisExploreArea(int player, region area, bool explored, bool checkCliffLevel); |
20:24.23 | JademusSreg | false is mask, true is fog. |
20:25.00 | Stewox | wgat |
20:25.17 | Stewox | allright |
20:25.33 | Eagles | okay so I set the width in both the XML now and with trigger and following your tip to assign the dialog item to a variable. It still gives "does not have a valid width" |
20:25.34 | Stewox | that's probably it |
20:25.55 | Stewox | because Destroy Revealer only has Last Created and Data Table i have no idea what's that |
20:26.08 | Stewox | oh this is some clustermuck |
20:26.11 | JademusSreg | Eag, show me the mapscript and layout content. |
20:26.51 | Eagles | *wishes there was some way to get line number of GUI action* |
20:27.45 | JademusSreg | Ctrl F11, copy, paste, Ctrl F to find the relevant stuff. |
20:27.52 | Stewox | jademussreg there is no such thing as mask or fog |
20:27.56 | Stewox | in UI |
20:27.58 | Stewox | at least |
20:28.55 | JademusSreg | Sorry, GUI usage and limitations are beyond my knowledge. |
20:29.15 | JademusSreg | I've just got a native here that says it's doable. |
20:29.54 | Eagles | ctrl+f isn't working for me in derpscript editor for some reason, but i did use the search function :P anyways: http://puu.sh/2vPQq/7759e2faed |
20:30.34 | JademusSreg | Er, I meant that you'd copy, paste in the pastebin of your choice, then use Ctrl F to trim it, not from the view script window. |
20:31.29 | JademusSreg | I thought you wanted a vertical slider? |
20:31.57 | Stewox | i don't see it inside your paste |
20:32.01 | JademusSreg | Also, what is the name of the layout file? |
20:32.21 | Eagles | Yes, I fail, changing that now. It's called: "_CreateHorizontalSlider" |
20:32.46 | JademusSreg | Why did it let you make a layout file with a preceding underscore? =\ |
20:33.00 | *** join/#sc2mapster Fate (~IceChat77@e179077023.adsl.alicedsl.de) |
20:33.13 | Fate | Kueken |
20:33.23 | Fate | do u have time for a game? |
20:33.37 | Eagles | I know right, it makes me happy though cause now I get my layout files at the top :D |
20:34.49 | JademusSreg | Let's try something dumb. Add Template to the name. |
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20:37.51 | JademusSreg | If that doesn't work, I'll tinker with it eventually. |
20:40.08 | JademusSreg | Reap, how many player slots is your map using? |
20:40.49 | Eagles | It seems to work (Yay), but the slider looks abit fugged: http://puu.sh/2vQlm/260902dbf1 |
20:41.01 | JademusSreg | Yep. |
20:41.15 | JademusSreg | Because now you get to customize all the content! =D |
20:41.34 | Eagles | shouldn't I be able to move the slider downwards though? I can't even do that |
20:41.47 | JademusSreg | You haven't set a value yet, rmemeber? |
20:42.09 | JademusSreg | Sliders slide between the min and max values. |
20:42.45 | Eagles | oh right, fail! |
20:42.46 | JademusSreg | And you'll need to use layouts to customize the buttony thing, and the bar image, and such. |
20:43.03 | Eagles | gotcha |
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20:56.02 | Eagles | I wish they would have put what type of image all the textures are.. hard to define in photoshop I suppose.. but still! :P |
20:56.20 | JademusSreg | Ah. |
20:56.32 | JademusSreg | You've got the 64-bit Nvidia DDS plugin? |
20:57.45 | Eagles | no, dont even have photoshop right now. been using gimp |
20:59.10 | JademusSreg | Assuming you do / are about to possess it: DXT3, ARGB, 8bpp, explicit alpha, no MIP maps, 2D Texture is a reliable setting. |
21:00.34 | Enexy | anyone want to test my 20+ player deefnse map later tonight? |
21:00.42 | Enexy | Just need to see if things update properly |
21:01.00 | JademusSreg | If I've not passed out by then, sure. |
21:01.03 | JademusSreg | brb |
21:01.08 | Enexy | lol |
21:02.41 | *** join/#sc2mapster Fenix (ae5bf846@gateway/web/freenode/ip.174.91.248.70) |
21:02.44 | Fenix | is it possible to show a region in game? |
21:03.15 | Fate | i terrazin bugg since hots? |
21:03.27 | JademusSreg | ( TerrainShowRegion (region inArea, bool inShow); ) |
21:04.39 | JademusSreg | (Fate, see Game data tab. Find ResourceConvertArray. brb++ ) |
21:07.02 | Fate | thanks Jademus that works now |
21:08.57 | *** join/#sc2mapster Zandose (c654d26a@gateway/web/freenode/ip.198.84.210.106) |
21:10.49 | Zandose | hello there |
21:14.13 | JademusSreg | is totally afk. |
21:14.47 | Eagles | tries to believe |
21:15.31 | Zandose | Lies I tell ya! Lies! |
21:17.07 | Zandose | Well i can seem to find this on the website so I'll ask here. |
21:17.20 | Zandose | Well I can't seem to find this on the website so I'll ask here. |
21:18.23 | Taintedwisp | Hey if I use 2 events in a trigger that will be if either of them goes off correect? |
21:18.25 | Eagles | is confused |
21:18.34 | Eagles | yes Taintedwisp |
21:18.40 | Taintedwisp | Thanks |
21:18.50 | Taintedwisp | I am creating my own Player leveling system :) |
21:19.47 | Zandose | hmm |
21:20.20 | Eagles | Wasn't Blizzards system pleasing enough? |
21:20.48 | *** join/#sc2mapster Stranger (~whois@76-10-154-185.dsl.teksavvy.com) |
21:21.25 | Taintedwisp | uhh no? |
21:21.41 | Eagles | how come? |
21:22.00 | Taintedwisp | http://pastebin.com/H2htxNfZ |
21:22.03 | Taintedwisp | \hey would that work? |
21:22.10 | Taintedwisp | I wanted to do it through variables for more control |
21:23.02 | Reaperguyver | back |
21:23.03 | Eagles | I'm not sure how Last opened bank works, but if it works like every other "Last.." does, then you have to open a bank in the same trigger. |
21:23.17 | Taintedwisp | besides that eagles :P |
21:23.24 | Zandose | The general idea is this: In the map their is my spaceship (and camera) and stars all around. Since stars are a long distance away I would like to move the stars and make them much smaller. For this I wanted to use something like the polar offset function but with a Z height too. |
21:23.26 | Taintedwisp | I was talking about using the [r] for each of the players |
21:23.45 | Taintedwisp | will that save all the players variables individually? |
21:23.55 | Taintedwisp | to their own banks |
21:23.57 | Taintedwisp | or am I doing it wrong? |
21:24.13 | Eagles | how does R reference to any player according to you? |
21:24.22 | Eagles | it's only 0 right? |
21:24.35 | Taintedwisp | r = 0 autoboxes it |
21:24.51 | Eagles | autoboxes? |
21:24.52 | Taintedwisp | meaning it will run through every array |
21:25.07 | Eagles | no |
21:25.10 | Taintedwisp | i am pretty sure anyway, from what my minor research on the subject yeilds |
21:25.48 | zfectie | Eagles, did you know that Taintedwisp and I are gay lovers? |
21:25.50 | Taintedwisp | i could get it to work, but saving a bank every kill would suck lol |
21:26.03 | Eagles | you will need to check what event triggered the trigger, and then if its every game time, pick each player and use Picked Player. If it's Any player Leaves the game: use Triggering Player |
21:26.04 | Taintedwisp | then I would just use killing player |
21:26.48 | Eagles | zfectie Sorry for asking.. but are you 12? ^______^ |
21:29.20 | zfectie | Eagles, indeed. |
21:29.28 | zfectie | In the Netherlands it is iegal to be gay at the age of 12. |
21:29.43 | zfectie | You can legally choose to become gay from 11 years old here. |
21:29.46 | Eagles | Great- then I was correct in assuming so after your statement. |
21:30.07 | zfectie | In exceptional circumstances courts have allowed children as young as 8 the autonomy to choose to be gay. |
21:30.18 | Kueken | uuh, I know that voice |
21:30.21 | Kueken | hey Lajla |
21:30.30 | zfectie | Kueken, how did you know it was I? |
21:30.36 | Kueken | :-* |
21:31.10 | Eagles | Perhaps there's not many other 12 year olds here? hurr hurr hurr |
21:33.56 | Fenix | can u change the maximum hp a unit has without changing catalog? |
21:34.09 | Kueken | behaviors? |
21:34.25 | Kueken | or via set unit property, I believe |
21:35.23 | Fenix | yeah unit property |
21:36.49 | *** join/#sc2mapster Tolkfan (~Thunderbi@host-89-230-244-33.nowydwor.mm.pl) |
21:45.03 | zfectie | Kueken, but seriously |
21:45.08 | zfectie | how did you know it was I? |
21:45.15 | SaVi | i told him |
21:45.34 | SaVi | not :P |
21:47.41 | Kueken | Lajla my dear, I would always recognize you :-* |
21:50.48 | Ahli | I need to find a way for me to talk loud enough for video commentary... =/ currently uploading a video without commentary... preview of all skills I made |
21:51.42 | Zolden | loud enough to record commentaries without a microphone? |
21:51.53 | Ahli | to talk loud enough |
21:52.32 | Ahli | when I talk into a microphone I'm talking very softly...almost like whispering |
21:52.59 | Eagles | #takevocallessons |
21:54.26 | Eagles | or just enhance the soundtrack of your video.. :p |
21:56.02 | Zolden | just check how it records next time before recording the whole thing |
21:58.07 | Zolden | maybe jump back in time to the Rome, live there a couple of years, drink wine, eat olives, learn rhetoric, become a tribune, develope a perfect voice, then jump back and record your video |
21:59.44 | Zolden | but try not to change history, because if you change it the way that time machine wasn't invented, it won't work |
21:59.56 | Zolden | wait a minute! there is no time machine invented!!! |
22:00.08 | Ahli | http://www.youtube.com/watch?v=e7YHMVRUdEI it came out as low quality =/ |
22:00.22 | Zolden | oh cmon! you ruined it! you cahnged the future! how can we live without time machines |
22:01.04 | Zolden | low quality - because time machine isn't the only change you caused by changinge the future when you were in the Rome |
22:01.40 | Eagles | ahli you should go for the church loading image from D1 instead of "raising undead" and "loading dungeon level" :P |
22:01.43 | Eagles | it'll be more epic! |
22:01.54 | Reaperguyver | well I'm impressed lol |
22:03.11 | Eagles | it's pretty freakin great |
22:05.24 | Eagles | WTB Apocalypse spell though! hehe |
22:07.11 | RooKz | ~Fenix |
22:07.12 | purl | fenix is, like, into furry porn |
22:07.19 | RooKz | lol |
22:08.24 | RooKz | ~Enexy |
22:08.30 | RooKz | aww |
22:08.33 | Ahli | apocalypse is OP |
22:09.03 | Eagles | epicness have the permission to be op |
22:10.11 | Enexy | wait wait wait |
22:10.35 | RooKz | ~sc2mapster |
22:10.44 | RooKz | BOO! |
22:13.45 | Stewox | seems like Repair tool is missing since latest patches |
22:13.46 | *** join/#sc2mapster herolief (~herolief@c-24-0-64-60.hsd1.nj.comcast.net) |
22:14.06 | Eagles | Included in the launcher, is it not? |
22:14.42 | Stewox | patching system has indeed been changed a bit |
22:14.55 | Stewox | old versions don't have DLL and Exe anymore |
22:15.18 | Stewox | Repair.exe is nonexistant |
22:15.40 | Stewox | I had an 1.0 installation, fresh, there was problems with errors opening file |
22:16.12 | Stewox | but it was Swarm Base.SC2Data, same error message but this is not HOTS product.sc2data issue |
22:17.06 | Stewox | game is working fine however the install has some temporary stuff leftover like mfil tfil and some update mpqs |
22:18.01 | Stewox | let me note that I wanted to try how it is to launch before everything was downloaded ... i just went into menu, and then decided to go back out, maybe this had an adverse effect |
22:20.13 | *** join/#sc2mapster DarcZaFire_ (4c67996e@gateway/web/freenode/ip.76.103.153.110) |
22:20.18 | Enexy | who called me? |
22:20.30 | DarcZaFire_ | suxen r u here>? |
22:20.32 | Enexy | devil? |
22:20.44 | Stewox | they removed the Repair tool what the FUCK |
22:20.44 | DarcZaFire_ | sixen* |
22:23.46 | *** join/#sc2mapster DarcZaFire_ (4c67996e@gateway/web/freenode/ip.76.103.153.110) |
22:31.23 | Eagles | Stewox: "The repair tool's functionality has been incorporated into the Launcher for the game." |
22:33.10 | Ahli | you can delete most stuff in sc2 folder... you can then start and check if the launcher loads it again or requires that to function |
22:34.01 | Ahli | if your launcher fails, delete C:\ProgramData\Battle.net |
22:34.35 | Ahli | if it still fails, try to reinstall (and maybe wipe registry and cache before) ;) |
22:37.42 | Eagles | and if reinstalling fails, abandon ship! |
22:49.58 | Kueken | xD |
22:50.04 | Kueken | "frost charger" |
22:50.13 | Kueken | between lava tiles |
22:50.18 | Ahli | original name and occurences |
22:50.23 | Ahli | ask diablo 1 designers ;D |
22:57.25 | Zandose | .im back |
22:58.14 | Zandose | someone help me |
22:59.27 | Zandose | well that didn't go over too well |
22:59.59 | Eagles | didn't you ask for help before but then never asked a question? :P |
23:00.31 | Zandose | i did ask for help and said what i was trying to do but everyone ignored it. |
23:00.50 | *** join/#sc2mapster Claymuffin (18351cc8@gateway/web/freenode/ip.24.53.28.200) |
23:01.07 | Zandose | checked earlier post to make sure he's not lying. |
23:01.32 | Eagles | Don't think there's a question in there, but I missed that message, sorry |
23:01.48 | Zandose | is done checking |
23:01.50 | Claymuffin | Anybody knows if the math function round automatically round up, down or both? |
23:01.57 | Eagles | Anyways, you should just throw your questions into the pit and there's a higher chance someone will help you, rather than asking to ask :p |
23:02.23 | Zandose | their was a question but it may not have been easy to see or understand. |
23:02.36 | Zandose | i remember |
23:03.36 | Zandose | OH GREAT PIT THAT IS #SC2MAPSTER HEAR MY PLEAD AND ANSWER! |
23:04.33 | Zandose | I believe I need a function to calculate a polar offset taking into account a height (x, y, z) offset. |
23:05.45 | Zandose | or in other words, I have a 3d space map and I need to move the "stars" to the edge of the seen while keeping their correct xyz angles. |
23:06.29 | *** join/#sc2mapster Torhal|work (~torhal_wo@76.164.170.2) |
23:06.50 | Zandose | and in other words again, using the angle from my ship to the star create a offset which is not greater then the map size (256). |
23:09.03 | Zandose | and/or in other words, one last time, similar to moving the star by using a polar offset with a angel based on the angle from my ship to the star, except this does not take into account a height/Z/Pitch. |
23:09.16 | Zandose | GOOD LUCK PIT! |
23:09.29 | Repo | New experimental map: Echoes of War - http://www.sc2mapster.com/maps/echoes-war/ |
23:09.50 | Repo | New experimental map: klithmouth - http://www.sc2mapster.com/maps/klithmouth/ |
23:10.03 | Eagles | fjsmjc,jldjkcjkmiijmxvmejn xm |
23:11.04 | Zandose | i thought as much |
23:13.05 | Eagles | Zandose, did you expect me to answer? :P |
23:13.30 | Zandose | no. just commenting on your fjsmjc,jldjkcjkmiijmxvmejn xm |
23:13.59 | Zandose | i believe most peoples minds would go to fudge on that question |
23:14.23 | Kueken | I still don't get it |
23:14.27 | Eagles | hehe, that's the description of the latest experimental map. |
23:14.44 | Eagles | My only comment towards your question would be... ELI5 ;D |
23:14.45 | Zandose | probably because I'm not explaining is good and have no idea how to explain it better |
23:15.03 | Kueken | so you have a map with 3d movement |
23:15.11 | Zandose | correct |
23:15.15 | Kueken | probably some kind of flight/space simulator |
23:15.26 | Zandose | correct |
23:15.35 | Eagles | What function are you using right now, and what is that function lacking (param "string(16)") |
23:15.40 | Kueken | now you want to place stars somewhere |
23:16.00 | Taintedwisp | Hey how do I Variable - Set PlayerXPRequired[q] = (PlayerXPRequired[(q - 1)] + 200) without letting it hit -1 the first time? |
23:16.08 | Kueken | these stars are purely visual, I assume? |
23:16.13 | Zandose | placing stars is easy. what i want to do afterwards is hard |
23:16.13 | Kueken | and not reachable? |
23:16.19 | Kueken | okay |
23:16.28 | Kueken | what do you want to do afterwards? ;) |
23:16.46 | Eagles | Taintedwisp: If then else => If Q > 1 |
23:16.53 | Kueken | ^ |
23:17.00 | Zandose | they are reachable but are such a great distance away they are specs in the distance |
23:17.04 | Zandose | brb |
23:17.05 | Claymuffin | Asking again, someone must know I'm sure |
23:17.07 | Claymuffin | Anybody knows if the math function round automatically round up, down or both? |
23:17.26 | Eagles | why don't you try it? :P |
23:17.38 | Claymuffin | :p |
23:17.39 | Taintedwisp | gotcha thanks |
23:17.52 | Claymuffin | ya well... h-here I go! |
23:17.56 | Kueken | trying is your best bet ;) |
23:17.57 | *** join/#sc2mapster Zandose (c654d26a@gateway/web/freenode/ip.198.84.210.106) |
23:18.03 | Kueken | round 0.49 and 0.50 |
23:18.08 | Claymuffin | tryyyying is looooong :D |
23:18.09 | Zandose | sorry the window wasnt updating the scrolling |
23:19.01 | Zandose | now where were we |
23:19.14 | Kueken | you were trying to explain what you need ;) |
23:19.24 | Kueken | stars are not the problem |
23:19.30 | Kueken | so what is the problem? |
23:19.43 | Eagles | north korea |
23:19.49 | Kueken | that too |
23:19.54 | Taintedwisp | OH GODZILLA!! |
23:19.59 | *** part/#sc2mapster Ahli (~qqqq@dslb-092-073-217-207.pools.arcor-ip.net) |
23:20.20 | Zandose | brb. need to take care of a kid for a moment |
23:21.26 | Zandose | back |
23:22.32 | Eagles | starcraft 2, 4 years from now? custom maps will be called Games, and there will be an obvious GamesStore. You can play all kinds of genres. Excellent. |
23:22.50 | Kueken | and noone plays or makes these Games |
23:22.59 | Kueken | :) |
23:24.37 | Eagles | To think of it, Galaxy Editor is like GameMaker, but so much easier to use |
23:25.10 | Eagles | if a store comes, sc2 could go f2p |
23:25.31 | Eagles | And don't tell me I'm delusional! |
23:26.08 | Claymuffin | rond make 0.49 = 0 and 0.5 = 1 |
23:26.11 | Taintedwisp | its not working at all :/ |
23:26.11 | Claymuffin | round* |
23:26.14 | Taintedwisp | hell with it |
23:26.28 | Eagles | what's wrong Taintedwisp? |
23:26.33 | Zandose | make your own function |
23:27.54 | Taintedwisp | Player leveling system is fucked lol |
23:28.31 | Kueken | well, Claymuffin, that was to be expected |
23:28.55 | Kueken | I would be surprised, if it did otherwise |
23:28.58 | Eagles | Taintedwisp, gotta start somewhere, there's nothing wrong with spending alot of time on refinement |
23:29.04 | Taintedwisp | :) |
23:29.06 | Zandose | I have a map of size 256x256x200(height). The stars are place all over the map with different heights. I alter the visual scale of the stars to show distance. The next thing I want to do is move the stars to the edge of the map to give the appearance of distance. so I need to find a way using the angle of the ship to the star and move the star to the edge of the map. The edge of the map should be 100 from the center (enter of ma |
23:29.18 | Taintedwisp | I just dont care that much Ill work on it some more later |
23:29.40 | Kueken | you got cut off, Zandose |
23:29.43 | Taintedwisp | I was creating a player leveling system to use as a base for my own project, as well to post on mapster as an asset, since there isnt any ont here -_- |
23:29.46 | Taintedwisp | there* |
23:30.01 | Taintedwisp | there is the 1 "Leveling" system, but it sucks and is very unuseful |
23:30.10 | Eagles | which one? |
23:30.23 | Zandose | Kueken, I did? |
23:30.33 | Eagles | "enter of ma...." |
23:30.43 | Kueken | " The edge of the map should be 100 from the center (enter of ma" |
23:30.56 | Taintedwisp | its just called leveling system eagles |
23:31.02 | Taintedwisp | it uses boss bars and other stupid shit |
23:31.07 | Taintedwisp | because the maker was a noob :P |
23:31.12 | Eagles | lol |
23:31.12 | Zandose | I have a map of size 256x256x200(height). The stars are place all over the map with different heights. I alter the visual scale of the stars to show distance. The next thing I want to do is move the stars to the edge of the map to give the appearance of distance. so I need to find a way using the angle of the ship to the star and move the star to the edge of the map. |
23:31.13 | Zandose | The edge of the map should be 100 from the center (enter of map + 100). |
23:31.16 | Taintedwisp | i COULD get one to work no problem with a veterency |
23:31.20 | Taintedwisp | but I dont want to use a veterecny |
23:31.24 | Eagles | why not? |
23:31.29 | Eagles | oh right, variables |
23:31.38 | Eagles | has perfect memory, don't tell me otherwise |
23:32.01 | Taintedwisp | Veterency cant presiege nor go past level 99 without some tricky shit |
23:32.24 | Taintedwisp | plus a few other things that can fuck up |
23:32.29 | Taintedwisp | suck as the invisible unit not spawning |
23:32.32 | Taintedwisp | such as * |
23:32.36 | Kueken | so you want a function placing the stars at exactly 100 3-dimensional distance from the center |
23:33.04 | Eagles | Taintedwisp, alright |
23:33.56 | Taintedwisp | I use 6 dimensional arrays to do some crazy shit |
23:33.59 | Taintedwisp | lol jk |
23:34.15 | Taintedwisp | that would be a shit load of data needed to be stored lawl |
23:34.30 | Kueken | Zandose: sounds about right? |
23:34.40 | Zandose | sorry was helping a kid |
23:34.44 | Kueken | :) |
23:34.50 | Taintedwisp | I know i could get this leveling system to work no problem, but dammit I dont want to sit here, and fill in the required XP manually for 50 levels |
23:35.00 | Taintedwisp | its just my forumla thats fucked up |
23:35.07 | Eagles | then unfuck it brah |
23:35.20 | Taintedwisp | This is what replaces 50 actions to set manually |
23:35.21 | Taintedwisp | <PROTECTED> |
23:35.23 | Taintedwisp | and its fucked... |
23:35.25 | Zandose | Kueken, yes but the ship may of be in the center of the map |
23:36.01 | Taintedwisp | <PROTECTED> |
23:36.12 | Eagles | Don't see how it's fucked |
23:36.16 | Zandose | err |
23:36.24 | Zandose | Kueken, yes but the ship may not be in the center of the map |
23:36.44 | Kueken | so 100 distance from ship or from map? |
23:36.50 | Kueken | well doesn't matter |
23:37.52 | Kueken | you can use the basic sphere coordinate calculations |
23:38.15 | Eagles | what the heck.. isn't there suppsed to be a function called something like "Unit Type of Unit"? |
23:38.42 | Zandose | not sure. The map itself has a size limit of 200 across in all ways. The ship itself moves and the stars should be seen from the ships perspective, not the center of the map. |
23:38.44 | Eagles | or.. Unit of Unit Type.. oh yeah, that can't work, DER |
23:38.46 | Eagles | -P |
23:38.58 | Zandose | Eagles, yes. |
23:39.15 | Taintedwisp | it goes from level 1 to level 50 instantly -_- |
23:39.19 | Taintedwisp | its not fixing itself... |
23:39.42 | Zandose | Taintedwisp, paste code. |
23:39.43 | Eagles | Can you paste the whole trigger? |
23:39.58 | Eagles | Or relevant pieces |
23:40.30 | Taintedwisp | http://pastebin.com/XMtLAc42 |
23:40.32 | Taintedwisp | Theres part of it |
23:40.45 | Kueken | I still don't quite get the problem. If all stars are within a sphere with radius 100 from the map center, you would see them from the ship |
23:40.46 | Taintedwisp | Initialize PlayerLevelingSystem Options: Action Return Type: (None) Parameters Grammar Text: Initialize PlayerLevelingSystem() Hint Text: (None) Custom Script Code Local Variables q = 0 <Integer> Actions ------- Sets the required XP for each level through a formula. General - If (Conditions) then do (Actions) else do (Actions) If PlayerXPRequir |
23:40.58 | Taintedwisp | http://pastebin.com/T4NSZTfa |
23:41.00 | Kueken | as long as the ship doesn't move out of the 100 radius sphere |
23:41.01 | Taintedwisp | thats the rest |
23:41.04 | Taintedwisp | thats pretty much it |
23:41.10 | Taintedwisp | Map initilization runs the other part |
23:41.31 | Kueken | I deteck some serious chat pollution ;) |
23:41.36 | Kueken | -k |
23:42.06 | Taintedwisp | https://dl.dropbox.com/u/93971126/PlayerLeveling..SC2Map |
23:42.11 | Taintedwisp | for anyone wanting to see the entire thing |
23:42.12 | Taintedwisp | lol |
23:42.50 | Eagles | Where's your For loop to set each of the experience levels? |
23:43.09 | Eagles | Right now you're only setting one experience level- PlayerXPRequired[0] |
23:43.19 | Taintedwisp | for loop? |
23:43.29 | Eagles | =D |
23:43.54 | Taintedwisp | I was told that putting an integer that =s 0, would auto box it -_- |
23:44.06 | Taintedwisp | and when I looked it upt hats what i was told hence why I used the forumal |
23:44.23 | Eagles | I have no idea what an autobox is and you probably should forget about it unless you grasp it completely |
23:44.30 | Zolden | guys, what parameter defines that a unit runs away if he has no weapons and under attack? i'd ike to make it not run away |
23:45.00 | Kueken | :) |
23:45.08 | Kueken | first thing I do in all my test maps |
23:45.26 | *** join/#sc2mapster Torhal|work (~torhal_wo@76.164.170.2) |
23:45.51 | Kueken | Behavior: ResponseNo Response |
23:45.51 | Kueken | Combat: Default Acquire LevelNone |
23:47.47 | Reaperguyver | ........ |
23:48.07 | Kueken | the first one is what you need, the 2nd makes it not attack unless ordered |
23:48.20 | Kueken | which is very useful in testmaps tbh |
23:48.46 | Eagles | If you know how to work the Data Module at all ._. *depressed* |
23:49.04 | Taintedwisp | the data editor is easy? |
23:49.13 | Taintedwisp | its triggers that are a pain in the ass |
23:49.43 | Eagles | heh heh, I disagree :P |
23:50.41 | Taintedwisp | i am hating this player leveling system more and more -_- |
23:51.26 | *** join/#sc2mapster Ahli (~qqqq@dslb-092-073-217-207.pools.arcor-ip.net) |
23:52.45 | Zolden | Kueken: cool, ty |
23:53.05 | Eagles | TaintedWisp set levels: Pick Each Integer 1 to Sizeofplayerlevels: set Level[PickedInteger].Experience=PickedInteger*200 |
23:53.32 | Eagles | ^ crappy pseudo, but should give some path pointers |
23:53.46 | Repo | New announcement: HasuCraft ep6 - http://www.sc2mapster.com/announcements/hasu-craft-ep6/ |
23:54.39 | Stewox | Eagles |
23:54.45 | Stewox | where does it say that ??? |
23:54.48 | Stewox | lol thank GOD |
23:55.16 | Eagles | On Google.. ;) |
23:56.21 | Stewox | lol probably old topic there |
23:56.26 | Stewox | i found |
23:57.01 | Stewox | already ran it |
23:57.14 | Stewox | didn't report anything, it was done real fast though |
23:57.27 | Stewox | first time i ran it in 1.0 it took about 3 minutes |
23:58.14 | Stewox | so i think im fine but it didn't clean out Update folder, so those "temp" "part" files are necessary lol, maybe i'll test deleting them temporairly and re-repair to see what happens |
23:59.53 | Stewox | btw, repair speed like this is on a SSD, takes a lot longer on hdd |