00:00.13 | Zandose | correct i believe |
00:00.39 | Zandose | "Unit Group - Pick each unit in (Last created units) and do (Actions)" will run a script for each unit in said group and "Picked Unit" refers to said unit |
00:01.10 | Zandose | so instead of using "Triggering Unit" you'd use "Picked Unit" |
00:01.29 | Zandose | are you using gui or galaxy? |
00:03.04 | unclesatan | galaxy |
00:03.26 | unclesatan | it's throwing me errors |
00:03.34 | unclesatan | i'm trying to write my own damage function |
00:03.46 | unclesatan | because i'm tired of writing new ones for each spell i make |
00:03.48 | unclesatan | lol.. |
00:03.56 | Zandose | easiest way i know to see correct galaxy script is to make it in gui and view the script |
00:04.20 | unclesatan | yah that's a pain though cause the editor will overwrite my script until i restart it |
00:04.41 | unclesatan | GUI can't make functions though i don't think, can it? |
00:05.49 | Zandose | triggers? |
00:06.16 | unclesatan | triggers are different, because they use Events, functions don't use events i don't think |
00:06.16 | Zandose | <PROTECTED> |
00:06.43 | unclesatan | yeah that's really super laggy though |
00:06.51 | unclesatan | there's a different way someone showed me to pick units |
00:06.54 | unclesatan | in a group |
00:06.58 | Zandose | ok |
00:07.14 | unclesatan | i'm pretty sure it's PickEachUnit |
00:09.16 | Zandose | i never learned much galaxy so i dont know |
00:10.36 | Zandose | this is all i found on a search |
00:10.36 | Zandose | PickEachUnitInGroup ( unitgroup group ) |
00:12.04 | unclesatan | yeah :\ it's hard to find stuff for galaxy |
00:12.17 | unclesatan | i found the same thing but it didn't explain the actions part of it |
00:15.55 | unclesatan | thanks for the help man |
00:16.02 | unclesatan | still tryin to figure it out lol. |
00:17.04 | JademusSreg | Zoop. |
00:17.23 | JademusSreg | Wat's up unc? |
00:21.38 | unclesatan | sup jade! |
00:21.44 | unclesatan | hey man can yo check this for syntax |
00:21.45 | unclesatan | https://pastee.org/9uh4d |
00:21.55 | unclesatan | trying to write a damage function |
00:22.29 | unclesatan | Unit filters confuse me still so i just kinda have them copy/pasted from the ones that work xD |
00:22.58 | JademusSreg | Looks like you're trying to define a function inside a function. |
00:23.07 | JademusSreg | Oh. |
00:23.16 | JademusSreg | That might be the native. I'll check. |
00:24.05 | unclesatan | with PickEachUnitInGroup(group)? |
00:24.23 | JademusSreg | Yeah, that's improper usage. |
00:24.33 | unclesatan | yeah i looked on the wiki and i had no idea how to use it |
00:24.53 | MoonEater | make it in the gui |
00:24.55 | MoonEater | then convert |
00:25.00 | unclesatan | the gui one lags |
00:25.03 | MoonEater | and see how its used |
00:25.04 | JademusSreg | And that's not a native function. |
00:25.04 | MoonEater | nono |
00:25.05 | unclesatan | :\ |
00:25.07 | MoonEater | as an example |
00:25.41 | unclesatan | PickEachUnitInGroup is not a native? |
00:25.50 | MoonEater | no u can use it in gui |
00:26.07 | unclesatan | http://www.sc2mapster.com/wiki/galaxy/triggers/pick-each-unit-in-unit-group/ |
00:26.14 | unclesatan | what is this then Q_Q |
00:26.29 | MoonEater | i duno |
00:26.32 | MoonEater | its in gui |
00:26.50 | JademusSreg | Yeah, that's GUI junk. |
00:26.52 | unclesatan | void PickEachUnitInGroup ( unitgroup group ) |
00:27.00 | unclesatan | is galaxy script |
00:27.07 | JademusSreg | Nope. |
00:27.14 | unclesatan | then why does it say |
00:27.16 | unclesatan | lol..... |
00:27.32 | unclesatan | the wiki has set me further back than anything xD |
00:27.40 | JademusSreg | Because someone had the "brilliant" idea to make a misleading wiki page. |
00:27.57 | MoonEater | it wa sme ^.^ |
00:28.02 | MoonEater | was me* |
00:28.19 | JademusSreg | You are not avogatro. |
00:28.22 | unclesatan | I posted that the galaxy code I don't think it exist |
00:28.35 | unclesatan | does the ForEachUnitInGroup one work? |
00:28.54 | MoonEater | thats in gui also |
00:29.00 | unclesatan | lol |
00:29.02 | JademusSreg | You mean the GUI junk or my function? |
00:29.02 | unclesatan | i was wondering |
00:29.25 | unclesatan | the GUI junk |
00:29.27 | unclesatan | well |
00:29.36 | unclesatan | i know someone showed me a quicker way to pick a unit in a group |
00:29.39 | MoonEater | just make a function if u have 2 |
00:29.42 | unclesatan | than the GUI one |
00:29.44 | MoonEater | and a new variable |
00:30.01 | JademusSreg | I made a function that takes a unitgroup and a funcref. |
00:30.01 | unclesatan | new variable for what? |
00:30.15 | unclesatan | oh cool |
00:30.25 | MoonEater | if u need a player group variable, then make it if not just make the player group function |
00:30.27 | unclesatan | getting work clothes on, continue though |
00:30.59 | unclesatan | it's not that i need the player group variable, i need it to damage all enemy units in a predefined region |
00:31.06 | unclesatan | my map is ability based so |
00:31.14 | unclesatan | i have attributes and things that I calculate into it |
00:31.45 | MoonEater | so u make a funtion that acepts scripts with a predefined variable |
00:31.50 | unclesatan | what's this function you have jade? i would like to examine it |
00:32.52 | JademusSreg | Let's see if I can find where I put it... |
00:33.07 | unclesatan | my function what it does is gets all the units in the player group, picks each one, detects if it's an enemy, then damages it. it technically should work |
00:33.28 | unclesatan | but the pick unit functions posted on the wiki are incorrect :( |
00:33.50 | unclesatan | is what i'm saying moon |
00:34.03 | unclesatan | i kinda didn't really understand what you just said tho, so maybe reiterate?] |
00:34.28 | unclesatan | to get it clear i'm not using GUI at all |
00:34.36 | JademusSreg | https://pastee.org/vs9y7 |
00:35.21 | JademusSreg | Didn't finish the UnitDoShit function, but it illustrates the point/. |
00:35.30 | unclesatan | so that just |
00:35.36 | unclesatan | picks each index one by one |
00:35.41 | unclesatan | and does stuff |
00:35.45 | MoonEater | i dont know if galaxy can handle it but u could perhaps pass a script to a fuctions |
00:35.45 | JademusSreg | See UnitGroupIterate |
00:35.54 | unclesatan | te iterate one |
00:36.06 | MoonEater | unit loop (unit group, script) |
00:36.10 | unclesatan | yea i was lookin at it, that one uses the index to get the units, right? |
00:36.16 | JademusSreg | Moon, GUI doesn't support function references, but galaxy script does. |
00:36.27 | MoonEater | im talking galaxy |
00:36.36 | unclesatan | ahh, see yeah i didn't think GUI did |
00:36.39 | unclesatan | that would be cool tho |
00:36.40 | JademusSreg | And I'm responding. |
00:36.41 | MoonEater | and im talking about a string |
00:36.48 | MoonEater | of script |
00:37.05 | MoonEater | some languages can handle a script passed to a fuction like a string |
00:37.29 | JademusSreg | UnitGroupIterate takes a unitgroup and a function with the signature void UnitGroupIterate_Prototype (unitgroup units, int index, unit u). |
00:37.56 | unclesatan | so index being the max amount of index? |
00:38.03 | unclesatan | to loop for? |
00:38.07 | JademusSreg | Index is the current index. |
00:38.12 | unclesatan | oh |
00:38.45 | JademusSreg | Suppose you have a unitgroup with 3 units. |
00:39.25 | Zandose | how do you find the difference in pitch between two units at two different heights? |
00:39.30 | JademusSreg | When you call UnitGroupIterate, it calls the iterate function (the IUnitGroupIterate parameter). |
00:40.25 | JademusSreg | The first call would have index 3, second call index 2, and so on. |
00:40.57 | JademusSreg | Zan, clarify? |
00:40.59 | MoonEater | thats tedious the function should just examine the ammount of units in unit group and do it |
00:41.12 | JademusSreg | Moon, you miss the entire point. |
00:41.25 | JademusSreg | It prevents ever having to remake loop logic. |
00:41.43 | JademusSreg | Reduces it to a single function call forevah. |
00:41.48 | unclesatan | so i would call it one time per loop |
00:41.55 | unclesatan | add to the local index per loop +1 |
00:42.06 | unclesatan | lol that's so easy |
00:42.16 | MoonEater | ur kidding me u want to make a game without loops? |
00:42.32 | JademusSreg | Moon, you need to improve your capacity for abstraction. |
00:42.48 | MoonEater | i understnad that i would need a loop and put that in the loop |
00:42.52 | JademusSreg | No. |
00:43.43 | MoonEater | u have to run that fuction once for each unit |
00:43.45 | MoonEater | right? |
00:44.19 | unclesatan | that's the way it work s anyways |
00:44.47 | unclesatan | the engine will cause GUI to run the same thing anyone would right once for each unit, not everything at once unless you utiliezed multithreading i believe |
00:44.52 | JademusSreg | The point is to not waste lines of code by recreating the same program logic. |
00:44.53 | unclesatan | write* |
00:45.22 | unclesatan | i must head out though jade, nice to see you again, catch you later, thank you for your help!! |
00:45.30 | unclesatan | i learn alot every time i talk to you lol.. |
00:46.18 | MoonEater | well this script will almost always be used on entire unit groups |
00:46.21 | JademusSreg | Instead of reproducing the same program logic for the loop, one would simply call UnitGroupIterate(someUnitGroup,UnitDoShit) |
00:47.10 | MoonEater | wait wait theres seem to be a comunication issue |
00:47.14 | MoonEater | 1 sec as i look at ur code |
00:49.30 | MoonEater | see right here |
00:49.31 | MoonEater | <PROTECTED> |
00:50.16 | JademusSreg | The example of basic unitgroup iteration. |
00:50.49 | MoonEater | it should be included in the fuction because most of the time, the UnitDoShit method/fuction will almost always be in a lap and instead of encapsulating this one fuction in a loop it would be easyer just to call one line of code in the main code |
00:51.09 | MoonEater | ooh |
00:51.11 | JademusSreg | See: UnitGroupIterate |
00:51.13 | MoonEater | well carry on then |
00:53.13 | JademusSreg | It takes a unitgroup and a funcref, abstracts away the loop logic to a single line so you're not bloating the code repeating the same shit. |
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02:19.11 | egod | Neer on left hand, Mouse on right hand |
02:19.40 | egod | i mean...BEER! |
02:19.43 | egod | jesus |
02:33.14 | JademusSreg | Beer near left hand. |
03:19.14 | egod | why i have no sound when my unit die via trigger?!?! its fuk top |
03:20.36 | JademusSreg | Death type? |
03:29.03 | egod | idk...maybe |
03:29.08 | egod | im looking into this right now |
03:31.15 | egod | ohhh |
03:31.17 | egod | my gosh |
03:31.20 | egod | i know |
03:31.22 | egod | XD |
03:31.29 | egod | 3D WORLD RELATIVE |
03:31.32 | egod | was not active |
03:31.34 | egod | GG |
03:58.54 | egod | LEgal question: If people DONATE for a Stracraft II project, and in return, i give them a (Map file) ...is it considered as selling a map file? its all donation ?!?! :) |
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05:46.17 | sharf | couple of questions, first, what exactly are hero abilities? |
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07:20.20 | JademusSreg | How I amuse myself: http://community.playstarbound.com/index.php?threads/16th-june-progress.23957/page-10#post-951431 |
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08:43.02 | Zolden | they turned cat to a robot http://www.youtube.com/watch?v=UWlzMIl7E48 |
08:48.13 | JademusSreg | Fairly efficient, but doesn't quite move with comparable form. Lacks spine, tail, head, all of which contribute to the fluidity and balance of movements. |
08:48.56 | Zolden | yea, cats use spine alot |
08:49.18 | JademusSreg | Which is to say it is more efficient than cat movement, in a sense, but less similar. |
08:50.16 | JademusSreg | More efficient on an variably irregular surface but horizontal surface, that is. |
08:52.27 | Zolden | my only concern: have they written algorithms or they made them like nature do: by self organizing |
08:52.37 | JademusSreg | Nope. |
08:53.11 | JademusSreg | Self organizing automata existence is limited to computer simulations. |
08:53.14 | Zolden | i think it's the main border which separates perfect smoothness and effectiveness of natural movement and coarse engineered monsters |
08:53.18 | JademusSreg | Currently. |
08:53.56 | JademusSreg | Well, simulations and chemical activity. |
08:54.06 | Zolden | well, they could create a precise physics, so simulation results would be applicable to real world |
08:54.37 | JademusSreg | Though human use of chemical activity is currently about as sophisticated as hitting rocks with sticks. |
08:55.41 | Zolden | yea |
08:56.06 | Zolden | http://www.youtube.com/watch?v=6adKffqrMcA |
08:56.20 | Zolden | i think this is the way to create elegantly moving robots |
08:57.31 | JademusSreg | Still limited to simulations currently. And I remember that footage ~7 or 8 years ago. |
08:58.37 | Zolden | yea, alot of time passed, what could they do now |
08:59.16 | Zolden | those creatures required weeks of machine time to evolve |
08:59.48 | Zolden | I wish they could do it almost in real time to watch them getting better like thorough aquarium |
09:00.30 | JademusSreg | The chemical composition of life is probably the most efficient solution to self-organizing automata for a given thermal/pressure range. |
09:01.03 | JademusSreg | That range being the one we inhabit, haha. |
09:01.37 | Zolden | chemistry is just forced measure to imitate numbers |
09:01.42 | Zolden | nature had only that |
09:02.36 | Zolden | now we can contemptuously shit on chemistry and work with pure numbers with our mighty calculatorrs |
09:03.18 | Zolden | but need to copy the algorithms first, though |
09:05.51 | JademusSreg | Chemicals are the substrate performing the calculations, yes. |
09:06.22 | Zolden | yea, and still they represent measures, we don't need them enymore to work with measures |
09:07.15 | Zolden | yes, they work parallelly, and calculate alot, but we don't need all their stuff, only the core, which allows to evolve from mouse to a human |
09:07.51 | Zolden | or optimize monkey to walk on ground |
09:08.31 | Zolden | if robots get that, they won't need humans anymore |
09:08.50 | Zolden | maybe only as a temporary slaves to keep electricity coming |
09:10.15 | Zolden | but yea, first self organizing calculations must be based on chemistry, on real genetical processes, nature is 4 billion years ahead in these things |
09:11.02 | JademusSreg | Trouble with humans attempting to optimize over nature is how ignorance can inadvertedly design something perfectly reasonable for a set of assumptions and knowledge, but in practice less than optimal for the context. Thus the value of self-organizing, and over many iterations self-designing systems. |
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09:13.54 | Zolden | yea, humans think they smart, then they realize, that they created shit, then they remake it a couple of times to reach minimally sufficient quality, they can't do billion remake attempts and try all variations, even those which look useless |
09:18.15 | JademusSreg | And chemistry leads to proteins and enzymes, complex molecules to facilitate a range of functions, molecular economies of material and energy, which lead to autosynthesis of complex molecules, and here we arrive at the most exciting precipice, encoding information, the first layer of abstraction, and then to inheritence. |
09:20.34 | Zolden | yea, that system where you change a couple of bytes of DNA and this gives you totally different functionality of a protein - is just amazing |
09:21.51 | Zolden | if we could create a code system for, say, a factory, in which that little change would change the production from toster to a byke, that would solve all our problems |
09:22.07 | JademusSreg | Arguably the challenge isn't so much in designing physical self-organizing automata, but rather designing for the real-world variability of environmental context, which is to say making them -robust- enough to function in anything beyond ideal, perfect simulation-like parameters. |
09:24.43 | Zolden | I think rough model with simple physics may provide 90% of optimization (during 10% of time) within ideal environment, and then robot makers would have to run real world optimization, that would give the robot last grades of precision, but would consume alot of time and money to create new and new little modified variations |
09:24.51 | JademusSreg | The second greatest challenge would probably be understanding the self-organizing automata sufficiently to employ them to any meaningful purpose. Humans have a difficult enough time solving how any given protein folds to determine how it functions, much less designing novel proteins and employing them to make a table or some shit. |
09:26.04 | JademusSreg | (Or rather, making proteins initialize in a cascade the genesis of all the intermediary components which would eventually result in a table) |
09:27.07 | JademusSreg | Needless to say, one would need advanced AIs before such technology is anywhere near possible. |
09:27.09 | JademusSreg | brb |
09:30.03 | Zolden | as usual, here information means more then the matter that keep and calculate the information. Proteins are cool, but if we need to create a table, or generally generate a shape that fit our needs, like that cosmic antenna americans calculated using genetic algorithms, we can use, for example, recursive synthesis, it allows to have little information to define complex shape, and tiny change in that crecursive sunction's parameters, would greatly affect the |
09:31.03 | Zolden | it's something similar to how proteins greatly change their function after a little change in dna |
09:32.24 | Zolden | eaxample - ice patterns on windows at cold winter days, there is only 1 parapmeter, temperature, one real number, and different values adress many variations of the patterns |
09:33.20 | Zolden | http://dreamworlds.ru/uploads/posts/2011-05/1306344865_full1285240388.jpg |
09:33.22 | Zolden | badass |
09:36.56 | G0A | "there is only 1 parapmeter, temperature" thats very wrong |
09:41.28 | JademusSreg | Quite, there are many parameters across the different scales of the system. |
09:41.39 | Zolden | yea, you right, also humidity matters, and little cracks on the window glass, and there's also of randomness, but still if temperature is not changing, we get the same shapes of the patterns. You can believe me, because in russia we have this phenomen 50 times a year, and I've observed alot |
09:43.40 | Zolden | the angle between H-O connections in water is a function of temperature, also, speed of crystal growing is a function of temperature |
09:43.57 | JademusSreg | True randomness exists only at the quantum scale, which is what makes quantum cryptography so intriguing; randomness at the classical scale is a misnomer, a catchall term to cover a range of unknown or chaotic (sensitive to initial conditions) parameters. |
09:45.32 | Zolden | giveing a long look to sc2 random generator, it smiling back and guiltily shrugs |
09:46.35 | JademusSreg | Pseudorandom number generation depends entirely on good algorithms and sometimes "entropy collection". |
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09:47.49 | G0A | Adobe flíash is more and more buggy by each update... |
09:49.03 | Zolden | JademusSreg yea, I'll try one in my map to compensate sc2 generator's imbalance periods |
09:49.08 | G0A | Zolden I run out of zerg and critter models for Random TD waves, Any idea what models should I add as waves? |
09:49.32 | JademusSreg | I wasn't aware it had imbalances, but I wrote a PRNG script. |
09:49.35 | Zolden | G0A some of the pretty wow I published? |
09:49.43 | JademusSreg | Or rather, ported it from C. |
09:50.02 | G0A | Zolden good idea, thanks:D More of your models to use:D |
09:50.16 | JademusSreg | Goa, also make use of model attachments. |
09:50.29 | Zolden | JademusSreg for sc2? is it cool? (actually, the sc2 one is ok, but sometimes it feels working so wrong) |
09:50.31 | G0A | that doesnt make much difference |
09:51.05 | G0A | JademusSreg on what is your PRNG based? |
09:51.26 | Zolden | G0A also, I can give you a mouse loocking fat ling, or robo ling http://i.snag.gy/inJgq.jpg |
09:51.33 | JademusSreg | Goa: http://imgur.com/a/zSz9q#0 |
09:51.49 | JademusSreg | Note the headlamps on the civilians., |
09:52.04 | JademusSreg | Zol, let me find the code and clean it up a bit. |
09:53.17 | G0A | JademusSreg will you make a map of it, or its just one of those demonstrations? |
09:53.46 | G0A | Zolden the wow models will work perfectly |
09:58.50 | G0A | Zolden, do you have icons for those models? If not I will make them. |
10:06.41 | JademusSreg | https://pastee.org/2rkpy |
10:06.56 | JademusSreg | I did make a map featuring it, in 2010. |
10:07.08 | Zolden | G0A you mean the last set of models? |
10:07.13 | Zolden | last published? |
10:07.34 | JademusSreg | It's the SuperMapPOC. |
10:08.17 | Zolden | JademusSreg looks cool |
10:09.22 | Zolden | would be interesting to compare expectation and dispersion of sc2 one and your one |
10:09.34 | JademusSreg | Shit, is dropbox down or is my internet shitting itself? |
10:11.03 | Zolden | G0A you'll have to create them if you mean the last published set |
10:11.34 | Zolden | I only have some icons for the monsters I used for homm, but those icons are gay loocking and have no alpha |
10:12.02 | G0A | yeah I though of the last 8 one |
10:12.21 | G0A | I can make them fast so its not a trouble.D |
10:12.27 | JademusSreg | https://dl.dropboxusercontent.com/u/1049551/SuperMapPOC.SC2Map |
10:12.31 | JademusSreg | Thar we go. |
10:12.40 | G0A | I will send them once I do it, so you can attach it to your asset |
10:12.46 | Zolden | yea |
10:12.49 | Zolden | cool |
10:13.03 | JademusSreg | It's old, but should function correctly. |
10:14.00 | JademusSreg | Basically, move Karass to the edge of the map, and it will generate the next cell in the supermap. |
10:14.00 | Zolden | JademusSreg ok, i'll compare ti with sc2 generator |
10:14.55 | JademusSreg | Probably the best approach to comparing the outputs would be to plot them. |
10:15.46 | Zolden | yea |
10:18.20 | JademusSreg | It's not crypto-strong, but it is fast and "good" in that it won't repeat in the scope of its use. |
10:19.07 | JademusSreg | Or what I expect. |
10:20.18 | Zolden | G0A now I'm doing opposite - turning sc2 button icons into models |
10:20.42 | G0A | ehh |
10:20.45 | G0A | what icons? |
10:20.51 | Zolden | buttons of abils |
10:21.06 | Zolden | which of them better represent "rate of fire" buff? |
10:21.47 | Zolden | I use them as a texture for little models that are placed overhead to reperesent a buff unit has |
10:32.33 | JademusSreg | For a moment, I misunderstood that as replacing command card buttons with models, which sounded like a smashing idea. |
10:34.22 | Zolden | :) |
10:34.53 | Zolden | misunderstanding is a kind of a random mutation of information, which is actually a main source of fresh new ideas |
10:36.05 | Zolden | hitler has his idea of moustache design once at a sunny day in a park when he noticed that a kid has a square shadow under his nose |
10:36.27 | Zolden | hiws like: wtf, moustached kid? |
10:36.44 | Zolden | but then he was like: wait a minute, it's a splendid moustache design! |
10:43.20 | JademusSreg | Hah. |
10:44.06 | G0A | I had to google it http://en.wikipedia.org/wiki/Toothbrush_moustache |
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10:52.12 | Zolden | general: "fuhrer, people of the future will google your moustache!" |
10:52.19 | Zolden | hitler: "they will do what?" |
10:52.58 | Zolden | hitler: "let's conquer europe and fobid them to do it, whatever it is" |
10:53.21 | Zolden | general: "but..." |
10:53.33 | Zolden | hitler: "LET'S FUCKING DO IT!!!" |
11:10.04 | *** join/#sc2mapster CloudWolf (502b32b8@gateway/web/freenode/ip.80.43.50.184) |
11:32.59 | CloudWolf | anyone know how to show the skybox in the editor? :P |
11:33.36 | A1win | increase render distance with ctrl + mouse wheel |
11:34.35 | CloudWolf | aha! |
11:34.40 | CloudWolf | perfect ;) cheers for that |
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12:53.40 | egod | ahli |
12:53.49 | egod | ahli you should link your mods there http://www.reddit.com/r/Diablo/comments/1ghkgm/google_has_been_fruitless_are_there_any_good/ |
12:59.52 | Dustin | He wasnts mods FOR diablo 1, not mods OF diablo 1 :P |
13:02.02 | Dustin | s/wasnts/wants |
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13:26.12 | CloudWolf | just posted some enw screenshots for Fields of Glory if anyones interested :) http://www.engamer.net/projects/article/405 |
13:30.13 | twodie | cool |
13:31.47 | egod | CloudWolf what is the engine you using for this project? |
13:32.06 | CloudWolf | egod, the sc2 editor ofc :) |
13:32.19 | egod | ehu |
13:32.57 | egod | pretty cool |
13:34.42 | egod | i really like at the end of the terrain video, the falling water clif part |
13:34.50 | egod | nicely done |
13:36.43 | CloudWolf | hopefully going to be a form of AoS, with mroe focus on units when complete :) |
13:37.02 | twodie | Cloud some of the houses models seem like textures are wrongly looking, well at least in one screen near roof triangle not looking nicely as texture arent blending in with eachother of the faces |
13:37.09 | CloudWolf | Just need to find a modeller whos willing to help me put together a few animated units :P |
13:37.25 | egod | i see |
13:37.33 | CloudWolf | twodie, Have to agree with you, my doodad positioning could be better :P |
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13:53.58 | egod | finaly...all 3D sound fixed :) |
13:56.02 | JademusSreg | Could reduce your polycount with custom hardtiles instead of individual bricks. |
13:56.53 | JademusSreg | For example: https://www.dropbox.com/s/luzs19q2ke1i7k7/Phase%207.jpg |
13:59.27 | egod | is there a moment you can finaly said: Alright i fixed all bug :( |
13:59.39 | egod | BANG another |
14:00.41 | JademusSreg | Nope, never. |
15:03.09 | egod | i hate bank file |
15:03.14 | egod | its soo.... |
15:03.20 | egod | annoying bad!? |
15:12.47 | Dustin | What's wrong with the bank files egod? |
15:15.04 | egod | cause you have no idea what is wong in your bank file (loading or saving), you have to Disable each trigger line to figure out where is the bug (cause the editor auto-stop reading the bank file if there a error ) |
15:15.37 | Dustin | Better bank debuging would be nice |
15:15.45 | egod | :( |
15:16.59 | egod | when using the Debuging tools from the editor, the game run super slow mode cause of all my Periodic time trigger...so i cant really see where the bugs are |
15:17.05 | Kueken | you could also read the bank in notepad, that could potentially give you a clue whats going wrong |
15:17.29 | egod | i reading my bank, but its still very frustrating |
15:20.38 | Dustin | do you have all your banks functions spread out everywhere? Or are you organized with your triggers? |
15:20.56 | egod | im organized |
15:21.07 | Dustin | Esp with banks, but organization of your code will help you debug better than using the debug tool |
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15:22.34 | egod | it take me 2xdays figureit out my bank stopped reading at 599 and my trigger saved for 600 |
15:23.42 | Dustin | at 599 what? |
15:24.14 | egod | the editor was looking for 601...find nothing...stop every next triggers...i know its my fault with bad coding this thing...but 2xDays to find this? Grrrr |
15:24.30 | Ahli | 601 of what? |
15:24.39 | Zolden | 600 of what? |
15:24.43 | Ahli | ^ |
15:25.02 | egod | its my Ladderboard Loading Rank shared with 6xplayer, each 1 to 100 = 1xplayer |
15:26.34 | egod | everything who is a error with Bank related, the editor stop running any other triggers on the way to be readed |
15:27.00 | Dustin | You have the top 600 people in your bank? |
15:27.18 | egod | only top 100 |
15:27.29 | Dustin | Ah |
15:27.44 | egod | but i take 600xStats and i make a new ranking of the 100xBest |
15:27.58 | egod | so it auto-uptade with more people you play |
15:28.06 | egod | more your ladderboard is updated |
15:28.14 | egod | cause it auto-share information |
15:39.36 | G0A | HAHAHA http://www.cinemablend.com/games/Xbox-One-Games-E3-Were-Running-Windows-7-With-Nvidia-GTX-Cards-56737.html |
15:44.28 | Dustin | Woooow |
15:48.02 | twodie | http://youtu.be/KqUuCXcFr0s?t=14m25s |
15:49.53 | G0A | yeah thats where I seen it first too:) |
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16:43.28 | Batomys | Is there a list of which extended ASCII characters work with SC2? |
16:43.51 | Batomys | I'm trying to get a text 'block' but all of the codes seem to just bring up vowels with various diacriticals |
16:44.00 | Batomys | ▐ alt 222, example |
16:44.08 | Batomys | Just looks like a letter with an umlaut |
16:49.22 | halides | ööääëëïïüü? |
16:49.49 | Batomys | Yeah, but I just want a █ |
16:50.15 | Batomys | Worked my way through about 150 codes by hand and it just looks like someone vomited an IKEA catalogue into the dialog |
16:50.19 | halides | there are many different eascii pages, dunno which one sc2 uses - probably something which supports as many natural languages as possible :-) |
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16:50.37 | Batomys | FLAARPENJAGENDURFENDOSHIIIIAAAKA |
16:50.43 | halides | and then again they might have a completely nonstandard page in there |
16:50.45 | A1win | the fonts probably just don't have the special characters in them |
16:52.39 | halides | http://www.youtube.com/watch?v=uL1_rcN3EIk |
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16:56.31 | sharf | besides doing ui editing, is there a good way to set up backgrounds to inventories? Or would I be better off making a trigger system? |
16:57.01 | egod | triggers |
17:34.55 | Ahli | wow, what a game by sjow |
17:35.21 | twodie | what game? |
17:36.11 | Ahli | dreamhack right now |
17:36.39 | Ahli | http://www.teamliquid.net/video/streams/dreamhackTV (in case you are from Europe and twitch lags like crazy for you: http://www.svtplay.se/video/1271079/dreamhack-open ) |
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17:42.39 | Zandose | yellow mellow |
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18:01.14 | *** join/#sc2mapster hobbidude (60338f8c@gateway/web/freenode/ip.96.51.143.140) |
18:01.27 | hobbidude | anyone know how to apply force effects to projectiles? |
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18:11.48 | JademusSreg | So this is an odd bug. An enum area validator in the root effect of a weapon's effect tree will cause the unit to stop tracking a target once it becomes invalid, and will only reacquire it if the attacker moves/turns. =\ |
18:11.59 | JademusSreg | Hobb, can't. |
18:12.41 | JademusSreg | They can be slowed or redirected, but they ignore force effects. |
18:12.44 | hobbidude | yes you can |
18:12.52 | JademusSreg | Also, force effects suck. |
18:13.10 | JademusSreg | To put it simply, force effects are just plain shitty. |
18:13.22 | Kueken | I concur. |
18:13.48 | hobbidude | so whats the next best way to redirect missiles with data only? |
18:13.57 | JademusSreg | Redirect Missile effect? |
18:14.15 | hobbidude | does that even work now? |
18:14.19 | JademusSreg | In fact, Kueken has a demo. |
18:14.25 | hobbidude | let me try |
18:14.39 | Kueken | the shield generator thingy? |
18:14.43 | JademusSreg | Yes. |
18:14.50 | Kueken | sec |
18:15.32 | Kueken | o_0 |
18:15.49 | Kueken | cannot find the map right now, and I need to go, remind me later |
18:15.54 | hobbidude | will do |
18:16.01 | JademusSreg | Pretty sure I have a copy. |
18:16.09 | hobbidude | is there a page |
18:16.13 | hobbidude | cuz then i can find it |
18:16.24 | JademusSreg | Dunno what that means. |
18:17.39 | hobbidude | like theres a thread on mapster? |
18:18.12 | JademusSreg | https://dl.dropboxusercontent.com/u/1049551/Shield_Generator.SC2Map |
18:21.38 | hobbidude | well ty but that demo doesn't redirect it |
18:21.41 | hobbidude | it just kills it |
18:21.57 | JademusSreg | Did you look at the data? |
18:22.21 | JademusSreg | Or assume that based on the gameplay? |
18:22.49 | hobbidude | i tested it out |
18:23.30 | JademusSreg | Yes, and the next logical step is to look at the data to see how it was done. |
18:23.32 | JademusSreg | Haha' |
18:24.12 | hobbidude | but it doesn't even work |
18:24.31 | JademusSreg | ? |
18:24.34 | hobbidude | whats the point of looking at the data if the data is wrong |
18:24.41 | JademusSreg | Hahaha |
18:24.52 | hobbidude | the redirect doesn't redirect |
18:25.17 | JademusSreg | The shield is a unit. |
18:25.24 | JademusSreg | It takes the damage. |
18:25.38 | JademusSreg | Because the missile is redirected to hit it. |
18:27.40 | hobbidude | redirect is not the same as reflect |
18:28.13 | JademusSreg | My goodness. |
18:29.40 | JademusSreg | When I have time, I'll demo reflection, but for now, I'll just hope you figure out that reflection is necessarily a form of redirection. |
18:30.38 | hobbidude | the issue too is redirect can be used when trying to get the reflected angle |
18:31.08 | hobbidude | can't rather |
18:33.51 | JademusSreg | Data can't perform arithmetic, sure, but I expect that reflection can be achieved. |
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18:38.50 | sharf | hmm does anybody have a pros and cons list for data inventories vs trigger ones? |
18:39.48 | Ahli | data inventory can cast stuff directly like an ability |
18:40.04 | JademusSreg | Data inventory is resource efficient but limited and often counterintuitive. |
18:40.09 | egod | OMG |
18:40.12 | sharf | you can't really do drag and drop equipment stuff with triggers can you? |
18:40.18 | egod | i think...i reached...script to large! |
18:40.31 | hobbidude | kk so i got it to reflect back at an angle but it dies shortly after |
18:40.33 | Ahli | data inventory isn't drag and drop neither |
18:40.47 | hobbidude | let me check the missile range |
18:40.50 | JademusSreg | Trigger inventory offers more control but is clumsy, clunky, and will never be as responsive as data. |
18:40.53 | sharf | it can be |
18:41.04 | Ahli | data inventory is: right click, then point where to put... trigger can't detect right clicks on buttons :< so you need another way to move items |
18:41.07 | JademusSreg | Because of the need to sync player input. |
18:41.31 | JademusSreg | Not true, Ahli. =D It can detect right click. |
18:41.32 | A1win | I'm pretty sure the data thingy supports drag and drop |
18:41.32 | sharf | I thought you could drag and drop within the same item container... |
18:41.55 | Ahli | JademusSreg: but we can't differ right and left click on a button |
18:41.55 | Zolden | I once made data inventory and was happy about |
18:42.21 | Ahli | maybe it does now :S I think it didn't at release :S |
18:42.26 | Ahli | no idea |
18:42.33 | sharf | I want the simplicity of a data inventory and the customizable appearance of a trigger one lol |
18:42.36 | Ahli | I'm triggering everything... |
18:42.38 | A1win | was there even an inventory on release |
18:42.42 | JademusSreg | EventDialogControlMouseButton (); |
18:42.53 | A1win | JademusSreg, I'm not sure if that works correctly |
18:42.56 | Zolden | sharf what exactly you want that you think data won't allow? |
18:42.59 | Ahli | I don't even use veterancy |
18:43.00 | A1win | I had some trouble with it |
18:43.21 | JademusSreg | Recent additions. |
18:43.25 | JademusSreg | Relatively. |
18:43.49 | JademusSreg | Supports Left, Middle, Right, and two extra mouse buttons. |
18:43.52 | sharf | the problem with the data for me, is that customizing the background(model) and the positions of the buttons and labels of the buttons is all very limited from my understanding |
18:44.41 | Zolden | sharf so, you care about interface? |
18:44.55 | sharf | yes |
18:44.56 | Zolden | i thought there some functional restrictions |
18:45.05 | JademusSreg | The addition of c_triggerControlPropertyAllowedButtons was helpful in that regard, Ahli and A1. |
18:45.11 | sharf | ideally I'd like to make a nice background for the equipment screen, and even add labels |
18:45.19 | sharf | that could be done if I could set a background image or something |
18:45.23 | Ahli | JademusSreg: wow, I didn't spot that when I tried that :S |
18:45.24 | sharf | but to my knowledge all I can do is a model |
18:45.51 | JademusSreg | Gotta remember to read the infodumps I post, especially where new native functions are concerned. |
18:46.47 | JademusSreg | The property takes an int, which is a simple bitmask of the mouse button flags. |
18:48.12 | JademusSreg | While the -event- doesn't register for specific buttons, you just check if the bit is flagged, easy. |
18:49.06 | JademusSreg | Or rather, you compare the event response return value, the int of the button, Pow2, then bitwise comparison. |
18:49.22 | sharf | my problem with the data item containers is that there is no way to really label what slot is for what kind of items.... |
18:49.39 | Ahli | f*ck yeah, jade :D |
18:49.53 | JademusSreg | =D |
18:51.26 | sharf | so triggers are probably my best bet then? |
18:51.45 | JademusSreg | Depends on how much control you need weighed against responsiveness. |
18:51.50 | JademusSreg | brb |
18:52.07 | sharf | I need the equipment screen to be...intuitive for the player |
18:52.41 | sharf | like...even the close button on the item containers is blank and has no style to it |
18:52.47 | sharf | how are you supposed to know that closes it? |
18:53.02 | Ahli | you can play my diablo map on bnet and try out the responsiveness yourself |
18:53.09 | sharf | I have |
18:53.37 | sharf | the data way is much easier for me to set up and use...but it is not really intuitive enough |
18:54.23 | sharf | several fields in the item containers don't even do anything...not sure why blizzard includes them |
18:56.01 | Ahli | planned TODOs to be implemented someday ;) |
18:56.06 | Ahli | or not ^^ |
18:56.27 | sharf | which ultimately means they're useless lol |
18:58.10 | sharf | I have the feeling blizzard didn't feel like putting any effort into the inventory system |
18:58.57 | sharf | looks like I'm going with triggers lol |
19:00.41 | twodie | . |
19:00.43 | JademusSreg | Hopefully you make good use of the information, dear Ahli. |
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19:00.45 | Ahli | right click to use, most likely |
19:00.46 | JademusSreg | Yesss. |
19:00.48 | Ahli | instead of shift+leftClick |
19:01.14 | sharf | jademus do you have a link to or an instruction set for how to do the left vs right click button detection? |
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19:01.48 | JademusSreg | I don't have a demo, as I've not yet had need to implement it. |
19:02.31 | sharf | then I'll need to pick your brain when I come to that part :P |
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19:06.39 | JademusSreg | But basically, you'd make a trigger for dialog control click, set it to allow the buttons you want via the dialog control property action, then to figure out which button was used you'd either (simple, inefficient way) embed the logic directly into the trigger, get triggering dialog control mouse button and do an if-else, or (advance, efficient way) register the trigger for any dialog |
19:06.39 | JademusSreg | control, then you'd get the mouse button as before but then Pow2 and a bitwise comparison of the AllowButtons property. |
19:07.29 | sharf | right... |
19:07.32 | sharf | Ill get back to you |
19:07.35 | sharf | lol |
19:07.36 | sharf | gtg |
19:09.53 | JademusSreg | Which reminds me, I haven't checked the most recent patch for additions, but I doubt it was significant. |
19:22.38 | CloudWolf | just uploaded a video for Tech Wars 2 if anyone is interested :) http://www.youtube.com/watch?v=QPwVnSag4bc |
19:22.58 | JademusSreg | Will check in a bit. |
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19:43.46 | gooose | <PROTECTED> |
19:44.20 | JademusSreg | Yesish. |
19:44.48 | gooose | <PROTECTED> |
19:45.08 | JademusSreg | There are natives for it, but I didn't get them to work when I tinkered with them during WoL beta. |
19:45.38 | gooose | <PROTECTED> |
19:46.03 | gooose | <PROTECTED> |
19:46.21 | JademusSreg | Apparently one calls the set pathing, and then engine reset. |
19:46.52 | gooose | <PROTECTED> |
19:47.32 | gooose | <PROTECTED> |
19:47.38 | JademusSreg | PathingModify (region inArea, int inType, bool inAdd); followed by PathingUpdate (); |
19:48.04 | JademusSreg | PathingReset (); will revert all trigger based modifications. |
19:48.16 | gooose | <PROTECTED> |
19:48.27 | JademusSreg | I expect there are GUI actions for it. |
19:48.38 | gooose | <PROTECTED> |
19:48.44 | JademusSreg | But I wouldn't know what they are called. |
19:48.54 | gooose | <PROTECTED> |
19:52.27 | gooose | <PROTECTED> |
19:53.56 | A1win | there at least used to be GUI actions for them, but maybe they've been removed since they don't work |
19:54.36 | A1win | I was trying to use them during WoL for something but they just didn't do anything |
19:55.00 | gooose | <PROTECTED> |
19:55.34 | gooose | <PROTECTED> |
19:55.34 | A1win | if they were fixed, they'd most likely have readded the GUI actions as well |
19:56.03 | gooose | <PROTECTED> |
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19:59.47 | gooose | <PROTECTED> |
20:04.34 | gooose | <PROTECTED> |
20:05.05 | Zolden | gooose they are probably in terrain types |
20:05.23 | gooose | <PROTECTED> |
20:06.08 | gooose | <PROTECTED> |
20:06.55 | gooose | <PROTECTED> |
20:07.36 | twodie | cliff models in m3 you should find |
20:07.48 | Lajjla | A1win, can we be friends again? |
20:07.56 | Lajjla | I promise not to use weird xample sentences |
20:09.04 | gooose | <PROTECTED> |
20:10.26 | Zolden | twodie may I express my curiosity? |
20:11.09 | twodie | http://youtu.be/SImPXjcC2TM |
20:11.54 | JademusSreg | Open up the t3 terrain files, feel free to change the cliffs by modifying the xml directly. |
20:12.13 | gooose | <PROTECTED> |
20:16.05 | Zolden | twodie how can those guy make things funny in meaning interesting, but not funny in meaning of how jokes can be funny |
20:16.22 | Zolden | Ahli are there still online sc2 fights going on? |
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20:17.19 | Zolden | i'm in a middle of creating an ability, and want to procrastinate |
20:23.44 | Ahli | 2nd semi final is currently on |
20:25.15 | Zolden | Ahli gimme a link pls |
20:25.20 | Zolden | is fatty playing? |
20:25.26 | Zolden | is scarlett playing? |
20:25.43 | Ahli | http://www.svtplay.se/video/1271079/dreamhack-open no. sjow vs stardust... winner goes against jaedong in finals |
20:25.44 | Zolden | will final happen today? |
20:25.49 | Ahli | yes |
20:26.18 | Zolden | is jaedong still strong? i remember he was raped in last events |
20:26.39 | A1win | he seems a lot stronger than before |
20:26.53 | unclesatan | hey guys |
20:27.02 | Zolden | i see unfocused picture and gay music |
20:27.27 | Zolden | is it what it supposed to be? |
20:28.02 | Ahli | music isn't gay :S |
20:28.11 | Ahli | it's swedish tv |
20:28.14 | Ahli | afaIk |
20:28.35 | Ahli | dreamhack's twitch tv stream lags like hell :< |
20:28.42 | Ahli | http://www.teamliquid.net/video/streams/dreamhackTV |
20:28.47 | Zolden | unfocused picture, nothing is going on, ppl talking, but i dopn't see em |
20:29.13 | Ahli | just a logitech guy with marketing bleble |
20:30.21 | Zolden | oh, now i see things on tl |
20:40.27 | Zolden | so rapy |
20:42.53 | unclesatan | jade |
20:43.01 | unclesatan | tryin to examine your unit group functions |
20:43.23 | unclesatan | i see there's some function used iterate(unit, int, unitgroup) |
20:44.20 | A1win | I guess that's "for each unit in unit group" |
20:44.44 | unclesatan | iterate? |
20:44.53 | A1win | though the GUI doesn't have the int variable for it |
20:44.53 | unclesatan | is that really a func native to galaxy? |
20:44.56 | A1win | dunno |
20:45.02 | A1win | probably |
20:45.27 | A1win | sounds like something that would be |
20:45.29 | unclesatan | that wouldn't make sense though, because then he would have a for loop inside a for loop |
20:45.30 | A1win | well |
20:45.42 | unclesatan | you can't have nested for loops can you |
20:45.46 | A1win | make a trigger with "for each unit in unit group" and check the script view what it is |
20:45.49 | A1win | you can |
20:46.00 | A1win | just not with the "pick each" functions |
20:46.10 | A1win | "for each" nests just fine |
20:46.29 | unclesatan | i've already looked at the GUI script and i want something better |
20:46.37 | unclesatan | plus i need a function that is shorter |
20:46.44 | A1win | shorter? |
20:46.44 | unclesatan | GUI script is long, klunky and laggy :( |
20:46.54 | A1win | mm |
20:46.56 | unclesatan | not all of it |
20:47.01 | unclesatan | but stuff like unit group loops |
20:47.26 | unclesatan | like |
20:47.42 | unclesatan | the same unit group loop that i would use in GUI to get a unit in a region, deal damage to it etc. |
20:48.10 | unclesatan | all i would have to do is reduce all of that to a function, cut the GUI-made unit group looping thing and make my own |
20:48.23 | unclesatan | and the actual code to do it would be like 8-12 lines less |
20:48.32 | unclesatan | and the function is only one line long so |
20:48.38 | unclesatan | i could use that over and over again, one line |
20:48.48 | A1win | no idea what you're talking about :P |
20:49.06 | unclesatan | was just trying to give you an example of what i'm tryin to accomplish |
20:49.09 | unclesatan | basically |
20:49.16 | unclesatan | GUI = long klunky |
20:49.28 | unclesatan | galaxyscript = 10 less lines of code i have to write, for each ability i make |
20:49.47 | unclesatan | as compared to the galaxyscript that GUI would give me |
20:49.55 | A1win | so all you're saying is that you want to use galaxyscript instead of GUI? |
20:50.03 | unclesatan | lol |
20:50.05 | unclesatan | no |
20:50.16 | A1win | :x |
20:50.17 | unclesatan | i'm already using galaxy instead of GUI |
20:50.18 | unclesatan | i'm saying |
20:50.19 | unclesatan | GUI writes code |
20:50.26 | unclesatan | the code that GUI writes |
20:50.54 | unclesatan | is ugly and ineffecient sometimes, and jademus wrote a function that is basically a shorter better version of the unitgroup looping function |
20:51.21 | A1win | and why are you telling me this? D: |
20:51.40 | unclesatan | because you were trying to give me help and i had to explain some things before that's possible |
20:52.03 | A1win | I was telling you to check if the "for each unit in unit group" that GUI uses is the same as that "iterate" function you were talking about |
20:52.26 | A1win | but if you already know it's not, then the "iterate" function probably isn't a native one |
20:53.03 | unclesatan | yah i understand, i thought you were talking about galaxy script for a minute, yeah i already know it's not and iterate was a weird function that i think jademus created somewhere else and used it in the unit group one |
20:54.12 | unclesatan | you were sayin to check the for each unit and script view it, i was saying yeah i've already looked at it and was explaining that i want something better |
20:54.33 | unclesatan | then you said no idea so i felt like i should explain further lol xD |
20:55.08 | A1win | :X |
20:55.10 | unclesatan | sorry i assume everyone knows galaxyscript and i forget that most everyone uses GUI for mapmaking |
20:55.18 | unclesatan | it was opposite for wc3 Q-Q |
20:55.54 | unclesatan | nothing against GUI |
20:56.02 | A1win | I got used to the GUI and didn't want to relearn all the function names |
20:56.12 | A1win | if I'd start over, I'd learn galaxyscript instead |
20:56.14 | Tomura | unlike wc3's script language galaxy script is not that much better than gui |
20:56.19 | Ahli | I think it was opposite because wc3 gui was less powerful? |
20:56.27 | unclesatan | yeah that's kinda was i was sayin |
20:56.37 | unclesatan | there's not alot of reason to use galaxy script besides whether you like to click or type |
20:57.00 | Tomura | if the editors custom script editor was better I'd be using it a lot more though |
20:57.31 | A1win | anyway I'm not sure if I'll even continue with SC2 now that I discovered how easy unity is to use |
20:57.55 | A1win | so many more options ;p |
20:58.00 | Tomura | well the problem with unity/UDK/cry engine are the assets |
20:58.05 | Tomura | so you will need a modeller |
20:58.07 | A1win | yeah |
20:58.13 | Tomura | at least that's what my problem is |
20:58.27 | A1win | but I don't care about how a game looks like while I'm developing it |
20:58.30 | Tomura | when I get towards something that could be a game |
20:59.13 | A1win | and if it's so bad that no one wants to make assets for it, better just start over :P |
21:00.34 | unclesatan | lol |
21:01.11 | Tomura | well you will most likely find some one who would make something for you |
21:01.19 | Tomura | but when your games art looks like shit |
21:01.45 | Tomura | it will be perceived as a bad game |
21:01.49 | A1win | well by no one I meant no one who meets my standards ;p |
21:01.56 | Tomura | ok |
21:02.15 | Tomura | hmm but whith unity you also have the store |
21:02.23 | Tomura | *with |
21:02.33 | A1win | yeah, might use it for placeholder stuff |
21:03.30 | A1win | not going to make a game using assets that are available for just anyone :P that'd make the game look cheap |
21:03.39 | A1win | (even if it costs money to use those assets) |
21:03.49 | Tomura | but for a prototype it could still be a option |
21:03.58 | A1win | yeah, placeholders while prototyping |
21:04.33 | JademusSreg | oop. |
21:04.40 | JademusSreg | Z+ |
21:04.41 | A1win | I meant to say "not going to release a game using assets ..." |
21:05.07 | unclesatan | jadee |
21:05.58 | unclesatan | what is iterate(unit,int,unitgroup) in those funcs you wrote |
21:06.02 | unclesatan | :o |
21:06.34 | A1win | do you know what iterating means in programming? seems pretty obvious what it does :x |
21:06.38 | JademusSreg | Tom, looking like shit is relative to how effectively the aesthetic qualities communicate their state and affordances, and how coherent the individual aesthetic components are in context of one another. |
21:07.04 | JademusSreg | Unc, notice the parameter with the "unusual" type? |
21:07.43 | JademusSreg | I'll trim down the previous example so it's more clear. |
21:07.57 | unclesatan | nope i see it now |
21:08.02 | unclesatan | i thought that was the type itself |
21:08.07 | unclesatan | i was mixing it up in my brain |
21:08.12 | unclesatan | nice one |
21:08.59 | unclesatan | so to use this i would call the prototype |
21:09.38 | JademusSreg | Iterator.galaxy https://pastee.org/bys92 |
21:10.56 | unclesatan | awesome |
21:11.08 | unclesatan | thank you |
21:11.32 | unclesatan | lol it took me a moment when i first started looking at the other ones, because when i copied it, it pasted without a set of brackets for some reason |
21:11.37 | JademusSreg | So any function reference passed as an argument to either WhateverGroupIterate must have the appropriate signature, consistent with the "interface". |
21:11.37 | unclesatan | was like huh |
21:12.35 | unclesatan | alright |
21:15.19 | JademusSreg | So if you had a function like DeadifyDisDude to kill a unit, you'd make a function with the signature void DeadifyDisDude (unitgroup units, int index, unit u). To make use of it, simply call UnitGroupIterate(someUnits,DeadifyDisDude); |
21:16.59 | unclesatan | oh! |
21:17.29 | unclesatan | yeah i was just examining how i would use that properly |
21:18.05 | JademusSreg | Note this is intended to handle the most basic group iteration logic; it doesn't have additional parameters for passing information as one might like. That can be done either by passing via global, data table, or by writing your own variant with additional parameters and a pseudo-interface for taking passing the value. |
21:18.32 | unclesatan | right |
21:18.39 | unclesatan | it just picks all the units in it |
21:18.46 | unclesatan | by index |
21:18.57 | unclesatan | and does the function |
21:18.58 | JademusSreg | Well, it's always by index. |
21:19.01 | JademusSreg | But yes. |
21:19.02 | unclesatan | right |
21:19.12 | unclesatan | it does the function once per for loop right? |
21:19.33 | JademusSreg | Always in the sense that whether it's a GUI pick each or a for each loop, it's O(n), invariably a linear process. |
21:19.47 | JademusSreg | It calls the function once for each member of the group, yes. |
21:19.48 | unclesatan | alright |
21:20.03 | unclesatan | nice i'm definitely getting it now |
21:20.23 | unclesatan | sorry i've not investigated function writing yet |
21:20.30 | unclesatan | it's a new thing! :D |
21:20.51 | JademusSreg | Well, so long as you avoid nesting your function definitions, you'll be on the right track. |
21:21.12 | unclesatan | haha yea |
21:21.36 | JademusSreg | Unlike some other languages (Java, C#), galaxy script doesn't permit lambda or anonymous functions/. |
21:21.48 | unclesatan | ach |
21:21.56 | unclesatan | so you have to use funcrefs? |
21:22.03 | JademusSreg | Yes. |
21:22.18 | unclesatan | i seee i seeeeee |
21:22.26 | JademusSreg | Or rather, scripters have the freedom to do so, and it's the only way to pass functions; GUI users don't have access to this feature. |
21:23.02 | JademusSreg | Nor can GUI users make use of structrefs or arrayrefs. |
21:23.19 | unclesatan | void DamageArea(fixed radius, fixed damage, point location, int player, unit damager, unitgroup group) |
21:23.35 | unclesatan | so could i then use it like UnitGroupIterate(group,DamageArea); |
21:23.53 | unclesatan | if i wanted to damage an area around each unit |
21:23.57 | unclesatan | in a group |
21:24.10 | JademusSreg | Well, if you do that you'll need your own Iterate function to provide the values to those parameters. |
21:24.12 | unclesatan | would i need an index var in DamageArea? |
21:24.22 | JademusSreg | Remember, the signature must match. |
21:24.35 | unclesatan | indeed i see |
21:24.47 | unclesatan | ok awesome |
21:26.45 | JademusSreg | So either you'd trim down the parameters and pass the additional info via globals or such before calling the Iterate function, or you'd need your own Iterate function that can accept those parameters and in turn pass them to the iterate funcref. |
21:27.52 | unclesatan | alright, well i think it'll be easier to just trim down the parameters, i'll do that |
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21:31.05 | unclesatan | actually |
21:31.11 | unclesatan | i need to use all those paramaters and can't use them globally |
21:31.14 | unclesatan | so |
21:31.24 | unclesatan | i don't suppose it's as easy as slapping them in with |
21:31.43 | unclesatan | UnitGroupIterate_Prototype(in here) |
21:31.53 | unclesatan | UnitGroupIterate_Prototype (unitgroup units, int index, unit u, point location, int player, unit damager, fixed radius, fixed damage); |
21:31.55 | unclesatan | like that |
21:32.35 | JademusSreg | Well, you should make your own function rather than modify the source, but yeah, and add the extra parameters to the Iterate function, too. |
21:32.41 | unclesatan | or would i do it in the iterate |
21:32.42 | unclesatan | too |
21:32.46 | unclesatan | alright |
21:32.57 | unclesatan | i will i'm just seeing what i can and can't do |
21:33.06 | unclesatan | galaxy is weird |
21:33.31 | JademusSreg | Galaxy is neutered C (it's not JavaScript or Lua, haha). |
21:33.33 | JademusSreg | bbl |
21:34.08 | unclesatan | thank you very much, |
21:34.22 | unclesatan | have a good day, i'll probably be at work when you come back |
21:41.03 | hobbidude | any luck on that reflection demo jade? |
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22:09.15 | JademusSreg | (Busy.) |
22:23.21 | Ahli | probes OP... clearly |
22:23.24 | A1win | haha |
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22:44.06 | Ahli | final game in the dreamhack finals |
22:58.14 | Zolden | fatty would rape em all |