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| 00:32.48 | *** mode/#sc2mapster [+o Torhal] by ChanServ |
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| 01:06.01 | ArcanePariah|Sch | greybeard, if I understand your question correctly, you have a multitude of searches from a persistent, that once they find a target, does aoe damage and concludes the persistent |
| 01:06.45 | greybeard | I have come up with a solution, using an area enumeration validator |
| 01:07.46 | ArcanePariah|Sch | Hehe, I was about to suggest just that. Have the persisten run the damage effect, but have an enumerate area validator for the damage effect and use the success flag for the persistent |
| 01:10.49 | greybeard | ah, and the success flag removes the need for a destroy persistent effect? |
| 01:12.37 | Bounty | Alright so what do you guys like better for a Kickstarter Trailer |
| 01:12.39 | Bounty | http://audiojungle.net/item/epic-cinematic-trailer/8561514 |
| 01:12.40 | Bounty | or |
| 01:12.47 | Bounty | http://audiojungle.net/item/epic-game-trailer-music/5168526?WT.ac=search_item&WT.oss_phrase=game%20trailer&WT.oss_rank=7&WT.z_author=LittleKingsMusic |
| 01:12.52 | Bounty | ^ 1:39 onward |
| 01:13.46 | ArcanePariah|Sch | greybeard, correct, it should. Success flag, at least in my testing, destroys the persistent once a child effect succeeds in executing. I tested this with a persistent that ran the nuke damage, and executed it on a random spot in the world. Nothing happened, but once the validator passed, nuke detonated, but not before and not after. |
| 01:14.06 | greybeard | cool |
| 01:14.24 | ArcanePariah|Sch | Failure likewise means the effect will continue until it fails. So I ran the nuke, and it kept detonating as long as the validator was passing, but stopped once it failed to pass |
| 01:14.41 | ArcanePariah|Sch | And this is the validator on the child effect, not the persistent itself, nor the periodic validator |
| 01:15.17 | ArcanePariah|Sch | Which is one reason it can be so powerful, since it makes the execution dependent on the child effects, abstracting that part away |
| 01:16.03 | ArcanePariah|Sch | One possibility is have switch effects, so that the game will continue to execute if any of the switched effects succeed, but if none do, the persistent dies |
| 01:16.53 | ArcanePariah|Sch | And since they are persistents, you could create a persistent in the world that does global environmental effects, say something that is chapter or game mode specific |
| 01:18.12 | ArcanePariah|Sch | Like, have a singular persistent that checks for just one thing, like a player requirement, and use that persistent to do a mass of randomized persistents in offsets to do ambient spawns for a game |
| 01:18.33 | ArcanePariah|Sch | Change the player thing (say an upgrade) to make the player req fail, and end the persistent |
| 01:19.12 | ArcanePariah|Sch | Also, the persistents with offsets would run other persistents with offsets to give a better distribution of randomzied spawns |
| 01:19.49 | ArcanePariah|Sch | Since each nested persistent gives you 30 more offsets. So it would be 30^n offsets, n being the number of nested persistents |
| 01:20.45 | ArcanePariah|Sch | One could use recursion as well, having the persistent run itself, as part of a list of periodic effects that include the spawning, so some random persistents will create units, others would nest back and have further randomzied offsets |
| 01:21.21 | ArcanePariah|Sch | Now that I think of it... that would be a rather effective way to populate a world.... |
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| 01:31.30 | ArcanePariah|Sch | lawl, gotta be careful doing that though, jsut froze SC2 with too many nested itereations :D |
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| 01:40.36 | ArcanePariah|Sch | lol, works all too well, one run spawned 2 units, another spawned over a 1000 |
| 01:42.05 | Dustin|Work | :D |
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| 01:43.02 | ArcanePariah|Sch | Could use to make effective randomized distributions of units over a map, say like trees and what not. I remember Nytemare/Kazimir having his map do something like that. |
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| 01:43.20 | ArcanePariah|Sch | Could mix it with a validator checking for food usage, and better spread of random offsets to get a more uniform arrangement |
| 01:44.00 | ArcanePariah|Sch | Probably just have a master persistent that has failure as flag, running the spawner persistent, and have that one use a validator for player food. |
| 01:58.02 | Dustin|Work | Something Id much rather do with triggers :P |
| 01:59.35 | ArcanePariah|Sch | True, for intital population. Might be useful for creating ambient spawns. I currently am using a hybrid approach in NOTD 2, populating the world intially with hidden/invisible buildings that have train abilties |
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| 02:33.03 | greybeard | Arcane, is there a way to reference a specific unit (such as a launched missile unit) within an effect tree? |
| 02:35.11 | ArcanePariah|Sch | Directly? No, but you can do a launch as part of a persistent, followed immediately by a search for said missile. |
| 02:36.52 | Necromoni | yea that was a big problem |
| 02:36.58 | Necromoni | for me once |
| 02:37.21 | greybeard | hrm |
| 02:37.35 | greybeard | maybe I did my calculations wrong |
| 02:52.21 | greybeard | a projectile that ricochets off walls at randomized angle of +/- 60 degrees is realistic enough, yeah? |
| 02:56.27 | Dustin|Work | I would say so |
| 03:02.24 | greybeard | cool. Now I need to add some custom value magic to give breach missile a maximum number of ricochet (no narrow corridors of bouncing missile death) |
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| 08:07.02 | *** topic/#sc2mapster is http://sc2mapster.com | http://wiki.sc2mapster.com | sc2mapster bnet2 channel | WCS Partnership for eSports g0g0! | We want your broken maps! http://bit.ly/aU9AgC | This channel is logged, via purl |
| 08:32.13 | Goa | http://vimeo.com/107395294 |
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| 09:04.19 | Goa | zolden http://vimeo.com/107395294 |
| 09:04.31 | Goa | I have new simple game idea, that I gonna do |
| 09:18.37 | Zolden | oh, when I woke up today, I thought something like the bear thought |
| 09:19.16 | Zolden | when the super-intelligent creature evolve as the new god, what will it do except maintaining its existance |
| 09:20.34 | Zolden | and then i calmed myself: it will understand what to do, its evolution will from his durpose making sub-systems |
| 09:21.06 | Zolden | what's your simeple game idea about Goa |
| 09:21.20 | Goa | doodle jump like game |
| 09:21.27 | Zolden | what's doodle? |
| 09:21.35 | Goa | https://play.google.com/store/apps/details?id=com.lima.doodlejump&hl=en |
| 09:22.04 | Zolden | it's your THE IDEA? |
| 09:22.35 | Zolden | what attracted you to spread your limited resources on that? |
| 09:22.50 | Goa | it will be simple similar game |
| 09:23.10 | Goa | I just want to pump out another simple game before making something complex |
| 09:23.27 | Zolden | good idea |
| 09:23.32 | Zolden | good idead |
| 09:23.47 | Zolden | lol |
| 09:24.03 | Goa | watch the video I linked |
| 09:24.07 | Goa | quite nice:D |
| 09:24.26 | Zolden | "idead" will be apple's machine to enlarge people's existance in virtual vorld, in memory of jobs |
| 09:24.47 | Zolden | Goa didn't my first three sentences make it obvious that i watched it? |
| 09:25.13 | Goa | ohh |
| 09:25.23 | Goa | I guess I didnt woke up yet |
| 09:25.23 | Zolden | i don't like the ending though, too cheap, like the author was out of ideas, but wanted a cherry on the top |
| 09:26.38 | Goa | I think all the squirrels answers were cheap |
| 09:26.56 | Zolden | i need to fix the "eco strat is op" in mnm, then go back to unity |
| 09:27.37 | Zolden | yea, too banal, he could just rape the fox in the mouth instead of even talking to it |
| 09:27.44 | Goa | :D |
| 09:30.58 | Zolden | also, there should be a twod character too |
| 09:31.11 | Zolden | that is afraid of stop beine lazy |
| 09:31.19 | Zolden | that should be raped in the mouth as well |
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| 09:56.08 | Goa | Heartstone uninstalled, time to focus on making games:D |
| 09:57.41 | Goa | thats quite nice campaign https://www.youtube.com/watch?v=3GUIa9d025E |
| 10:01.32 | Zolden | yea :) |
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| 11:39.05 | Rommper | szia |
| 11:39.26 | Goa | csa |
| 11:39.31 | Goa | kibaszott invitel |
| 11:39.55 | Rommper | mi történt? |
| 11:40.04 | Goa | szarakszik a net |
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| 12:34.52 | Goa | btw Zolden, useful site: www.appannie.com |
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| 13:11.04 | Ahli | disables ssl 3.0 in opera as it is not secure anymore; brrowser crashes 2+ times within a few minutes :< |
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| 13:29.52 | Goa_ | wonders why do people use Opera?! |
| 13:36.27 | Ahli | likes Opera 12.17's irc, mail, browser, feed, sessions, tab grouping, click element to enable plugins... |
| 13:37.18 | Ahli | one program as my internet workstation on one screen, awesome! |
| 13:37.44 | Goa | Ahli, you can do all that stuff in firefox with plugins without suffering from the 12.17 limitations as its not updated since decades |
| 13:40.54 | Goa | though I have my mail outside of firefox as there is no good mail plugin for firefox |
| 13:41.33 | Goa | but I am using irc plugin currently and there is a tab plugin for firefox that makes tabs better than opera has:D |
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| 13:48.00 | Zolden | TWOARGD! |
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| 15:30.28 | Zolden | TWOARLGD! |
| 15:30.40 | TwoDie | yeah |
| 15:30.45 | TwoDie | yeeeh |
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| 15:32.29 | TwoDie | so what weather you enjoying there? |
| 15:36.21 | Rommper | shit |
| 15:36.40 | TwoDie | crap |
| 15:36.56 | Zolden | poop |
| 15:37.36 | Zolden | weather is great, something between fog and rain, but still rather warm, splendind autumn decay smell |
| 15:50.25 | TwoDie | wow so gay |
| 15:50.29 | TwoDie | cant use editor :( |
| 15:50.43 | TwoDie | this gay friend wants me to login |
| 16:01.19 | Zolden | why do you need editor? |
| 16:10.41 | TwoDie | continuing with the pigs |
| 16:10.51 | Zolden | yea! go, pigs! |
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| 16:40.27 | Zolden | quacks histerically to duckies |
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| 16:46.35 | TwoDie | goa came and told us funny jk! |
| 16:46.37 | TwoDie | goooo! |
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| 17:07.50 | TwoDie | adqwqd |
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| 18:36.27 | Zolden | TwoDie show me your twoday's pigs |
| 18:39.25 | Zolden | crap, he doesn't answer |
| 18:39.30 | Zolden | playing dota |
| 18:39.37 | Zolden | no pigs 4 me ;/ |
| 18:51.54 | TwoDie | :D |
| 18:51.57 | TwoDie | you are correct |
| 18:52.09 | TwoDie | tho changes isnt really noticable |
| 18:52.18 | TwoDie | much either |
| 18:52.23 | TwoDie | its related to animations and few tweaks to textures |
| 18:53.27 | Zolden | few twoads to twodxtures |
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| 18:57.31 | TwoDie | exactly |
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| 19:03.27 | A1win | wtf, I have two identical materials in Unity, but one of them makes the sprite semi-transparent, and the other one doesn't |
| 19:03.40 | A1win | and I can't seem to be able to create a material that doesn't make it transparent anymore |
| 19:08.12 | Zolden | A1win alpha/blend modes you need, and they use alpha layer as the source of transparency information |
| 19:08.25 | A1win | they are the same for both |
| 19:08.56 | A1win | but now I'm changing one object and another one changes, maybe my prefab references are messed up or something |
| 19:09.40 | Zolden | u sure they both applied to the meshes correctly? you can try them fast with gui.drawtexture(rect, texture) function |
| 19:10.14 | Zolden | yea, prefab references may be a little bit tricky, i remember something, but not super tricky |
| 19:10.52 | greybeard | http://www.twitch.tv/teknolink ESL heroes tournament |
| 19:11.23 | Rommper | hello |
| 19:11.36 | TwoDie | hi who are you |
| 19:11.46 | TwoDie | why you visit this place |
| 19:11.57 | TwoDie | you ahve to pay hidden fee to me |
| 19:11.59 | TwoDie | 10$ |
| 19:13.12 | Rommper | gives 10$ to TwoDie |
| 19:13.19 | Rommper | its super effective |
| 19:13.21 | TwoDie | <.< |
| 19:13.48 | Rommper | i love roleplays TwoDie :D |
| 19:14.29 | A1win | apparently if I have only one sprite of a certain material, that material becomes transparent, otherwise not O_o |
| 19:14.34 | TwoDie | you so gaaaaaaaaay :< |
| 19:14.40 | A1win | as soon as I add another sprite, they both lose the transparency |
| 19:15.04 | Zolden | A1win sounds fun, keep experimenting |
| 19:15.44 | A1win | even if I'm just dragging the object into the scene, the transparency goes away :x |
| 19:15.54 | TwoDie | yaaaawwwwwwwwwwn |
| 19:16.35 | Rommper | just try to maintain the gay spirit of this chat TwoDie :< |
| 19:17.59 | TwoDie | u sooo cute it feels like i need to lick you up :> |
| 19:18.32 | Zolden | this is waht he payed twodden fee for? |
| 19:18.38 | TwoDie | :D |
| 19:18.44 | Rommper | sure |
| 19:18.54 | TwoDie | i cant confirm that i recieved that fee yet |
| 19:19.10 | A1win | I think this is related to lighting... |
| 19:19.13 | Rommper | bought some nice talking instead of Commander borial's NO training! |
| 19:19.44 | A1win | or not |
| 19:20.17 | Rommper | is the pig business sucessfull? :) |
| 19:23.30 | TwoDie | some tweaks |
| 19:23.56 | TwoDie | thinking of throwing more of a final version to you now |
| 19:29.30 | A1win | err... even if during the game sprites go out of camera view so that there's only one sprite of a certain material left, it becomes transparent |
| 19:34.04 | A1win | changing the texture format to truecolor fixed it |
| 19:37.02 | *** join/#sc2mapster Dustin|Work (~Dustin_He@216.240.30.25) |
| 19:41.02 | Zolden | A1win maybe 2+ sprites -> dynamic batching involved -> awkwardness |
| 19:42.20 | A1win | something like that |
| 19:42.38 | A1win | except it worked correctly when there was at least two, and incorrectly when there was only one |
| 19:43.22 | Dustin|Work | hola |
| 19:50.06 | TwoDie | ebola to you to dustin |
| 20:00.14 | Dustin|Work | :O |
| 20:00.38 | greybeard | https://pastee.org/hgz5p |
| 20:00.59 | greybeard | tribute spawn point is a methodical RNG |
| 20:15.00 | TwoDie | bitches be pregnent |
| 20:17.45 | greybeard | cursor effect for tychus' overkill is OverkillTargetedSearch (an arc search) but in game the cursor display is the ability max range (since you have to target a unit, I guess?) |
| 20:34.18 | greybeard | this must be why theyre hiring HotS data interns |
| 20:34.20 | greybeard | https://pastee.org/zd9mf |
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| 20:37.13 | ArcanePariah | lol |
| 20:37.56 | ArcanePariah | Welp, time for me to get off to class :P |
| 20:40.55 | greybeard | nooo, but I want to talk about collision missile abilities |
| 20:41.25 | greybeard | Heroes uses scan behaviors on the missile unit |
| 20:41.44 | greybeard | and overcome missile speed issues by having it search multiple offsets in each tick |
| 20:42.31 | greybeard | it pains me that I didnt think of this and instead used horrible persistent offset searches from the launch location and used math to approximate missile location |
| 20:48.56 | Dustin|Work | I just have a behavior that searches in a 1 radius (or missle radius size) every tick and apply the dmg/kill its self |
| 20:49.58 | greybeard | they do essentially the same thing, but each tick theres a persistent that performs such a search at 0.0, and 0.5 (and so on, depending on missile speed) |
| 20:50.29 | greybeard | and they get rectangle searches ಠ_ಠ|
| 20:50.32 | Dustin|Work | That sounds like a pain if you have anything that interacts with the missles |
| 20:51.24 | greybeard | how so? |
| 20:51.59 | greybeard | I think it would make it easier |
| 20:52.18 | greybeard | (it actually solves the main issue with my missiles) |
| 20:56.04 | Dustin|Work | Because if a missle gets re-directed or slowed down the whole thing is off |
| 20:56.21 | Dustin|Work | It;s basing everything off a line from the initial launch point |
| 20:56.54 | Dustin|Work | What's your main issue with missles? |
| 20:57.37 | greybeard | ah, I think you misunderstood, the persistent is run off a behavior on the missile |
| 20:58.15 | greybeard | and each tick the missile searches at its position and 0.5 behind it |
| 20:58.21 | Dustin|Work | Ahhh |
| 20:58.57 | greybeard | what I'm currently using is what you thought I was describing |
| 20:59.11 | Dustin|Work | Gotcha, I thought you had 1 persistant that gets created, shoots the missle and increases it's search area offset by Missle Speed + offset |
| 20:59.30 | Dustin|Work | in the direction of the missle launch |
| 20:59.46 | greybeard | which I had working with my redirects, but there was some disconnect between the missile and persistent since the missile was just a dummy unit |
| 21:00.23 | greybeard | but I will switch to heroes method for my longer range missiles once I finish this sandwhich |
| 21:15.59 | *** join/#sc2mapster Zolden (~a@88.135.0.21) |
| 21:21.17 | greybeard | lol nvm, there is no standardization of projectiles in heroes |
| 21:24.05 | Zolden | i want to mapmake something for heroes, gimme |
| 21:24.55 | greybeard | eh, Im just browsing through ability/effect xml |
| 21:25.14 | greybeard | finding examples such as: https://pastee.org/zd9mf |
| 21:29.28 | Zolden | lol |
| 21:29.35 | Zolden | they smoke weed |
| 22:16.48 | A1win | http://a1win.pp.fi/ss/unity/sh/Unity%202014-10-16%2001-11-53-99.jpg |
| 22:17.04 | A1win | implemented map generator, it has a pretty shitty algorithm atm though ;p |
| 22:17.37 | A1win | hexa tiles work perfectly for what I have in mind... |
| 23:01.27 | Ahli | moe dots more dots |
| 23:10.06 | Zolden | TORE TWODS |
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