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    posted a message on Pathing Cost doesn't go high enough for my map.
    Quote from Kueken531: Go

    A 1 x 1 square can easily support a path with a bigger distance of 1, though, given the appropriate mazing. Even just crossing the square diagonally will be a greater distance than 1. So it should indeed be possible to create a valid path with pathing costs > 65536.

    Well i wasn't sure, But anyway i think it highly unlikely he goes beyond that. You need to take into account pathing blocks themselves and minimal distance step, not to mention other stuff on map.

    Posted in: Triggers
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    posted a message on Selecting random unit matching condition [SOLVED]
    Quote from Forge_User_25606499: Go

    I changed the variable to "local" variable and now it sends truly random truck each time.

    First time actually when I see any diffrence between local and non-local variable.

    Solved. Thanks everyone.

    I doubt that's the reason really. It's just different place in memory. The Random function is what decides which unit is it.

    Posted in: Triggers
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    posted a message on Pathing Cost doesn't go high enough for my map.

    How a map 256*256 = 65536 can have bigger path than 65536?

    if you exceed 65536 than it means the path is blocked at that given time

    Posted in: Triggers
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    posted a message on TPS/FPS Weapon

    We don't know any "OneTwoSC's tutorials", We don't know what your TPS/FPS Weapons are and how they work.

    Posted in: Triggers
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    posted a message on Show us your cool custom UI-s!
    Quote from Kueken531: Go

    Not sure, where to position it, though. First it was top left, but it felt out of place. Now, at the bottom, it feels like it could be easily overlooked.

    How about at bottom center with mp going to left and hp to right --+--

    Posted in: UI Development
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    posted a message on Difference between Dubstep and Hip hop?

    I listen to music whenever and wherever i can. 90% of this currently is Dubstep and DnB.

    I heard Debstep enough to say: i doubt anyone is truly able to "dance" to it. As said before it more of an presentation. Temporary. Not acceptable for masses and/or longer periods of time.
    Dubstep is too slow if you follow the flow. Even tho its usually 140bpm the flow goes at half of that 90% of time.

    Watch this and tell me if it's danceable. (Great track tho).
    Your mind would quit from level of abstraction and tempo play. And those values are dominating in Real Dubstep, not some Skrillex-style made for mainstream to appeal to pseudo-fan

    Embed Removed: https://www.youtube.com/v/xptOj6EOPk0?fs=1
    Posted in: Off-Topic
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    posted a message on 'And' and 'or' conditions.

    modulo thing here is a more of a tip because you use 1, 11 and 21.

    for conditions, even tho it was explained many times i will give it last shot:

    Boolean can be either TRUE or FALSE nothing more.
    10 == 9 is FALSE
    10 == 10 is TRUE
    '==' is equality sign to not misunderstand it as = (which is assignment sign like x = 1 so x is now 1)
    AND
    as name suggest will check if all underlying Boolean results are TRUE and only this. For example: all false do not produce TRUE
    in real code AND stands between two values and checks if they both are TRUE
    OR
    as name suggest will check if any underlying Boolean result is TRUE. For example: (FALSE, FALSE, FALSE, TRUE) will produce TRUE
    in real code OR stands between two values and checks if any of those two is TRUE
    Memorize
    AND means: All are true
    OR means: Any is true

    Based on this your want to check if any of those is TRUE? So this will be correct:

    • IF
      • OR
        • Tier of player[(Picked integer)] == 1
        • Tier of player[(Picked integer)] == 11
        • Tier of player[(Picked integer)] == 21

    in pseudo-code it looks like

    ( this OR this OR this ) where brackets suggest that they produce 1 result because IF expects either TRUE or FALSE, nothing more
    




    Now to answer why your example didn't work.

     If
           Tier of player[(Picked integer)] == 1
           Or
                Conditions
                          Tier of player[(Picked integer)] == 11
                          Or
                              Conditions
                                              Tier of player[(Picked integer)] == 21
    

    The issue is slightly more complex and it's caused by lazy implementation of GUI's IF and similar functions


    You see in programming you can't do something like IF (A B C). You can only do IF (A and/or B and/or C).
    Yet GUI allows multiple conditions without anything between them.

    Question is: "What is between conditions by default". It's AND

    Now Furthermore your single OR it's not actually OR in code. It is only with 2+ conditions.
    OR and AND with single condition is equal to condition itself without anything. Something like OR(true) can't exist itself. As you saw before OR and AND are between conditions.


    So in the end what you did was:

     If
           And
           Tier of player[(Picked integer)] == 1
           Tier of player[(Picked integer)] == 11
           Tier of player[(Picked integer)] == 21
    

    That's also why your modulo single condition did work because it didn't cause AND between anything.


    And for sake of complete explanation how GUI creates Conditions and other multiple variable code

    Example for OR
    When you add first condition it simply paste 'condition' into code
    When you add another condition it paste '|| condition' (|| is code version of OR)
    Posted in: Triggers
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    posted a message on 'And' and 'or' conditions.

    I think he literally meant "How to use them".
    New people often don't understand that you add conditions under the new arrow coming from AND,OR

    Posted in: Triggers
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    posted a message on Selecting random unit matching condition [SOLVED]

    @Terhonator: Go

    Click File > Preferences > Test Document: Make sure "Use fixed random seed" is unchecked

    It's not what Kueken531 meant.

    Also your UNIT variable should be local for sake of logic unless you use that variable reference in other trigger.

    Posted in: Triggers
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    posted a message on Selecting random unit matching condition [SOLVED]

    do it like this:
    variable u - unit
    set u = random unit from tanker trucks
    order u to move...
    remove u from tanker trucks group

    Posted in: Triggers
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    posted a message on Identifying the highest integer
    • Variables:
      • highest = 0 <integer>
    • Actions
      • Pick each integer from 0 to arraysize
        • IF ( highest < pool[picked integer] )
        • THEN
          • highest = pool[picked integer]

    That's basically the same as Kueken531's.
    If you don't understand it than stick to data editor and get some trigger guy on your team

    Posted in: Triggers
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    posted a message on Difference between Dubstep and Hip hop?

    Well i assumed your mom (as most of them) doesn't see difference between rap and hip hop.

    EDIT: Wait, your talking about dances?
    -First video shows simple robot style dance which originates from break dance (or earlier).
    -Second video shows break-dance which is mainly from break beat genre (or earlier).

    Hip hop doesn't really have dance. They just wave their hands ^^ and swing.
    Dubstep doesn't really have own dance too. Currently people try to mix some tecktonic-like and robot, usually slowed down. Due slower and unpredictable nature is really hard to dance to. You can do something for a while for show but it's not really a viable dance.

    Only truly danceable genres are those without breaks or 'step' modification where beat kicks every 4th time.

    Posted in: Off-Topic
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    posted a message on Difference between Dubstep and Hip hop?

    Some dubstep may sound similar to rap. Some rap tracks use similar beat steps.

    So yea. they may sound similar in some cases with difference that there's more vocal in rap (obvious), more repetition and music is more in background focus.

    But that's only illusion for someone without good ear.
    Dubstep have more synthesized/sharper/electric sounds with rare exception to drums.
    In Rap sounds are usually more real, especially kicks which are usually soft.

    Take this for example (add wobble, remove few hi hats and you have dubstep (in generic understanding)) :

    Embed Removed: https://www.youtube.com/v/eOKtmzDZvYk?fs=1
    Posted in: Off-Topic
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    posted a message on How to make units "defend" a location?

    There is something like leash range in gameplay data or somewhere. If i'm correct it should act like this - prevent from going too far

    Posted in: Triggers
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    posted a message on Victory Dialog

    So you have issue with "victory dialog" or with your trigger?

    Did you tried any other form of noticing if any action fires before/after victory dialog?

    Posted in: Triggers
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