It prevents repetition in a predictable fashion, correct, but if a hero gets picked multiple times out of randomness, thats neither cyclic nor predictable. If, however, heroes would be randomly picked, but would be limited to one of a kind, thats way more predictable, isn't it?
Yea but that's random repetition and thus OK. There is no pattern in there to be seen.
Thats true, but I could not notice this behavior for SC2. Sure, there are streaks and repetitions from time to time, but I would be more suspicious, if this would absolutely never happen.
That's because you can't just notice that behavior most of the time.
For example, if you're taking random numbers between 1 and 10 it could be that you get a good distribution. While random numbers between 1 and 11 suddenly favors 1s and 2s.
Or maybe it favors odd numbers.
Or numbers that have a 1 as the 3rd bit in their binary representation (=4,5,6,7,12,13,14,etc).
Some of these cases are very nitpicky, some aren't.
Usually the reason to implement a worse RNG is because they are faster and the results don't need to be very random.
In a video game who cares if some numbers are slightly favored over others - it's not like you could abuse it.
Happens for me too. I just can't change the number to anything other than 0.
And that's on a completely new map (so no additional dependencies).
Have you tried using a local variable to store the player number, then use this variable as a player number? (I can't test-map at the moment, unfortunately).
Afaik unit-selection event suffers internet lag.
I used it in a Koth Obs map for the observer interface and it has delay. Probably just as much as button presses.
I must again say that bnet lag isn't constant. The lag may increase/decrease depending on the number of players, the quality of their internet connection and everyone's connection to the server.
Quite a few of these maps look very good even on first sight - with One Must Fall being my personal fav. :)
I'll watch by your channel next Sunday, looking forward to trying out something new.
Pleeease give it less health.
Make it dieeee faster.
It turns into a damned grind because it takes so long to kill him.
These are the worst kind of bosses (at least my friends and I think so). They have a ton of hp and even after you found the "way" to kill them it still takes you fking ages.
What enhances this effect is that everything is so slow. The boss, his attacks, the players.. the entire video feels like in slow motion for me.
In my opinion this boss fight is very close to the limit of how long is OK, but since it's level 10 of 43 I expect the other ones to be more resilient -_-
THIS IS FUN FOR THIS TOPIC. BUT DON'T GO AROUND CREATING THESE CATS IN OTHER TOPICS. I'LL MERCILESSLY HUNT DOWN EVERYONE WHO DOES THIS AND DISH OUT HELLISH PUNISHMENT. Have a nice day everybody.
Hint: You can click on each nyan cat three times to make it disappear! Every time you do, 2 more appear. When one goes off-screen, it comes back larger.
Anyways if the police say nothing suspicious that means they don't want the guy who did it to know they're on to him/her(probably a him). Don't you guys watch those cop shows. They never reveal what they know unless it's to make the guy do what they want.
A whistleblower is a person who tells the public or someone in authority about alleged dishonest or illegal activities (misconduct) occurring in a government department, a public or private organization, or a company. http://en.wikipedia.org/wiki/Whistleblower
You probably know of Wikileaks? Those guys are whisteblowers.
And of course when one of them dies it's gotta be the mafia behind this.
Police said that they haven't found anything suspicious about his death, so for what it's worth he died a normal death.
I'm pretty sure some people left on me today already. Not sure.
And I can confirm the "Input limit reached" stuff. I've not had one since the patch. And I get them all the time, usually.
an int[3] array creates:
int[0]
int[1]
int[2]
int[3]
print your lv_currentButton between creation and the array access
Galaxy array of size 12 means 0-11. Just like standard C.
Only arrays created in GUI get a +1 size bonus for being so sweet.
But if you look at the Galaxy code for GUI array declaration you'll see it includes the +1.
So a GUI array of size 12 is a Galaxy array of size 13.
Apart from that~ libNtve_gf_CreateDialogItemButton returns a dialog item index, iirc. So even if you create a bunch of dialog items without storing them in the array you'll be wasting memory.
I'd suggest something like that:
constintMAX_BUTTON_COUNT=100;intgv_currentButton=0;int[MAX_BUTTON_COUNT]gv_buttons;voidMakeNewButton(){if(gv_currentButton<=MAX_BUTTON_COUNT){//Check if we can still add buttons to the arraygv_buttons[gv_currentButton]=libNtve_gf_CreateDialogItemButton(...);gv_currentButton+=1;//Increment button count by 1}else{DebugMessage("Ok, now we made too many buttons >.>");}}
That's a better idea, unless you have a lot of dialog items and need to do something like this:
Randomness is achieved through preventing repetition in a cyclical or predictable fashion ó_ò
To know how good Sc2's randomness is we would have to know how they implemented it. Honestly I don't think their pseudo-random algorithm is very elaborate.
Bad algorithms tend to favor certain ranges or types of numbers more than they should. A good algorithm must not favor any kind of numbers.
0
Yea but that's random repetition and thus OK. There is no pattern in there to be seen.
That's because you can't just notice that behavior most of the time.
For example, if you're taking random numbers between 1 and 10 it could be that you get a good distribution. While random numbers between 1 and 11 suddenly favors 1s and 2s.
Or maybe it favors odd numbers.
Or numbers that have a 1 as the 3rd bit in their binary representation (=4,5,6,7,12,13,14,etc).
Some of these cases are very nitpicky, some aren't.
Usually the reason to implement a worse RNG is because they are faster and the results don't need to be very random.
In a video game who cares if some numbers are slightly favored over others - it's not like you could abuse it.
0
Happens for me too. I just can't change the number to anything other than 0.
And that's on a completely new map (so no additional dependencies).
Have you tried using a local variable to store the player number, then use this variable as a player number? (I can't test-map at the moment, unfortunately).
0
Afaik unit-selection event suffers internet lag.
I used it in a Koth Obs map for the observer interface and it has delay. Probably just as much as button presses.
I must again say that bnet lag isn't constant. The lag may increase/decrease depending on the number of players, the quality of their internet connection and everyone's connection to the server.
0
Quite a few of these maps look very good even on first sight - with One Must Fall being my personal fav. :)
I'll watch by your channel next Sunday, looking forward to trying out something new.
0
It's "hidden" html code. Some evil hackery.
0
Why worker? Ground/Air units also mean workers.
0
Pleeease give it less health.
Make it dieeee faster.
It turns into a damned grind because it takes so long to kill him.
These are the worst kind of bosses (at least my friends and I think so). They have a ton of hp and even after you found the "way" to kill them it still takes you fking ages.
What enhances this effect is that everything is so slow. The boss, his attacks, the players.. the entire video feels like in slow motion for me.
In my opinion this boss fight is very close to the limit of how long is OK, but since it's level 10 of 43 I expect the other ones to be more resilient -_-
My 2 cents.
Also ~~ he's shooting laser out of his crotch.
0
It's a bit buggy :P
Works for me.
By the way:
THIS IS FUN FOR THIS TOPIC. BUT DON'T GO AROUND CREATING THESE CATS IN OTHER TOPICS. I'LL MERCILESSLY HUNT DOWN EVERYONE WHO DOES THIS AND DISH OUT HELLISH PUNISHMENT. Have a nice day everybody.
0
Strange. I'd expect this command to also kill all buildings.
Edit:
Yes, it also kills all buildings.
To change the starting resources you can use "Player - Modify Property":
0
THIS IS FKING INGENIOUS!
http://simplest-image-hosting.net/png-0-unbenannt112
@grenegg: Go
For it will bring doom to all of us:
0
A whistleblower is a person who tells the public or someone in authority about alleged dishonest or illegal activities (misconduct) occurring in a government department, a public or private organization, or a company.
http://en.wikipedia.org/wiki/Whistleblower
You probably know of Wikileaks? Those guys are whisteblowers.
And of course when one of them dies it's gotta be the mafia behind this.
Police said that they haven't found anything suspicious about his death, so for what it's worth he died a normal death.
0
I'm pretty sure some people left on me today already. Not sure.
And I can confirm the "Input limit reached" stuff. I've not had one since the patch. And I get them all the time, usually.
0
Well, why not just use the stuff from the Maw of the Void mission?
You'd just have to tune it so that it doesn't spare shielded units.
0
Galaxy array of size 12 means 0-11. Just like standard C.
Only arrays created in GUI get a +1 size bonus for being so sweet.
But if you look at the Galaxy code for GUI array declaration you'll see it includes the +1.
So a GUI array of size 12 is a Galaxy array of size 13.
Apart from that~ libNtve_gf_CreateDialogItemButton returns a dialog item index, iirc. So even if you create a bunch of dialog items without storing them in the array you'll be wasting memory.
I'd suggest something like that:
That's a better idea, unless you have a lot of dialog items and need to do something like this:
PS: Lovin' the iRush portrait :D
0
Randomness is achieved through preventing repetition in a cyclical or predictable fashion ó_ò
To know how good Sc2's randomness is we would have to know how they implemented it. Honestly I don't think their pseudo-random algorithm is very elaborate.
Bad algorithms tend to favor certain ranges or types of numbers more than they should. A good algorithm must not favor any kind of numbers.