Staredit Network

Staredit Network -> UMS Production -> Monopoly
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-14 at 09:56:07
QUOTE(DevliN @ Mar 14 2005, 08:54 AM)
Yeah I just took a look at it. It seems like it works pretty well, but I need 2 dice and not in the form of units. Thanks for the help anyway, though. I appreciate it.
[right][snapback]164647[/snapback][/right]


No problem man, thats what I'm here for. wink.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-03-14 at 15:46:39
I never fix maps, I tell people what the problem is tongue.gif
Report, edit, etc...Posted by Mp)RuFF on 2005-03-14 at 20:56:23
devlin your other maps have impressed me, and i hope this one will too.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-14 at 21:19:49
devlin i need some god dang screenshots here. hook us up.
Report, edit, etc...Posted by DevliN on 2005-03-14 at 23:31:32
Legacy: By fixing I meant you finding the issue. I fixed what you said, but for some reason it now displays the numbers pretty well but not accurately. I'll roll a 4 and it shows a 3 and 4. Any ideas for that?

RuFF: I love you, too.

SD: Yeah we can post some soon, we're just worrying about the basic roll triggers for now and then we can take some shots.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-03-15 at 00:47:27
Do i get a shot at it? *puppy dog face of innocence* sad.gif
happy.gif

I'm excellent with triggers, maybe i can find the problem?
Report, edit, etc...Posted by DevliN on 2005-03-15 at 00:53:23
Well I've got Legacy and Rexy on it. And I'm sure it has to do with Death Counters, I'm just not sure how its messing up.

Edit:
Okay some crazy stuff keeps happening now. The map always starts with Die 1 displaying a 2 and Die 2 blank (when both should be blank). Then, when I roll once the piece only moves the amount of spaces displated on the second die. The second roll does the same as the first. THe third works perfectly. And the fourth doesn't move (happened twice, both times with a 6 on die 1).

So Scypher and I have been talking about whether or not we should scrap the idea of using so few switches to randomize both die separately with the possibility of rolling doubles, or just go wih the fool-proof rolling system in which the dice can be matched per random switch but at the same time it can never land on a double.

In lamen's terms, should we go for the working set of triggers and eliminate doubles or should we keep trying to get the current triggers to work and not have doubles at all?
Report, edit, etc...Posted by arglebosters on 2005-03-15 at 05:53:07
I say that you just roll each die seperatly. You increase the death counter by one with hyper triggers. Then you have a civillian or something step on a becon to stop it and that is your number. Then you do it again for the second die. You have a seperate death counter for movement points. That should work, and it can roll doubles, but won't allways roll doubles.
Report, edit, etc...Posted by DevliN on 2005-03-15 at 09:53:10
We tried death counters to determine the roll, it messed up just the same. Random switches are more efficient. Again, I'm not asking for another method to roll so please people stop suggesting them. I just want your input on whether or not doubles are all that important in the game.

Pro-Doubles
After 3 doubles, go to jail.
After rolligng doubles you can go again.
You can roll doubles to get out of jail.

Con-Doubles
You can't go to jail without landing on the location or drawing the Chance card.
You can just pay 50 ore to get out of jail.
Report, edit, etc...Posted by FaZ- on 2005-03-15 at 12:39:07
With randomized switches, you can just pick 6 values (one for each 2, 4, 6, 8, 10, and 12) and just set it so that if the randomized switches are cleared/cleared/cleared/cleared/cleared for example it would be 2, and that would be doubles. For 4, 3 would be normal, and the double two's would have the added action of "set doubles."
Report, edit, etc...Posted by arglebosters on 2005-03-15 at 14:56:26
O sorry, I thought that your meathod had screwed up...
I think you should recognize doubles, because then you can't be very lucky and go around the board 4 times in a row and getting lots of minerals. Granted, it is very unlikely, but still...

Keep up the good work! biggrin.gif
Report, edit, etc...Posted by Fortune on 2005-03-15 at 15:02:34
Mr. DevliN, how about those screenshots? I'm ready to see what the map is going to look like.

I think you should add some different characters too. I always thought the characters they had for monopoly were lame, I mean who the hell wants to be a shoe or a horse. Being an Infested Terran would be pretty cool. tongue.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-03-15 at 15:18:30
Err, can you reply to my PMs because I have no idea what you have touched, what you are trying, and what is the newest version of the map sad.gif
Report, edit, etc...Posted by D_Scypher on 2005-03-15 at 17:34:15
QUOTE(Fortune @ Mar 15 2005, 12:02 PM)
Mr. DevliN, how about those screenshots? I'm ready to see what the map is going to look like.

I think you should add some different characters too. I always thought the characters they had for monopoly were lame, I mean who the hell wants to be a shoe or a horse. Being an Infested Terran would be pretty cool. tongue.gif
[right][snapback]165305[/snapback][/right]

Dude, don't badmouth the shoe. The shoe is god.

I can put up screenshots later today. DevliN has the latest version, but as it is, the only difference would be the dice rolling and displaying. It may be an important part of the game, but I can still take screens of other parts as well.
Report, edit, etc...Posted by DevliN on 2005-03-15 at 19:49:05
FaZ: Not quite sure what you're saying with that one.

Fortune: We'll give you screenshots soon.

Legacy: Sent.
Report, edit, etc...Posted by Mp)RuFF on 2005-03-15 at 20:22:43
QUOTE(DevliN @ Mar 14 2005, 10:31 PM)
RuFF: I love you, too.
[right][snapback]164986[/snapback][/right]


happy.gif make sure im a beta tester or something!!

ADDITION:
oh yeah also where can i get your dice triggers
Report, edit, etc...Posted by FaZ- on 2005-03-15 at 20:22:58
QUOTE(FaZ- @ Mar 15 2005, 12:39 PM)
With randomized switches, you can just pick 6 values (one for each 2, 4, 6, 8, 10, and 12) and just set it so that if the randomized switches are cleared/cleared/cleared/cleared/cleared for example it would be 2, and that would be doubles. For 4, 3 would be normal, and the double two's would have the added action of "set doubles."
[right][snapback]165235[/snapback][/right]


I assume that by randomized switches you mean that you will randomize 6 switches to produce 64 results (rerolling on the last 28), and then on the remaining 36 assigning certain roll values to. IE:

0 = cleared
1 = set

1. 0 0 0 0 0 0 1/1 = 2 DOUBLES
2. 1 0 0 0 0 0 1/2 = 3
3. 0 1 0 0 0 0 2/1 = 3
4. 1 1 0 0 0 0 1/3 = 4
5. 0 0 1 0 0 0 2/2 = 4 DOUBLES
6. 1 0 1 0 0 0 3/1 = 4
7. 0 1 1 0 0 0 1/4 = 5
8. 1 1 1 0 0 0 2/3 = 5
9. 0 0 0 1 0 0 3/2 = 5
10. 1 0 0 1 0 0 4/1 = 5
11. 0 1 0 1 0 0 1/5 = 6
12. 1 1 0 1 0 0 2/4 = 6
13. 0 0 1 1 0 0 3/3 = 6 DOUBLES
14. 1 0 1 1 0 0 4/2 = 6
15. 0 1 1 1 0 0 5/1 = 6
16. 1 1 1 1 0 0 1/6 = 7
17. 0 0 0 0 1 0 2/5 = 7
18. 1 0 0 0 1 0 3/4 = 7
19. 0 1 0 0 1 0 4/3 = 7
20. 1 1 0 0 1 0 5/2 = 7
21. 0 0 1 0 1 0 6/1 = 7
22. 1 0 1 0 1 0 2/6 = 8
23. 0 1 1 0 1 0 3/5 = 8
24. 1 1 1 0 1 0 4/4 = 8 DOUBLES
25. 0 0 0 1 1 0 5/3 = 8
26. 1 0 0 1 1 0 6/2 = 8
27. 0 1 0 1 1 0 3/6 = 9
28. 1 1 0 1 1 0 4/5 = 9
29. 0 0 1 1 1 0 5/4 = 9
30. 1 0 1 1 1 0 6/3 = 9
31. 0 1 1 1 1 0 4/6 = 10
32. 1 1 1 1 1 0 5/5 = 10 DOUBLES
33. 0 0 0 0 0 1 6/4 = 10
34. 1 0 0 0 0 1 5/6 = 11
35. 0 1 0 0 0 1 6/5 = 11
36. 1 1 0 0 0 1 6/6 = 12 DOUBLES
37. 0 0 1 0 0 1 Re-randomize.
38. 1 0 1 0 0 1 Re-randomize.
39. 0 1 1 0 0 1 Re-randomize.
40. 1 1 1 0 0 1 Re-randomize.
41. 0 0 0 1 0 1 Re-randomize.
42. 1 0 0 1 0 1 Re-randomize.
43. 0 1 0 1 0 1 Re-randomize.
44. 1 1 0 1 0 1 Re-randomize.
45. 0 0 1 1 0 1 Re-randomize.
46. 1 0 1 1 0 1 Re-randomize.
47. 0 1 1 1 0 1 Re-randomize.
48. 1 1 1 1 0 1 Re-randomize.
49. 0 0 0 0 1 1 Re-randomize.
50. 1 0 0 0 1 1 Re-randomize.
51. 0 1 0 0 1 1 Re-randomize.
52. 1 1 0 0 1 1 Re-randomize.
53. 0 0 1 0 1 1 Re-randomize.
54. 1 0 1 0 1 1 Re-randomize.
55. 0 1 1 0 1 1 Re-randomize.
56. 1 1 1 0 1 1 Re-randomize.
57. 0 0 0 1 1 1 Re-randomize.
58. 1 0 0 1 1 1 Re-randomize.
59. 0 1 0 1 1 1 Re-randomize.
60. 1 1 0 1 1 1 Re-randomize.
61. 0 0 1 1 1 1 Re-randomize.
62. 1 0 1 1 1 1 Re-randomize.
63. 0 1 1 1 1 1 Re-randomize.
64. 1 1 1 1 1 1 Re-randomize.

That took me like 10 minutes to type in word so I made it into an attached file to help anyone.
Report, edit, etc...Posted by Mp)RuFF on 2005-03-15 at 20:27:09
FaZ-, is devlin using ur dice system?
Report, edit, etc...Posted by DevliN on 2005-03-15 at 20:37:08
No, I'm using something else. I started with a death counter that went up to 36 (one for each possible result). Then I did 6 random switches (3 per die) which led to 4 rerolls.

I'm gonna go ahead and use FaZ's idea. Woot.
Report, edit, etc...Posted by FaZ- on 2005-03-15 at 22:18:23
QUOTE(DevliN @ Mar 15 2005, 08:37 PM)
No, I'm using something else. I started with a death counter that went up to 36 (one for each possible result). Then I did 6 random switches (3 per die) which led to 4 rerolls.

I'm gonna go ahead and use FaZ's idea. Woot.
[right][snapback]165680[/snapback][/right]


Woot for me. I thought this was the obvious system to use at first, but we got caught up in making it simple and probably spent three times as long discussing dice rolls as it would have taken to make even the longer of the trigger systems.
Report, edit, etc...Posted by DevliN on 2005-03-15 at 22:23:44
Yeah well it seemed to work at the start, but displayed incorrectly still. So then I used death counters which were fine, but I trashed them to start over on the displays and the rolls because the displays still didn't work properly. I went back to 6 switches (3 per die) and it theoretically works perfectly but displays incorrectly.

I was about to switch to a 5 trigger method, but I suppose 6 is fine and more effiicent.
Report, edit, etc...Posted by RexyRex on 2005-03-15 at 22:34:04
You didn't use switches?!
No wonder it didn't work.
My grid would have worked perfectly had you used switches tongue.gif.
Thats your best bet too, it'll work. Just do it, come on, switches aren't that hard tongue.gif.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-15 at 22:39:00
Keep me updated on PMs and make sure you check yours too. I send you the answer to your problem. 10 days later you notice I had solved the problem closedeyes.gif
Report, edit, etc...Posted by DevliN on 2005-03-16 at 01:06:56
Rexy: Did you not read my reply? "I went back to 6 switches (3 per die) and it theoretically works perfectly but displays incorrectly." That kinda means I did use switches, and your display still doesn't work. It shows up (except for the 6 and the 2) but not correctly. I'm just going to redo the roll triggers from scratch now. Oh and they didn't work because in all the Die 2 triggers, you still had the locations as being Die 1.

Legacy...err...Firebolt: I've always check my PMs immediately when you send them. I just don't feel the need to reply with a simple "okay thanks" without some sort of extra thing to add on to it.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-16 at 16:36:43
Oh ok, well keep me updated anyways wink.gif

I sent you the solution.
Next Page (6)