How To Ask a Question

Leave us posts on anything related to your views on gametoast.com, improvements, gripes, etc...

Moderator: Moderators

Jedi Knight
User avatar
Posts: 621
Joined: Sat Apr 17, 2010 8:15 pm
Location: Buried in homework, but getting better
Projects :: Coruscant map Want to help PM me
Games I'm Playing :: Battlefront 3

How To Ask a Question

Postby MrCrayon » Thu Oct 21, 2010 10:07 pm

Alright. This has been bugging me and many noobs seem to need this, so here I go.

How to Ask a Question

by MrCrayon

*Note*:Before you do anything, try and search google.



Step 1: Ask yourself this question: What am I trying to find/accomplish/achieve?

Step 2: Once step 1 has been established, ask yourself if you have the proper knowledge or tools to set about your task. If you don't know what you need, refer to step 1. Make sure you have tried all means that you know or have found. If you can't find anything (after at least an hour) proceed to step 3!

Step 3: At this point, your toolbox of knowledge is ready. Time to say something! Now that you have a point to your question and you have attempted to find an answer, write your question in a clear and precise (and well informed manner)

example from the modding category:

Press_Tilty wrote:I'm having a problem. I've added two vehicle spawns, but they don't spawn my vehicle!

I have created a 10x10x10 control zone, added it to the cp's details, named it properly, and added it to both spawns. I redid all the values according to fierfek's tutorial, and added all the vehicles in the lua (below, I don't think there's any mistakes). My munge log doesn't give me any errors, object related or otherwise.

I've cleaned a bunch, and manually cleaned.

The control region passes through the ground, if that's anything...

I'm adding the imperial speeder, the STAP and the BARC speeder to each. LUA's below.

Clone Wars Conquest
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_hover_fightertank")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_hover_stap",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:KIV\\KIV.lvl", "KIV_conquest")
ReadDataFile("dc:KIV\\KIV.lvl", "KIV_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end


GCW Conquest
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat",
"all_hover_combatspeeder")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome",
"imp_hover_speederbike",
"imp_hover_fightertank")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:KIV\\KIV.lvl", "KIV_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end


Hidden/Spoiler:
This is how to format a question, yoyo.


Pew...


Notice how he knew what he was setting out to do and he knew at least a fair amount about what it was. He clearly has read a tutorial and is asking for help due to his used up options.




Useful visual diagram for people. More to follow for tomorrow with some links to topic-related websites. By the way, it was Maveritchell who made this diagram and I think it is well made. :thumbs:
Hidden/Spoiler:
Maveritchell wrote:You are at a stage now where you are asking questions without trying things out first. This should not be the case. Always try something out before you ask a question.

Image



Links

1. http://www.catb.org/esr/faqs/smart-questions.html
2. http://www.wikihow.com/Ask-a-Question-Intelligently
3. http://www.connectionsmagazine.com/articles/4/095.html

AgentSmith_#27 wrote:It should be noted your questions won't always be answered. When I ask a question on Gametoast and no one can help, and all my ideas are exhausted, I take a good long break from that mod (I'm talking days here) and when I get back to work on it I find it suddenly clicks.
Last edited by MrCrayon on Fri Nov 12, 2010 10:10 pm, edited 10 times in total.

2nd Lieutenant
Posts: 386
Joined: Fri Jun 04, 2010 10:57 pm
Location: Seattle Area
Projects :: Korsava IV - Pre WIP
Games I'm Playing :: MW2-Reach-BF2

Re: How To Ask a Question

Postby Press_Tilty » Thu Oct 21, 2010 10:13 pm

Also, note I posted my LUAs first thing. A lot of people forget that.

Jedi Knight
User avatar
Posts: 621
Joined: Sat Apr 17, 2010 8:15 pm
Location: Buried in homework, but getting better
Projects :: Coruscant map Want to help PM me
Games I'm Playing :: Battlefront 3

Re: How To Ask a Question

Postby MrCrayon » Fri Oct 22, 2010 6:35 am

noted, presstilty. I had to dig out Mav's diagram by the way. It was a little hard to find, but the search tool helped a lot.

Jedi High Council
User avatar
Posts: 2306
Joined: Sat Nov 15, 2008 1:57 pm
Projects :: I should probably start one...
Games I'm Playing :: TOR AC
xbox live or psn: ShadowScorch88

Re: How To Ask a Question

Postby Twilight_Warrior » Fri Oct 22, 2010 10:32 am

If you're going for just questions in general, you forgot the most important step before coming on here to ask a question.

Google.
:google:

Space Ranger
User avatar
Posts: 6120
Joined: Tue Aug 17, 2010 3:30 pm
Location: The Ninth Circle
Projects :: The Clone Wars
Games I'm Playing :: SWBF2 TCW Mod

Re: How To Ask a Question

Postby THEWULFMAN » Fri Oct 22, 2010 11:14 am

I always search for what i am looking for a couple times first, even though 85% of the time i get no answers

Jedi Admin
User avatar
Posts: 11025
Joined: Wed Sep 07, 2005 11:42 pm
Location: Indiana
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set

Re: How To Ask a Question

Postby Teancum » Fri Oct 22, 2010 12:27 pm

Man, I love Mav's diagram :thumbs: He has a way of making things so succinct without sounding like a jerk. Not many people can do that.

Hidden/Spoiler:
Maveritchell wrote:You are at a stage now where you are asking questions without trying things out first. This should not be the case. Always try something out before you ask a question.

Image

Space Ranger
User avatar
Posts: 6120
Joined: Tue Aug 17, 2010 3:30 pm
Location: The Ninth Circle
Projects :: The Clone Wars
Games I'm Playing :: SWBF2 TCW Mod

Re: How To Ask a Question

Postby THEWULFMAN » Fri Oct 22, 2010 1:12 pm

Teancum wrote:Man, I love Mav's diagram :thumbs: He has a way of making things so succinct without sounding like a jerk. Not many people can do that.

Hidden/Spoiler:
Maveritchell wrote:You are at a stage now where you are asking questions without trying things out first. This should not be the case. Always try something out before you ask a question.

Image


I concur, everything he says is wise and well thought out, he is gandalf as to lotr, he is yoda as to star wars, he is merlin as to arther, you get the idea

Jedi High Council
User avatar
Posts: 2306
Joined: Sat Nov 15, 2008 1:57 pm
Projects :: I should probably start one...
Games I'm Playing :: TOR AC
xbox live or psn: ShadowScorch88

Re: How To Ask a Question

Postby Twilight_Warrior » Fri Oct 22, 2010 1:47 pm

Or he reads too much xkcd...
Hidden/Spoiler:
Image

Either way, it is impressive how effective a sarcastic flowchart can be, lol.

Master Bounty Hunter
User avatar
Posts: 1602
Joined: Mon Jul 16, 2007 1:30 pm
Location: Las Vegas
Projects :: Battlefront Chronicles

Re: How To Ask a Question

Postby Eggman » Fri Oct 22, 2010 1:55 pm

Teancum wrote:Man, I love Mav's diagram :thumbs: He has a way of making things so succinct without sounding like a jerk. Not many people can do that.

Hidden/Spoiler:
Maveritchell wrote:You are at a stage now where you are asking questions without trying things out first. This should not be the case. Always try something out before you ask a question.

Image


That flowchart should be stickied at the top of the modding forum.

Jedi Knight
User avatar
Posts: 621
Joined: Sat Apr 17, 2010 8:15 pm
Location: Buried in homework, but getting better
Projects :: Coruscant map Want to help PM me
Games I'm Playing :: Battlefront 3

Re: How To Ask a Question

Postby MrCrayon » Fri Oct 22, 2010 4:33 pm

I hope this topic is stickied, because I am a little tired of seeing bad questions.

THEWULFMAN wrote:
Teancum wrote:Man, I love Mav's diagram :thumbs: He has a way of making things so succinct without sounding like a jerk. Not many people can do that.

Hidden/Spoiler:
Maveritchell wrote:You are at a stage now where you are asking questions without trying things out first. This should not be the case. Always try something out before you ask a question.

Image


I concur, everything he says is wise and well thought out, he is gandalf as to lotr, he is yoda as to star wars, he is merlin as to arther, you get the idea


Mav is in my opinion the greatest modder ever. The reason is he makes every map memorable. He also never gets into a discussion unless he knows everything there is to know about it. I think we can learn a thing or two from him.

2nd Lieutenant
Posts: 386
Joined: Fri Jun 04, 2010 10:57 pm
Location: Seattle Area
Projects :: Korsava IV - Pre WIP
Games I'm Playing :: MW2-Reach-BF2

Re: How To Ask a Question

Postby Press_Tilty » Fri Oct 22, 2010 5:58 pm

Add Search to your instructions.

Jedi Knight
User avatar
Posts: 621
Joined: Sat Apr 17, 2010 8:15 pm
Location: Buried in homework, but getting better
Projects :: Coruscant map Want to help PM me
Games I'm Playing :: Battlefront 3

Re: How To Ask a Question

Postby MrCrayon » Sat Oct 23, 2010 11:19 am

Done.

Chief Warrant Officer
User avatar
Posts: 337
Joined: Thu Feb 11, 2010 3:10 pm
Location: Zeroeditor
Projects :: No Projects I am ready to unveil
Games I'm Playing :: SWBF2-MW2-Madden 08
xbox live or psn: No gamertag set

Re: How To Ask a Question

Postby AgentSmith_#27 » Fri Nov 12, 2010 10:09 am

MrCrayon wrote:I hope this topic is stickied, because I am a little tired of seeing bad questions.

THEWULFMAN wrote:
Teancum wrote:Man, I love Mav's diagram :thumbs: He has a way of making things so succinct without sounding like a jerk. Not many people can do that.

Hidden/Spoiler:
Maveritchell wrote:You are at a stage now where you are asking questions without trying things out first. This should not be the case. Always try something out before you ask a question.

Image


I concur, everything he says is wise and well thought out, he is gandalf as to lotr, he is yoda as to star wars, he is merlin as to arther, you get the idea


Mav is in my opinion the greatest modder ever. The reason is he makes every map memorable. He also never gets into a discussion unless he knows everything there is to know about it. I think we can learn a thing or two from him.


Hidden/Spoiler:
Image


sorry I couldn't help myself. Anyway-

It should be noted your questions won't always be answered. When I ask a question on Gametoast and no one can help, and all my ideas are exhausted, I take a good long break from that mod (I'm talking days here) and when I get back to work on it I find it suddenly clicks.

Jedi Knight
User avatar
Posts: 621
Joined: Sat Apr 17, 2010 8:15 pm
Location: Buried in homework, but getting better
Projects :: Coruscant map Want to help PM me
Games I'm Playing :: Battlefront 3

Re: How To Ask a Question

Postby MrCrayon » Tue Nov 16, 2010 5:33 pm

forgot to say this, but, if anyone has any useful sites on this, that would be great!

Return to Feedback for Gametoast

Who is online

Users browsing this forum: No registered users and 1 guest