Audible_Savage 0 Posted November 4, 2013 so uh yea when a full level 10 on all 3 categories explodes after 2 prints.... you could say I'm a little upset right now.... could you please fix the printers so that they don't explode so easy at level 10? @@Bleed 3 Tsuchikure, MrJeeblez and MeowMix reacted to this Share this post Link to post Share on other sites
Tsuchikure 38 Posted November 4, 2013 Never upgrade my safety. Just keep it at 5+ power (or whatever) and let it print. Higher safety usually results in faster (it seems) explosions and a big-ass waste of cash.. Share this post Link to post Share on other sites
Chrono 372 Posted November 4, 2013 experiment with different combos for better efficiency. 10/10/10 isn't the best. try things instead of assuming spamming everything makes it the best. increasing power and speed makes it exponentially less safe, where safety only increases by a factor. Share this post Link to post Share on other sites
mtown81 7 Posted November 4, 2013 experiment with different combos for better efficiency. 10/10/10 isn't the best. try things instead of assuming spamming everything makes it the best. increasing power and speed makes it exponentially less safe, where safety only increases by a factor. do u want us to make punnet squares? 1 Thorax_ reacted to this Share this post Link to post Share on other sites
Chrono 372 Posted November 4, 2013 do u want us to make punnet squares? no, i want you to use a basic algorithm to test each combination and find the one you get the most lucky with. Share this post Link to post Share on other sites
mtown81 7 Posted November 4, 2013 no, i want you to use a basic algorithm to test each combination and find the one you get the most lucky with. spawn me money then Share this post Link to post Share on other sites
Chrono 372 Posted November 4, 2013 spawn me money then You can get it from the printers you test. Share this post Link to post Share on other sites
LeToucan 136 Posted November 4, 2013 I upped the safety back to where it was before the update, it should explode less at higher levels now 1 1 MrJeeblez and Audible_Savage reacted to this Share this post Link to post Share on other sites
Audible_Savage 0 Posted November 4, 2013 I upped the safety back to where it was before the update, it should explode less at higher levels now thanks :) Share this post Link to post Share on other sites
Tsuchikure 38 Posted November 4, 2013 I upped the safety back to where it was before the update, it should explode less at higher levels now How much per level, to be exact (if possible) ? Just to see if it's worth it or not.. Share this post Link to post Share on other sites
LeToucan 136 Posted November 4, 2013 How much per level, to be exact (if possible) ? Just to see if it's worth it or not.. > local var = {printer:GetNetworkedInt("MoneyLevel",1),printer:GetNetworkedInt("SpeedLevel",1),printer:GetNetworkedInt("SafeLevel",1)} if math.random(1, MP_SAFETY + (var[3] * MP_SAFETY_LEVEL)) == 3 then self:BurstIntoFlames() end MP_SAFETY is 19. Share this post Link to post Share on other sites
Rhododendron 994 Posted November 4, 2013 > local var = {printer:GetNetworkedInt("MoneyLevel",1),printer:GetNetworkedInt("SpeedLevel",1),printer:GetNetworkedInt("SafeLevel",1)} if math.random(1, MP_SAFETY + (var[3] * MP_SAFETY_LEVEL)) == 3 then self:BurstIntoFlames() end MP_SAFETY is 19. That's confusing, why is it var[3] when in most languages it starts at 0 (so it should be var[2] lol) But anyways, it looks like "MoneyLevel" and "SpeedLevel" don't affect when it would blow, so can someone explain to me where "SafeLevel" is modified? Share this post Link to post Share on other sites
MrJeeblez 0 Posted November 4, 2013 > local var = {printer:GetNetworkedInt("MoneyLevel",1),printer:GetNetworkedInt("SpeedLevel",1),printer:GetNetworkedInt("SafeLevel",1)} if math.random(1, MP_SAFETY + (var[3] * MP_SAFETY_LEVEL)) == 3 then self:BurstIntoFlames() end MP_SAFETY is 19. Me no speaky speaky. Share this post Link to post Share on other sites
LeToucan 136 Posted November 4, 2013 That's confusing, why is it var[3] when in most languages it starts at 0 (so it should be var[2] lol) But anyways, it looks like "MoneyLevel" and "SpeedLevel" don't affect when it would blow, so can someone explain to me where "SafeLevel" is modified? I believe its modified on line 142 in init.lua and set as 1 initially on line 26 in shared.lua (/garrysmod/addons/darkrpmodification-master/lua/entities/money_printer_su) Share this post Link to post Share on other sites
Chrono 372 Posted November 4, 2013 That's confusing, why is it var[3] when in most languages it starts at 0 (so it should be var[2] lol) But anyways, it looks like "MoneyLevel" and "SpeedLevel" don't affect when it would blow, so can someone explain to me where "SafeLevel" is modified? i was confused and was looking for that too, and didn't exactly understand what var[3] was referring too, bleed seems to think that it is referring to the safety level itself since local var x,y,z would be 1,2,3. if so then why would they bother stating var[3] if it is referring to safety level why not just do safetylevel * safetylevel? Share this post Link to post Share on other sites