In light of all the recent Diablo 3 news and hype, I thought it'd be cool to share some Diablo news! OneTwo shows us how to create a very accurate Diablo-styled control system through Triggers and a hint of Data.
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Nice stuff, always love the great and detailed tutorials here at sc2mapster.
Just too bad I had already made this system in my map (in my own way) some weeks ago :P
Yeah like I said in the text version, this is an intermediate tutorial.
SC2 video tutorials: http://www.youtube.com/onetwosc
p.s. I've quit mapping since Nov 2011.
Very nice guide. I'm still learning the SC2 editor so I got lost more then once =P. I'm still not sure if I understand records. Anyway, thanks for the videos.
1. You could add a delay on the stop like I did with casting stop. Usually you hold down.
2. Right because i think in Diablo it stops when you let go right? I can't think of how to change this off the top of my head. PERHAPS in the mouse-up trigger you could order him to move to mouse-clicked position rather than stop?
3. In this case, a thread isn't really need because the trigger that calls the action-def doesnt need to do anything else... in a way it is a thread itself. Up to you :)
To Charlatanic: You can always look at the text version of the tutorial I pasted the triggers in.
Great tutorial as always.
I enjoyed the method you used for unit movement, I went ahead and changed that in a map I have been playing with. I had 'order unit to move to point' and I think since the point was being set as I moved the mouse it wasnt registering as quick as your method, but im not sure.
polar offset style ftw.
A few questions:
-When you single click on an enemy doesnt the 'stop' command register before the Zealot has a chance to swing?
-What would you change in order to have the Zealot move to a single point with one click? Unless I misunderstood, it seems that the Hero will stop on mouse up, so if I were to click on the ground somewhere the zealot would not move there.
-When using action definitions I typically set 'create thread' in the options set, especially when using them like you did here. I learned this from a different tutorial. My question is, wouldnt it help to have a seperate thread created for each use? I thought the option was used so each use can run seperatly and smoother, is that not true?
Incidentally I had recently put together something very similar. It's a top-down shooter using a modified version of Rrowland's traceline function (efficiency isn't that big a concern, since it's intended to be single player, but I'll look into optimising it later). Please excuse the half-assed UI, and the half-assed rest of it.
Any way, I'm going to watch part 2 and see where what my triggers have in common with yours.
I didn't want an adjective, but there it is.