If you keep pressing a key, will the unit keep moving with this system?
Resources > Tutorials
[Tutorial] Lagless WASD System using Data Editor
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vjeux Author
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EternalWraith Moderator
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@progammer:
Wow great work.
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Skittles17 Author
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I made a 4 way button press via data + triggers (data in the sense that he casts a spell and I use that as an event) and from what I can tell, it doesn't lag any either. The best way I can think of making an 8 way via my method would be to make the W and S a toggle while the A and D are for changing the angle of your unit. I think this wont really be interrupting the nature of moving at all, but it would take some getting used too. I'm thinking there may be a way to reduce the transparency or something similar of the ui that you must keep up via the galaxy editor. Wc3 had custom skins and things for the ui, I'm not positive how they worked, but couldn't someone just replace all the ui with nothing?
Last edited Sep 02, 2010 by Skittles17I'm very sweet, very colorful, very delicious. What am I? I am pooped by unicorns. Skittles is the name, you eat me daily (or should).
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Caipa Regular Shmoe
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@Skittles17: Go
Thats sounds nice and relativ easy. The Main Problem is in my opinion not a third person view, it is a intelligent Camera Movement. In a FPS its bad when your cam move in a wall. I created a "dummyboy" a invisible unit fixated to my Real Playerunit. The Follow cam is fixated on the dummy and with waypoint length measurments i can check cliffs and other objects. When a object is in the way the dummy have a new position in relation to the Real Player.
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progammer Moderator
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Quote from Skittles17: Go
I made a 4 way button press via data + triggers (data in the sense that he casts a spell and I use that as an event) and from what I can tell, it doesn't lag any either. The best way I can think of making an 8 way via my method would be to make the W and S a toggle while the A and D are for changing the angle of your unit. I think this wont really be interrupting the nature of moving at all, but it would take some getting used too. I'm thinking there may be a way to reduce the transparency or something similar of the ui that you must keep up via the galaxy editor. Wc3 had custom skins and things for the ui, I'm not positive how they worked, but couldn't someone just replace all the ui with nothing?
The problem with that is you cannot detect a key up event, just key down is registered when you activate that abilities. If you decided to use the hold down button method as mine, you probably need a periodic trigger of 0.1s. periodic effects can be set to 0.01s with no lag
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Awwe, I was working on this exact same idea. But I noticed you have a similar issue that I have.
If you tap a directional button the unit moves but does not stop, travels his entire little distance.
This is what kept me from posting the idea.
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I have lagless WoW movement for a while now ^_^, I'll release it in a little bit with my map.
Nice just OP tho.
Last edited Sep 02, 2010 by halfthought -
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Molsterr Moderator
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He says this at the very top lol
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s3rius Moderator
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Quote from drummerboy1151: Go
I have 2 questions. One - this looks like you have to have those buttons on your command card correct? and two - if you disable your UI for your map and recode it, this won't work right?
Quote from Molsterr: Go
He says this at the very top lol
My theory is that big bright yellow letters cause a sudden synaptic shock in the readers' brain so that they're unable to read and process the information properly. At the same time the bright colors desensitize the reader so that the normal-sized and -colored text seem unimportant to the subconscious. It'll thus blind out the text and make the readers psychically unable to read the text. So it's not actually their fault.
Tl;dr: Read the first post
Back to da topic: That's pretty interesting, I didn't think you could set-up the abilities in a way it would not stop the movement after the effect has been applied once. But now when I think of it... even the melee game has such buttons in it >.< Using a different mover you can also rigg the pathing in a way they would stop trying to run around cliffs but instead try to move through them (which would fail). That would make the unit less jumpy when running against a wall.
Last edited Sep 02, 2010 by s3rius -
I posted a Behavior based 8 way movement last week, I was just unhappy with the workings of Abilities to warrant making it completely triggerless.
I did test and make something that would cast and continue to cast as long as someone held a button, but That felt clunky and weird, as well as when you release the button, the unit continues to move that way until the Movement effect wears off.
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Mathhole Regular Shmoe
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Why not set all the durations to 0.0 to get the minimum time-step of 1/32.
Then just make the target offset something small like (0,0.1)
I think it would fix that problem of having the unit continue to move forward even after releasing the move button.
This method would rely on being able to just hold down the "w" button to reissue the command every time-step, but it sounded like that is what is happening.
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A buff duration of 0.0 is Infinite/No Duration.
Also, adjusting buff duration/ steps might be problematic based on a units movement speed. So you would have to make it different with minor tweaks on every unit.
Last edited Sep 02, 2010 by Lilianna -
TECGhost Author
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This really isn't a viable option, to many requirements and lack of flexibility.
This was done with the WC3 editor using abilities to.
Good idea, but actual usefulness isn't that high.
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OneTwoSC Author
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Still very cool to see... let's hope Blizz works on the trigger version's laggyness hehe.
SC2 video tutorials: http://www.youtube.com/onetwosc
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progammer Moderator
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Quote from s3rius: Go
@Molsterr: Go Back to da topic: That's pretty interesting, I didn't think you could set-up the abilities in a way it would not stop the movement after the effect has been applied once. But now when I think of it... even the melee game has such buttons in it >.< Using a different mover you can also rigg the pathing in a way they would stop trying to run around cliffs but instead try to move through them (which would fail). That would make the unit less jumpy when running against a wall.
I can add more validator to check cliff level and such. And remember, this is just a beta system. The data editor is more powerful than you can think.
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Skittles17 Author
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Actually no, if I hold my key down then it keeps casting the spell again and again and again. And with the 8 way thing I was talking about having the W and S as a toggle, so yeah a toggle would be a while loop, but you can have a lot of stuff going on with the sc2 engine then you probably think. =D
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Nice work and keep at it. I look forward to seeing the 8 way system. Its more responsive than my trigger based system. I give you props good sir. Is it possible to register when 2 keys are pressed simultaneously in the data editor?
progammer ModeratorFact 1: Delay for hotkey in battlnet is less then delay for detecting key pressed event
Fact 2: WASD based on trigger is lagging as hell
==> Combined: Thread Title
Updates:
Set your keyboard repeat delay value to shortest.
Then lower the value in the offset persistent (from 2 to 1) to get a more responsive system when you release the key.
Special thanks to prozaicmuze for his tutorials about switch effect and issue order effect. ( All hail the mighty Muze). Thanks to molsterr for testing on battlenet.
Cons, read this before deciding to use
Pros
Note: In here or in the map, I used L R U D interchangeable for left right up down, some name in here is named Left but instead L in the map
Another Note: Tutorials is covered by logic behind making the systems. Read all the comments to understand how it work.
4 Ways WASD System
Effects Tab
This is the effect that will order the move command to the unit. The target point will be passed by another effect before it. This is the bread of the system
This is the effect that create an offset point for the above issue order effect. The number 2 value should be adjusted accordingly to your unit size and speed. If you're using normal units in sc2, leave it at that.
Let's jump to Behavior Tab for a moment. We will get back to Effects
This is the behavior that will be applied to the unit. When its first applied, your unit will be ordered to move accordingly. Time out after 0.5 seconds to make sure unit will be stopped when no key pressed.
Validators Tab
Now we have the validator to check whether your unit should be heading L/R/U/D
Button Tab
Now we back to Effects Tab
Now we have the effect that will apply those behavior we created before that mark which direction the unit is moving
Now we have the effect that will destroy all behavior that is not needed
Set effect is usually used when you want to combine multiple effect at once (at least that's how it has been used mostly). You have an effect that will remove all existing behavior and apply a new one.
This is a switch effect that determine which behavior is on the unit and apply an effect to move it accordingly
Now we back to Behavior Tab. Effect Tab is done
Now we have the behavior that act like a periodic trigger that move unit based direction it should be moving
Almost there, Abilities Tab
Cooldown for abilities will be defaulted to 0
Finally, Unit Tab
Pick whatever unit you want to apply the system to. I'm using a stalker
open Behavior + and add Constant Movement (don't forget this)
Now we have a stalker with WASD movement.
8 Ways Movement System
I will not provide a tutorial for this one since its based on the 4 ways system and the second method is still buggy.
Feel free to use the attached Map or contact me via forum post, PM or IRC if you encounter problems. Keep in mind that I'm also a busy person so I may not reply right away, but I'll do my best to answer all questions/concerns that I am aware of :)
(format cortesy of ProzaicMuze)
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