Hi there,
I'm fairly new to sc2-mapping and wondering about the limitations of the sc2-engine in multiplayer games. From threads and videos I already concluded that WASD-movement as well as horizontal camera orientations are not satisfactorily practicable.
But how about "click to attack" mechanisms, i.e. a left click via mouse triggers a projectile being launched towards the position clicked? Movement via normal right-click order. I haven't seen maps using this on battlenet but then again I haven't looked too closely. I made a test map which was working great with 2 ppl though that friend of mine is living in the same area as me. So does anybody now how this system would perform in a let's say 8 player environment with people from different countries? If not, would anybody volunteer to help me test it out?
I would work. There are plenty of games that use a similar kind of mechanism. The first one that comes to mind is Smashcraft by Mephs. It uses skill shot mechanics by creating search effects in each point in a line via triggers.
You can also use triggers to cause a unit to use an ability, which represents their attack. I would actually recommend that, as I personally believe it is a bit cleaner than doing damage through triggers.
Assuming that I understood the question right, yes, it is very possible. I believe there is a "mouse released" function in the editor, which would make this very smooth. If not, you might run into some issues.
You can also use triggers to cause a unit to use an ability, which represents their attack. I would actually recommend that, as I personally believe it is a bit cleaner than doing damage through triggers.
Yes, I did it this way, creating an ability in the data editor and triggering it with the "player presses mouse button" event. I already know that it is possible in princible, I was rather curious about whether the game could still handle the network traffic generated by 8 or maybe 12 players using this.
No matter what kind of triggers you are using a full 12 ppl game generates a lot of traffic. A couple of times all input from all players are shared between the computers, who then calculates the next world state. In this way everyone is running the same exact copy of the game.
Hi there, I'm fairly new to sc2-mapping and wondering about the limitations of the sc2-engine in multiplayer games. From threads and videos I already concluded that WASD-movement as well as horizontal camera orientations are not satisfactorily practicable.
But how about "click to attack" mechanisms, i.e. a left click via mouse triggers a projectile being launched towards the position clicked? Movement via normal right-click order. I haven't seen maps using this on battlenet but then again I haven't looked too closely. I made a test map which was working great with 2 ppl though that friend of mine is living in the same area as me. So does anybody now how this system would perform in a let's say 8 player environment with people from different countries? If not, would anybody volunteer to help me test it out?
Cheers, Max
I would work. There are plenty of games that use a similar kind of mechanism. The first one that comes to mind is Smashcraft by Mephs. It uses skill shot mechanics by creating search effects in each point in a line via triggers.
You can also use triggers to cause a unit to use an ability, which represents their attack. I would actually recommend that, as I personally believe it is a bit cleaner than doing damage through triggers.
Assuming that I understood the question right, yes, it is very possible. I believe there is a "mouse released" function in the editor, which would make this very smooth. If not, you might run into some issues.
Great to be back and part of the community again!
Yes, I did it this way, creating an ability in the data editor and triggering it with the "player presses mouse button" event. I already know that it is possible in princible, I was rather curious about whether the game could still handle the network traffic generated by 8 or maybe 12 players using this.
What do you mean with "mouse released" function?
No matter what kind of triggers you are using a full 12 ppl game generates a lot of traffic. A couple of times all input from all players are shared between the computers, who then calculates the next world state. In this way everyone is running the same exact copy of the game.
Yeah, just what I was afraid of. If only they included LAN-support. Anyway, thx guys. I'll try to avoid any mouse-tracking events.