WASD - Movement
8 directions
Data Only - No triggers involved (No Button used event)
i had an awesome idea but lost interest for now. to make my vision true i needed a lag free (no button used event) wasd movement system. was too lazy to make a mod.
i hope we will see some fency wasd multiplayer maps.
just noticed this need to be moved to the data assets page.
i wouldn't call this a bug, since using left and right parallel is not defined :D. all tries with a "key pressed" event lagged so terrible in bnet with more players.
Has anyone tried (i did) doing a hybrid between Data and Events? where the trigger is data driven, just like this system, but the direction and way of movement is decided trigger like.
What i did was setting up a system like this one, but instead of making it so the ability does the order i just used a "ability casted" trigger and did my movement there. Never got the chance to tested online.
Was wondering your (sc2mapster) opinions on the matter.
Well, i did test it and locally it worked alright, you can handle the math much better (adding and resting angles and such).
Also you could add a little raycasting for short distances, so as to not try to move the unit past a slim piece of path blocking, like a wall. But i never got into finishing the map, or even trying to test it online.
It's been done before yes. It's better then using just triggers but it's likely not as good as a pure data method may be, though I'd have to test the data one to tell you.
i didn't finish, you could easily add validators to prevent to walk against a wall etc. i actually wanted the mechs to be able to walk down cliffs but this map would be too huge for me too complete any time soon.
It is only lag free when running locally (test map). In multiplayer order latency will still apply, which is as good as the same as the normal input latency since it is caused by the same source.
Do I need to? Lag is caused by synchronizing the commands with the server. This happens if it is an order such as a command card button or if it is a keyboard press.
Hello, and first of all, thank you for posting this - I have been working on something similar for ages and never got it to work this well.
However, I was wondering whether this is actually less resource (network-) intensive than using triggers (or a hybrid). After all, doesn't using this technique mean that multiple players are constantly casting abilities?
Then again, chances are that abilities and triggers are not handled the same way when it comes to sending information to the server, data is probably a lot more efficient.
I might setup a small, private map later where both systems are in place and can be toggled on and off - monitoring the network usage and ping times should be quite straight-forward(?).
Hello, and first of all, thank you for posting this - I have been working on something similar for ages and never got it to work this well.
However, I was wondering whether this is actually less resource (network-) intensive than using triggers (or a hybrid). After all, doesn't using this technique mean that multiple players are constantly casting abilities? Then again, chances are that abilities and triggers are not handled the same way when it comes to sending information to the server, data is probably a lot more efficient.
I might setup a small, private map later where both systems are in place and can be toggled on and off - monitoring the network usage and ping times should be quite straight-forward(?).
As far as I know, number of triggers cause the map itself to think more than the connection between the player and server, typically speaking data driven events cause less lag as the map itself isn't doing the thinking and sending that to players. That's a shitty explination but it's my observation in general between triggers and data.
as far as i can tell, it's very lagless online. No noticable delay really. Mayb,e not as response as clicking still, but it's hard to compare that without clicking something in the same game.
but there is however, a very "grid" like movement in how the character moves with this system
he seems very stuck to moving at a minimum, -1, or 1, or 1.375 if moving diaginal, or w/e the numbers are
it doesn't seem like you can do anything less than the data is set to move, but .1 might make the character feel slow to play
so, it's a different challenge, but very delayless
you must test it with more than 1 player and then compare it to the other systems. you can adjust the distance it will move. a more complete version would take the unit speed and calculate the optimal distance for pressing the button once
One thing I did notice when testing is that it feels lot more responsive if you order the unit to stop whenever no button is pressed (I added a validator to check whether it was moving before, so it shouldn't be spamming "Stop" commands all the time).
Also: I've had some instability issues with the fully data driven version running on a slower PC. A lot of "Ability is on cooldown" spam, especially when moving diagonally - not sure how common that is, it might just be on that one system (again, that PC's really slow and old, probably wouldn't survive a 4v4 match in the first place).
The version I've had most luck with is having the WASD-commands translated into behaviors by triggers, then essentially the same data from your version. It obviously defeats the whole point of the data-only system, but it does feel the nicest when playing (I did some ugly, ugly trigger stuff to clog up the connection for testing, I'll have to do some proper tests with other players at some point, though).
What if you just made the clicks in the edge of the map and so the clicks don't spam when you take the key off you just stop moveing with a point on yr unit that makes a click where you stand when you stop moveing and just use the edges of the map for a single click.
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WASD - Movement
8 directions
Data Only - No triggers involved (No Button used event)
i had an awesome idea but lost interest for now. to make my vision true i needed a lag free (no button used event) wasd movement system. was too lazy to make a mod.
i hope we will see some fency wasd multiplayer maps.
just noticed this need to be moved to the data assets page.
That's really cool i managed to do mostly data but still needed trigger event for releasing the key.
Noticed a "bug" on this one where if you press left then right the mech spazzes out trying to go both direction.
On my own version i have only 1 switch that checks for every direction and issues the unit to stop if it's trying to go both directions.
@Knallertton: Go
i wouldn't call this a bug, since using left and right parallel is not defined :D. all tries with a "key pressed" event lagged so terrible in bnet with more players.
Interesting, I'll check it later, maybe use it for one of my ideas that never get released.
Has anyone tried (i did) doing a hybrid between Data and Events? where the trigger is data driven, just like this system, but the direction and way of movement is decided trigger like.
What i did was setting up a system like this one, but instead of making it so the ability does the order i just used a "ability casted" trigger and did my movement there. Never got the chance to tested online.
Was wondering your (sc2mapster) opinions on the matter.
it should work since the abilities are only fired every 0.15 seconds, why dont you just test it?
@FunkyUserName: Go
Cant you use validators?
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@FunkyUserName: Go
Well, i did test it and locally it worked alright, you can handle the math much better (adding and resting angles and such).
Also you could add a little raycasting for short distances, so as to not try to move the unit past a slim piece of path blocking, like a wall. But i never got into finishing the map, or even trying to test it online.
@gundrust: Go
It's been done before yes. It's better then using just triggers but it's likely not as good as a pure data method may be, though I'd have to test the data one to tell you.
i didn't finish, you could easily add validators to prevent to walk against a wall etc. i actually wanted the mechs to be able to walk down cliffs but this map would be too huge for me too complete any time soon.
It is only lag free when running locally (test map). In multiplayer order latency will still apply, which is as good as the same as the normal input latency since it is caused by the same source.
@ImperialGood: Go
did oyu test it online?
Do I need to? Lag is caused by synchronizing the commands with the server. This happens if it is an order such as a command card button or if it is a keyboard press.
yes, and compare it to a "key pressed event" - based system please
Hello, and first of all, thank you for posting this - I have been working on something similar for ages and never got it to work this well.
However, I was wondering whether this is actually less resource (network-) intensive than using triggers (or a hybrid). After all, doesn't using this technique mean that multiple players are constantly casting abilities? Then again, chances are that abilities and triggers are not handled the same way when it comes to sending information to the server, data is probably a lot more efficient.
I might setup a small, private map later where both systems are in place and can be toggled on and off - monitoring the network usage and ping times should be quite straight-forward(?).
As far as I know, number of triggers cause the map itself to think more than the connection between the player and server, typically speaking data driven events cause less lag as the map itself isn't doing the thinking and sending that to players. That's a shitty explination but it's my observation in general between triggers and data.
OK EVERYONE I TEST IT ONLINE
as far as i can tell, it's very lagless online. No noticable delay really. Mayb,e not as response as clicking still, but it's hard to compare that without clicking something in the same game.
but there is however, a very "grid" like movement in how the character moves with this system he seems very stuck to moving at a minimum, -1, or 1, or 1.375 if moving diaginal, or w/e the numbers are it doesn't seem like you can do anything less than the data is set to move, but .1 might make the character feel slow to play so, it's a different challenge, but very delayless
you must test it with more than 1 player and then compare it to the other systems. you can adjust the distance it will move. a more complete version would take the unit speed and calculate the optimal distance for pressing the button once
One thing I did notice when testing is that it feels lot more responsive if you order the unit to stop whenever no button is pressed (I added a validator to check whether it was moving before, so it shouldn't be spamming "Stop" commands all the time).
Also: I've had some instability issues with the fully data driven version running on a slower PC. A lot of "Ability is on cooldown" spam, especially when moving diagonally - not sure how common that is, it might just be on that one system (again, that PC's really slow and old, probably wouldn't survive a 4v4 match in the first place).
The version I've had most luck with is having the WASD-commands translated into behaviors by triggers, then essentially the same data from your version. It obviously defeats the whole point of the data-only system, but it does feel the nicest when playing (I did some ugly, ugly trigger stuff to clog up the connection for testing, I'll have to do some proper tests with other players at some point, though).
What if you just made the clicks in the edge of the map and so the clicks don't spam when you take the key off you just stop moveing with a point on yr unit that makes a click where you stand when you stop moveing and just use the edges of the map for a single click.