umm..... since you dont know the meaning of strafing I take it you dont play too many FPS games
Strafing is where you move side to side.... with out turning using the "a" and "d" keys.... this is ussually the defualt setting for any FPS game
"multi direction controls" is where If i hold the "w" and "d" key I will move to the left(assuming the "d" key is strafe right) and forward at the same time. This is how EVERY FPS game plays... and I would assume thats what your "TPS engine would support"
then again from your description it sounds like you base turning the camera on A and D keys..... which to me makes your engine unusable for FPS games
Also since your using dummy abilities I dont believe "ability" commands support "key up" and "key down" events.... which is what you need to support for WASD movement anyways, that and multi-directional controls.
I might be a little confused on how you handle turning... im gonna see if I can get your tps engine up and going quick
Things I noticed while testing
you do kinda have strafing support here but its issueing move commands and the unit turns
you support holding the key down... and it laggs the fucking hell outta the trigger debugger
Key down even process your using lags the fuck outta my game..... funny I can still issue orders by clicking the mouse and this does not lag at all
My my conclusion from testing your project here is that its not usable....
when I press any of the wasd keys the game locks up pretty hard..... not when I issue mouse orders though
Does not support pressing multiple keys at the same time.
Maybe you shouldnt use "any stage" on your trigger events.....
ok yeah using "stage - execute" fixes that "massive fucking lagg" but it still lags bad.... gonna add some on/off waits to the triggers and see if that helps... though that makes it so it wont handle multiple players.
either you have a newer version then the file you have hosted .... or you never tested this online with people.
yup adding waits to prevent the trigger from firing too much while a key is held down helps greatly...
so yeah..
youve convinced me to write my own FPS wasd engine..... it will be a good way for me to learn script....
I really wouldnt compare this to Progammer's WASD system. The Pure data way its more of a "top-down" kinda way of doing things...
Where as this is more of a way to do things with "relative mouse camera" turned on.... which is only possible in this manner since the latest patch from my understanding.
Game appeared to lock up one time I changed the camera view as well.
ok yeah using "stage - execute" fixes that "massive fucking lagg" but it still lags bad.... gonna add some on/off waits to the triggers and see if that helps... though that makes it so it wont handle multiple players.
I use Unit - Any Unit uses Left at Effect3 - Cast stage (Ignore shared abilities), I mean basicly u are right
well the map you have hosted..... was set to use "any -stage" which makes it fire like 5-7 times any time you press a key.... there is also no wait sequence for it fire twice ... if you hold the key down too long...
you prolly have a newer version of the file ....
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I observed some engine, which disable mouse down trigger after mouse down.
And I think why don't they do the same with keypress?
Just make a bool array for stats and use that trigger condition, to check the vars.
I mean the trigger condition should be faster. Try see it from the SC2 engine coder prospective.
Why do he implement that and the posiblility to use if then else as action?
Your title is misleading, lag does for most people mean hang (back) or fall (behind) in movement. Not how many FPS you have in-game, which has absolutely nothing to do with playing with triggers or data, at least not when playing online. It only has something to do with how many things are on your screen, and how good your hardware is, so stop telling us how many FPS you have, it is Off-topic.
Your system (and no system I might add) will ever be lagless, because you cannot move a unit client-side before server side in SC2. When you order a unit to move, your computer tells the server that you want to move this unit, then the server does this and report back that the unit moves, and the client (you) then see the unit moving. The way games like Counterstrike and such have lag-free movement, is by faking the movement on the client-side before data is recieved from the server. This is why, when the server sometimes is too slow in Counter Strike, you all of a sudden find yourself "teleported" back in time or to a different place, because some of your data was not recieved correctly by the server. This cannot happen in SC2 because of the way the engine is built up. - Actually a few things is working client-side, but it's normally nothing that has influence on the game, only on the design, like showing/hiding units throught data can be client-side.
So no, your system is not lag-free, it is in the best case two game loops about moveing your unit after you press a key, and it does not matter if you call this event through abilities or trigger-events.
If you're extremely clever, and I do not say this is possible, you might be able to move the actor of units client side through data lag/delay-free, but not with triggers.
umm..... since you dont know the meaning of strafing I take it you dont play too many FPS games
Strafing is where you move side to side.... with out turning using the "a" and "d" keys.... this is ussually the defualt setting for any FPS game
"multi direction controls" is where If i hold the "w" and "d" key I will move to the left(assuming the "d" key is strafe right) and forward at the same time. This is how EVERY FPS game plays... and I would assume thats what your "TPS engine would support"
then again from your description it sounds like you base turning the camera on A and D keys..... which to me makes your engine unusable for FPS games
Also since your using dummy abilities I dont believe "ability" commands support "key up" and "key down" events.... which is what you need to support for WASD movement anyways, that and multi-directional controls.
I might be a little confused on how you handle turning... im gonna see if I can get your tps engine up and going quick
Things I noticed while testing
My my conclusion from testing your project here is that its not usable....
when I press any of the wasd keys the game locks up pretty hard..... not when I issue mouse orders though
Maybe you shouldnt use "any stage" on your trigger events.....
ok yeah using "stage - execute" fixes that "massive fucking lagg" but it still lags bad.... gonna add some on/off waits to the triggers and see if that helps... though that makes it so it wont handle multiple players.
either you have a newer version then the file you have hosted .... or you never tested this online with people.
yup adding waits to prevent the trigger from firing too much while a key is held down helps greatly...
so yeah..
youve convinced me to write my own FPS wasd engine..... it will be a good way for me to learn script....
I really wouldnt compare this to Progammer's WASD system. The Pure data way its more of a "top-down" kinda way of doing things...
Where as this is more of a way to do things with "relative mouse camera" turned on.... which is only possible in this manner since the latest patch from my understanding.
Game appeared to lock up one time I changed the camera view as well.
as for my computer specs....
its a duel core 8gigs of ram and ati 5770
which is better then what most people have
@SouLCarveRR: Go I am glad that u decide to do your own system.
About strafing
I can't detemine the speed vector every 0.01 sec and change it using my cam direction, like or .
And I need the posibilty to run back and shoot forward at the same time.
About multi direction controls
U can do it with a keydown event not with an ability trigger.
I use Unit - Any Unit uses Left at Effect3 - Cast stage (Ignore shared abilities), I mean basicly u are right
@avogatro: Go
well the map you have hosted..... was set to use "any -stage" which makes it fire like 5-7 times any time you press a key.... there is also no wait sequence for it fire twice ... if you hold the key down too long...
you prolly have a newer version of the file ....
@SouLCarveRR: Go
I did 2 changes:
http://www.sc2mapster.com/maps/avogatros-lag-free-tps-engine/files/3-avogatros-lag-free-tps-engine-wasd-1-2/
I observed some engine, which disable mouse down trigger after mouse down. And I think why don't they do the same with keypress?
Just make a bool array for stats and use that trigger condition, to check the vars. I mean the trigger condition should be faster. Try see it from the SC2 engine coder prospective.
Why do he implement that and the posiblility to use if then else as action?
Doesn't have enough implementation information.
...Try saying that five times fast.
I have made a test, it's getting worst when a few player, because the time lag happend when user press any key.
Your title is misleading, lag does for most people mean hang (back) or fall (behind) in movement. Not how many FPS you have in-game, which has absolutely nothing to do with playing with triggers or data, at least not when playing online. It only has something to do with how many things are on your screen, and how good your hardware is, so stop telling us how many FPS you have, it is Off-topic.
Your system (and no system I might add) will ever be lagless, because you cannot move a unit client-side before server side in SC2. When you order a unit to move, your computer tells the server that you want to move this unit, then the server does this and report back that the unit moves, and the client (you) then see the unit moving. The way games like Counterstrike and such have lag-free movement, is by faking the movement on the client-side before data is recieved from the server. This is why, when the server sometimes is too slow in Counter Strike, you all of a sudden find yourself "teleported" back in time or to a different place, because some of your data was not recieved correctly by the server. This cannot happen in SC2 because of the way the engine is built up. - Actually a few things is working client-side, but it's normally nothing that has influence on the game, only on the design, like showing/hiding units throught data can be client-side.
So no, your system is not lag-free, it is in the best case two game loops about moveing your unit after you press a key, and it does not matter if you call this event through abilities or trigger-events.
If you're extremely clever, and I do not say this is possible, you might be able to move the actor of units client side through data lag/delay-free, but not with triggers.
@govo22: Go
he knows but nice necro anyways.