i was creating a map i finally got the save as thing to work by downloading a firefox addon.
i havnt done anything in the data editor
going to bed in 2 seconds after this post i just wanted to wasd movement to work so i decided to copy and paste everything from the file to my map.
it doesnt seem to work, logically it should all work. i set the wasd buttons removed the others and set it on a marine. tomarow morning ill go through it manually unless i can get a quick response to maybe a quick fix to save me 45-75 minutes
Has anyone been able to recreate this in an angular fashion, based on unit facing? I'm a novice, but I can't seem to create a permanent to target based on casting unit's facing or deviations of that. If anyone could help me do that - or help me with a surrogate - I would appreciate it. I'm looking to stick with data-driven so that I can easily use different movement schemes for different units.
Thanks for the quick reply. I spent a half hour or so trying to do just that and for some reason just couldn't figure it out. If the persistent effect could refer to points relative to unit facing, everything else would just fall into place. Doesn't seem possible, though. Either that or I'm blind.
Yeah, but you mentioned offsetting a persistent by a point which is what the X/Y is for. As for offsetting by a units facing, that is tied to the Target/Source/Impact locations. For example, check this tutorial vid:
If you test the map, the spawned units are placed based on the direction the unit is facing. Compare your effects to mine and that might solve your problem :)
Just as an update - substituting a unit facing offset into this data-based method works, but only for forward movement. Using other directions makes the unit spin continually until the order ends, at which point the unit will move in a random direction. Some other adjustments might fix this. Lucky for me I only needed the unit to move forward.
i haven't looked into the lag in wasd but what makes it lag the key pressing or the unit to move so couldn't use just create a button and a ability that does nothing say when unit is issue order w move unit blah blah that trigger and repeat it with a action.like i said i haven't look into it but that could get rid of having the key repeat
hmm has anyone figure how to work this system with a tps/fps camera yet? ive been picking at it and cant get the unit to move relative to the yaw of the camera.
Using data editor cant possible get data from the current camera yaw. The other way of doing it relative to the unit's facing is talked just above so you can try trigger that force the unit to face the camera yaw anytime camera position is updated.
@progammer: Go
oops, mustve overlooked it, but i did stop it from going in circles and every thing was set up to move based on the units facing. then i adding the camera...
say for example, i have the unit facing the same angle as the yaw. when i make the unit move left, my camera faces 0 and the unit goes towards 90, but if i quick switched it to go right, i expected to be going 270 but since it was facing 90. right would be at 0.
if i could keep the unit permanently facing the yaw then it could work, but when i try the unit stutters. would there be a way to have the unit move without turning?
@DrHu: Go
For right now I have not found a tutorial on how to made a unit walk left or right with out turning. I personal worked with it and I have no way to make it work.
Anyway since DrHu probally gave up or figured it out a while back let me go on.
My Pro and Cons of Both
Trigger
Pros
- WASD 8 way movement
- Easier to for noobs (opinion)
- Stops faster than Data
Cons
- Delay in input and key inputs can be skipped because of delay
or
- if compensated for delay requires heavy CPU usage
Data
Pros
- Immediate key response
- Starts faster can trigger
- Because of immediate key response no unit commands are missed.
- Less CPU needs
Cons
- Does not stop immediately
- Currently WASD limited to 4 way
Nope, couldn't get it yet. Haven't had time to work on it lately, but I still do need it in the future. Just got to fix that one thing I mentioned above and it's good to go.
Relative wasd made from Progammer's map, feel free to add it to the system or tutorial or what have you.
Found out that Orphan Parameters forces a Persistent Effect to set it's Y-axis based on offset start and offset end and if those are the same point it uses the unit facing. Only seems to work for periodic effect offsets.
Found this one out working a few nights on periodic effects and force effects to get a flying unit to crash into the ground.
Behavior Type: Buff - Moving up
set Effect - Initial: Move Offset Up (Persistent)
because the Effect Type: Switch - Switch Direction 4 Ways is going to buff the effect anyways?
also i tried doing the tutorial and testing the downloaded map, but the stalkers go around.
it seems that the direction became relative to facing direction of the unit.
Highly probable cause would be that my editor apparently doesn't have the "target +" for effect type:issue order
Effect Type: Issue Order - Move To (Issue Order)
Target +:
Noobie here. I'd love a fixed version of this. I don't yet have the skills to fix what's wrong. I'd love to hear more comments on this if it's still relevant, or info if there's a better one out there that I have yet to hear of.
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thats the thing it doesnt have a save as, all it is, is a link. but its im going through the tutorial.
No it is a file with the extension .sc2map at the end.. stupid forums ... try to save link as or save target as, or just follow the tutorials
i was creating a map i finally got the save as thing to work by downloading a firefox addon. i havnt done anything in the data editor going to bed in 2 seconds after this post i just wanted to wasd movement to work so i decided to copy and paste everything from the file to my map. it doesnt seem to work, logically it should all work. i set the wasd buttons removed the others and set it on a marine. tomarow morning ill go through it manually unless i can get a quick response to maybe a quick fix to save me 45-75 minutes
Nice tutorial. :)
Bumping up an old topic.
Has anyone been able to recreate this in an angular fashion, based on unit facing? I'm a novice, but I can't seem to create a permanent to target based on casting unit's facing or deviations of that. If anyone could help me do that - or help me with a surrogate - I would appreciate it. I'm looking to stick with data-driven so that I can easily use different movement schemes for different units.
@Stokesedo: Go
Probably to deal with the persistent effect to refer points relative to the unit instead of absolute. I probably forgot how ...
Thanks for the quick reply. I spent a half hour or so trying to do just that and for some reason just couldn't figure it out. If the persistent effect could refer to points relative to unit facing, everything else would just fall into place. Doesn't seem possible, though. Either that or I'm blind.
@Stokesedo: Go
That's what i got, havent tried though
Thanks man, I appreciate you digging that up for me. I'll try putting it to use after Christmas.
Just as an update - substituting a unit facing offset into this data-based method works, but only for forward movement. Using other directions makes the unit spin continually until the order ends, at which point the unit will move in a random direction. Some other adjustments might fix this. Lucky for me I only needed the unit to move forward.
i haven't looked into the lag in wasd but what makes it lag the key pressing or the unit to move so couldn't use just create a button and a ability that does nothing say when unit is issue order w move unit blah blah that trigger and repeat it with a action.like i said i haven't look into it but that could get rid of having the key repeat
Since it falls to the individual user to change his keyboard repeat delay, is this not a serious con? I'd actually place it chiefest among them.
Also, can anyone verify that Blizzard has made good on their plan to give trigger-based movement a similar latency to command card input?
hmm has anyone figure how to work this system with a tps/fps camera yet? ive been picking at it and cant get the unit to move relative to the yaw of the camera.
@DrHu: Go
Using data editor cant possible get data from the current camera yaw. The other way of doing it relative to the unit's facing is talked just above so you can try trigger that force the unit to face the camera yaw anytime camera position is updated.
@progammer: Go oops, mustve overlooked it, but i did stop it from going in circles and every thing was set up to move based on the units facing. then i adding the camera... say for example, i have the unit facing the same angle as the yaw. when i make the unit move left, my camera faces 0 and the unit goes towards 90, but if i quick switched it to go right, i expected to be going 270 but since it was facing 90. right would be at 0.
if i could keep the unit permanently facing the yaw then it could work, but when i try the unit stutters. would there be a way to have the unit move without turning?
okay
@DrHu: Go For right now I have not found a tutorial on how to made a unit walk left or right with out turning. I personal worked with it and I have no way to make it work.
Anyway since DrHu probally gave up or figured it out a while back let me go on.
My Pro and Cons of Both
Trigger
Pros
- WASD 8 way movement
- Easier to for noobs (opinion)
- Stops faster than Data
Cons
- Delay in input and key inputs can be skipped because of delay
or
- if compensated for delay requires heavy CPU usage
Data
Pros
- Immediate key response
- Starts faster can trigger
- Because of immediate key response no unit commands are missed. - Less CPU needs
Cons
- Does not stop immediately - Currently WASD limited to 4 way
More Coming
@gamemore: Go
Nope, couldn't get it yet. Haven't had time to work on it lately, but I still do need it in the future. Just got to fix that one thing I mentioned above and it's good to go.
Relative wasd made from Progammer's map, feel free to add it to the system or tutorial or what have you.
Found out that Orphan Parameters forces a Persistent Effect to set it's Y-axis based on offset start and offset end and if those are the same point it uses the unit facing. Only seems to work for periodic effect offsets.
Found this one out working a few nights on periodic effects and force effects to get a flying unit to crash into the ground.
Isn't this redundant?
Behavior Type: Buff - Moving up set Effect - Initial: Move Offset Up (Persistent)
because the Effect Type: Switch - Switch Direction 4 Ways is going to buff the effect anyways?
also i tried doing the tutorial and testing the downloaded map, but the stalkers go around. it seems that the direction became relative to facing direction of the unit. Highly probable cause would be that my editor apparently doesn't have the "target +" for effect type:issue order
Effect Type: Issue Order - Move To (Issue Order) Target +:
What is my issue here and how can I fix it?
Noobie here. I'd love a fixed version of this. I don't yet have the skills to fix what's wrong. I'd love to hear more comments on this if it's still relevant, or info if there's a better one out there that I have yet to hear of.