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    posted a message on trigger slows down with more players

    @Bibendus: Go

    thx for the reply but this happens when computers are added and testing offline, the speed for testing is set to faster as is online and i've tried to switch between real and game time (i usually use game time) but when i used real time it made the delay even longer. This is what leads me to believe the wait time is somehow being delayed longer since i know .1 game time is faster than .1 real time. Also to further test this theory i removed the waits between the actions and the trigger ran thru instantly without delay, which is too fast for what i need

    if i cant find a proper solution ill probably just make a work around that applies faster wait times based on the # of players in game, this will probably reduce the delays i dislike but not completely remove them

    Posted in: Triggers
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    posted a message on trigger slows down with more players

    i seem to be having an issue where a trigger that will run smooth (pans the camera almost instantly when the event happens & says "level two") becomes delayed when more players are in the game. The camera pan action ends up taking up to half a second to run and the "two" becomes delayed, i have a wait action between the two sounds obviously and another wait action between the camera pan and an initial action in the trigger, are they somehow becoming extended waiting times? I've turned just about every other trigger off and have ran in debug its not a thread issue, any ideas what could be slowing this trigger down?

    id like to also add its not exclusive to this trigger, with enough players in the game my initial timer window takes about that same .5 second delay before it pops up.

    Posted in: Triggers
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    posted a message on Cant Return To Lobby?

    there actually is problems with the game itself, people are joining then getting removed from the lobby, and claiming there is no lobby, PLZ can someone give me some insight as to whats happening as people are clearly trying to join but are being rejected. I dont want to scare away half the people before they even try my map!!

    i no longer need help, thx anyways all

    Posted in: Miscellaneous Development
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    posted a message on Cant Return To Lobby?

    @Exaken: Go

    positive, i can create the map then open to public and minimize straight away, on any other map the "Return To Lobby" will appear, on my map just the cancel option and the name of the map appears

    it almost seems like when i minimize the lobby its trying to find a game thats already being hosted by someone else which is impossible since its a brand new map

    Update: it does it when somebody joins the lobby too, and besides that the game is fully playable no problems

    Posted in: Miscellaneous Development
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    posted a message on Cant Return To Lobby?

    hey so I've completed and uploaded my map but when i create the game and minimize the lobby there is no "Return To Lobby" option up top, its just shows the name of the map and a cancel button. How do i get the "Return To Lobby" feature back on my map??

    Posted in: Miscellaneous Development
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    posted a message on Data Editor: Tempest

    @DrSuperEvil: Go

    thx good to know, i had just increased the range of the tempest weapon big enough to make the ring off the whole map (the unit is used for moving only)

    Posted in: Data
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    posted a message on Data Editor: Tempest

    hey guys just wondering how you remove the large gray dotted ring around the tempest when you have him selected (i think its the units attack range)

    Posted in: Data
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    posted a message on Air units rotating around a central target?

    @DrSuperEvil: Go

    alright thank you! ive had to mess around with speeds and turn rates a bunch and am satisfied with the results

    Posted in: Data
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    posted a message on Realistic moving flyers - Can't get it to work

    hey im having the same problem except the opposite, i need my air units to stop moving in curves, i want all linear movements. some air units are circling around a clicked target point, and i dont know how to remove this. The mothership is the worst of them being so big, it circles a MASSIVE radius around my clicked spot. I started a thread about this last night but perhaps i worded it wrong, id assume its an easy fix but ive yet to get a response

    Posted in: Data
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    posted a message on Air units rotating around a central target?

    hey im wondering how to stop an air unit from revolving around a central target, when i click to one location then a 2nd location while the unit is moving the unit starts rotating around the second target point not all units do it, and its obviously something u can set because larger units rotate around a bigger radius even when scaled down

    Posted in: Data
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    posted a message on How Can I Mimic Unit Response From Latency?

    thx for the responses guys, as for what zeldarules28 said i tried that exact method but i couldn't get it to work. it went something like this:

    Event: Any unit is issued command "move" Local Variable: Order1 = triggering order Condition: Owner of triggering unit = 1 Action: Pick Each Any Unit In Center Of "Field" owned by player 1 and do Actions: Issue Order To Picked Unit To ???????????? (Replace Existing Orders) Wait .25 Real time Pick Each Any Unit In Center Of "Field" owned by player 1 and do Actions: Issue Order To Picked Unit To "Order1" (Replace Existing Orders)

    im not sure how to grab the previous issued order where i have the ???????????. Ive also tried setting Order1 to a Global Variable called Ordered then in a different trigger id use Ordered as the previous issued order then set the new order to Ordered~ and use that in the first trigger to grab the last issues order. i feel it needs to be more specific somehow but im not familiar enough with the editor to do that. would you mind typing out a trigger you think would work??

    Also i tried Eiviyns method a little bit but am very unfamiliar with a few things in the data editor, abilities being one of them. Im the type of person whos willing to do it the long way as long as it works well, could you post what to set for an ability to do what i need to do??

    As for the ping, the ping equaling would only be something id do between friends, we would know our pings simply by trust, they would tell me their ping and i would adjust the delay for them accordingly in the game. weve played a dodging game for many years on sc1 and bw, and are at the point where any delay difference gives the other guy a major edge

    Thanks for your time guys!

    Posted in: Data
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    posted a message on How Can I Mimic Unit Response From Latency?

    Hey I'm new to the community & this is my first thread/post, my apologies if this is not the correct place to be asking.

    What I'm trying to do is have some sort of system in place where i can add a delay to a units move command, the plan is to figure out each players ping and apply certain delays to certain players to give each player a fairly equal delay. finding the players ping (obviously not thru the editor) and applying the delayed commands conditionally will be no problem for me i just have no idea how to delay the command, whether it be through delaying the actual ability or the issued order. Is it even possible to do?

    any ideas are more than welcomed!

    Posted in: Data
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