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    posted a message on [Tutorial] Lagless WASD System using Data Editor

    Nice work and keep at it. I look forward to seeing the 8 way system. Its more responsive than my trigger based system. I give you props good sir. Is it possible to register when 2 keys are pressed simultaneously in the data editor?

    Posted in: Tutorials
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    posted a message on [Trigger] Reduced Lag WASD Movement

    Theres more than one way to skin a cat. I saw the other movement system done by rrowland and its very nice (used it myself in my first map). I just needed to create a different system for a different map I'm doing and it worked out nicely so I thought I would share it. Which system you use is up to you, I'm just trying to help out the community. No reason why people should be limited to just one ;P

    @sintri Thanks I was unaware of that issue and will be looking for a fix, I appreciate it.

    Posted in: Tutorials
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    posted a message on [Trigger] Reduced Lag WASD Movement

    Yeah, I saw that as well, but I'm going to go ahead and try anyway. If it works then, huzzah, if it gets lagged up at large amounts of players then at least I know I can still create and awesome 4 player wasd style map which has playable movement. But, Yes because of that key pressed event there is no way around it that creates perfect movement. I didn't say this was a perfect movement system but one that is more responsive than previous systems I have used. I'm just trying to do something for this great community of awesome mapper (who are again awesome) by creating something everyone could use.

    Posted in: Tutorials
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    posted a message on [Trigger] Reduced Lag WASD Movement

    After testing the map with 3 other players there was no loss in responsiveness. I would like to test with even more players but don't know that many people. If anyone is able to help do a stress test please send a pm or add me on the us server (wazoom.590) I greatly appreciate any testers and will return the favor.

    Posted in: Tutorials
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    posted a message on [Trigger] Reduced Lag WASD Movement

    @ s3rius

    It was tested with 2 and was running nicely. I'm on the us server. Ill get a big group and test it with as many players asap. I wanted to test it with jackolas's suggestion with triggering players and it works great. When i attempt to upload it to bnet for a test run it fails with a -validation working set instance fail- . My best guess is its being cause from using the triggering player action with it being greyed out. For now ill resort back to my original system unit I find a fix. Ill also look at putting a video together comparing the the old movement I learned from a tutorial here and this one now comparing responsiveness. As for a full house of 16 its possible to suffer the same fate but I have faith for it to work :D

    EDIT - Fixed Map not uploading to Bnet, just resorted to a backup save.

    Posted in: Tutorials
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    posted a message on [Trigger] Reduced Lag WASD Movement

    Its not completely lagless, but its responsive enough to make games very playable, I have tested this current version on bnet and it works great. I understand the events and camera angles but it just seemed a bit much to me. Its defiantly worth a shot trying, I have great success with this so far.

    Posted in: Tutorials
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    posted a message on [Trigger] Reduced Lag WASD Movement

    Ah ha, it works, got only 8 triggers working for 16 players instead of the tons that would of been used. Uploading to bnet and testing now. Thanks for the idea

    Posted in: Tutorials
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    posted a message on [Trigger] Reduced Lag WASD Movement
    Quote from vjeux: Go

    What if the map is not empty. If there's a wall, the unit is going to be ordered to go beyond the wall and may not going to where you want because of the path finding.

    Never thought of that, after adding cliffs and some wall doodads found out that your right. I Changed the mover to cliff jumper for my Hero, this corrected pathing and unit doesn't cliff jump as well keeping it within bounds.

    Quote from Jackolas: Go

    you don't have to copy every trigger.

    use "any player" in the triggers and than link to "triggering player" if you need to save the variables. will save loads of space. less triggers = less lag.

    example For press Right:

        Events
            UI - Player Any Player presses D key Down with shift Allow, control Allow, alt Allow
        Local Variables
        Conditions
        Actions
            Variable - Set Right[(Triggering player)] = true
            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            Not
                                Conditions
                                    Up[(Triggering player)] == true
                                    Down[(Triggering player)] == true
                        Then
                            Unit - Order Player unit[(Triggering player)] to ( Move targeting ((Position of Player unit[(Triggering player)]) offset by (100.0, 0.0))) (Replace Existing Orders)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            Up[(Triggering player)] == true
                            Right[(Triggering player)] == true
                        Then
                            Unit - Order Player unit[(Triggering player)] to ( Move targeting ((Position of Player unit[(Triggering player)]) offset by (100.0, 100.0))) (Replace Existing Orders)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            Down[(Triggering player)] == true
                            Right[(Triggering player)] == true
                        Then
                            Unit - Order Player unit[(Triggering player)] to ( Move targeting ((Position of Player unit[(Triggering player)]) offset by (100.0, -100.0))) (Replace Existing Orders)
    

    this saves about 150 triggers in a 16 player map

    Again never thought of that. It defiantly helps and saves tons of triggering. Going to try implementing that now. Thanks

    Edit- Got it working with triggering player, Cant get it to upload to bnet for some reason, says -validation working set instance fail-

    Posted in: Tutorials
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    posted a message on [Trigger] Reduced Lag WASD Movement

    After much thought and experimentation I have created a new way to Trigger movement that dose not use any Periodic Events, Player Angles or Camera Yaw. I have though about using the unit command card but that will not work due to the fact that I am unaware how to register 2 keys pressed simultaneously. So here is a tutorial on how yourself can use this new movement system I have created. It may not be 100% Lagless due to the fact that its currently not possible. However I find that while using these controls with the game speed setup for slow, normal or fast its possible to come really close.

    Here is a link to the map if you want to skip anything http://www.sc2mapster.com/assets/wasd-lagless-movement/"Lag less" (see what i did there :D)

    Now for the good stuff

    First off you have to setup some Variables to define controls

    Variables

    I have set up the Variables as arrays. I haven't set up the units as an array because i simply forgot, They can be setup as arrays as well.

    Next Set the Unit Variables to the units you wish to control. Make sure the unit has the Move and Stop Ability otherwise it won't work.

    After you have that done its now time to create movement. In Short this system is very simple. By pressing which way the unit goes, the unit is ordered to move 100 spaces in that direction (May seem like a lot but its to prevent the unit from stopping in short distances). Upon release of that key the unit is ordered to stop. Fantastically Simple.

    After adding a lot more to that simple method you should get triggers like these.(I thought posting pictures to be a better explanation)

    For Left and its release Press LeftRelease Left

    For Right and its release Press RightRelease Right

    For Up and its release Press UpRelease Up

    For Down and its Release Press DownRelease Down

    Here is an overview of the triggers.(Don't worry about space, I was experimenting with jumping) The Camera triggers set the camera to the unit at the start of the map. Overview

    You can easily add up to 16 players for wasd controls, it just takes awhile to copy and paste all those triggers.(You can see my map is setup for 2) Hope this helps out greatly. You are welcome to use my map and this however you want, just make sure to give credit when due :D

    -wazoom

    Posted in: Tutorials
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