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    posted a message on Holding Down Ability Hotkey

    Figured it out. It's under Game UI Data called "(Basic) UI: Command Hotkey Repeat Ignored". Enabled prevents you from repeatedly casting abilities holding hotkey down.

    Posted in: Data
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    posted a message on Holding Down Ability Hotkey

    Hi, thanks for reply. Basically, I do not want any kind of cooldown or cost requirement because it is an ability that should be capable of being cast as fast as humanly possible and never have any downtime between when it can be cast. The problem with that is someone can simply hold down the button and it will keep casting. This alone isn't a problem, however this will most likely cause a lot of lag since its firing 30+ times per second. I am aware this is a weird issue to have that most people would not worry about, but I basically need it to only cast when the hotkey is pressed rather than cast while its pressed and have yet to figure anything out to alter this in data editor since it needs to be 100% pure data editor.

    Thanks

    Posted in: Data
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    posted a message on Holding Down Ability Hotkey

    Hey, when dealing with instant abilities a player can hold down the hotkey and the ability will continue to spam itself really fast. Is there a way to prevent this from happening without adding a cost or cooldown?

    Thanks

    Posted in: Data
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    posted a message on Ability Sound Radius

    Couldn't figure out how to edit distance for each sound, but saw a post about editing distance for a sound category.

    Posted in: Data
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    posted a message on Ability Sound Radius

    Hey, I am trying to reduce the radius at which someone will hear an ability sound play. I assumed it would be "Volume Rolloff" or similar in the SOUND data editor, but some of those just seem to alter the transition fade from hearing the sound and not rather than its distance. Anyone successfully changed the distance sound is played?

    Thanks

    Posted in: Data
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    posted a message on Performance Question (Periodic Event vs Event on Periodic Effect)

    So basically if you have a few events that don't immediately destroy, chances are you're going to have issues with way threads are queued and causing latency spikes?

    Posted in: Triggers
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    posted a message on Using AI To Test Multiplayer

    I started getting back into a bit of editing and noticed when I wanted to try testing any kind of stability of code I've implemented using AI, the game will constantly stutter every 5 seconds. At first I thought this was due to my code, however I tried it with just an empty map with one unit per AI, it still stutters periodically. I have no problems with playing any online maps with just players, however none of those used 11 AI.

    Is this a result of the virtual host not being able to handle running 11 AI or will I experience the exact same thing with 11 actual players?

    Thanks

    Posted in: Triggers
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    posted a message on Performance Question (Periodic Event vs Event on Periodic Effect)

    If you have 10 players with a trigger even that causes an infinite while loop, how many instances of that trigger will run on the local players machine? Just what he triggers, or will he have instances of all events triggered regardless if it was him?

    Posted in: Triggers
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    posted a message on Camera Moves - Does this cause network traffic?

    Edit- Is SC2 a peer-to-peer lockstep?

    That makes sense, I suppose I am just confused as to how data is transferred around. Please correct me on any of this as I am trying to understand exactly how SC2 works. Is all code executed specifically server side only or does every player run their own instance that ultimately has to sync up with everyone?

    For example, if I run a constant loop that picks every player to retrieve a datatype, is that a dedicated server requesting information from client or is every person basically executing every single line of code and syncing everyone together hoping all data is the same per computer?

    Posted in: Triggers
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    posted a message on Camera Moves - Does this cause network traffic?

    Hey, just a simple question here. I noticed "Camera - Player [0] moves the camera for Any Reason" does not state it has any issue with causing network traffic. How does this function differently than with your mouse and key press events? If I had 12 players and I wanted something to happen while a players camera is moving, is it more efficient to still use a nonstop while loop, or a single trigger with 12 Camera Move events?

    Thanks

    Posted in: Triggers
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    posted a message on Missile Mover - 3d Rotation

    Hi, I am basically trying to make a missile follow a unit around on any axis for a flying map and I am having one simple issue. Below you will see in the first video as the missile follows my unit, it will roll as it turns but it will be stuck at that angle until I make some kind of extreme turn again in the opposite direction. I am hoping someone here may know why this is occurring and how to fix it? The second video and the picture is just an attempted fix that did not work. I tried altering the missile turn type to Revert To Up, which does what it says however it basically causes roll to not work at all while pitch is fine. I am out of ideas as to how to approach and fix this issue. If anyone has any ideas or suggestions please reply.

    Thanks!

    Here is the issue:

    Data editor fix attempt:

    Result did not work as intended:

    Posted in: Data
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    posted a message on Add Animation To SC2 Model

    Hey, I have been sort of searching forum a bit for this and haven't really found alot that I understood so I thought I would just ask. I need to basically give some doodad models in sc2 an *unload) animation. This animation you can find on most units and when reversed looks similar to a jump if uses correctly. I an hoping I can at least somehow transfer that animation/bones? to other models. Since these models are things such as rocks or boxes, theres no need for actual animation changes other than just moving the model as a whole. Any idea how I may go about this if it can be done using 3dsmax?

    Thanks!

    Posted in: Artist Tavern
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    posted a message on Building Paths (Creep/Pylon)

    Hey, just seeking a bit of help with editing or duplicating my own versions of both Zerg creep pathing when building as well as Protoss pylon pathings. Having some trouble finding it all as I never get any changes when editing. For starters I am simply trying to apply a terrain cement texture in place of the purple creep to start as it would be for Terran.

    Thanks

    Posted in: Data
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    posted a message on Capture Points (control regions)

    Hey, I am working on a feature to capture areas that can be taken control back and forth based on the amount of units currently at the location. Taking control of an area is not instant, but rather dependent on how many units are in the area to speed up the process. My reason for this thread is I have not entirely come up with a good logical way of doing this. I am not necessarily requesting actual code, but rather any ideas of how I might approach this. For example, I have considered a structure that loses and gains health based on the units trying to defend/capture it. When the life reaches zero, it would become neutral until it has gained full health again to which the greater side would gain control. This is just an example, if anyone has any ideas please reply. I will appreciate it greatly!

    Thanks

    Posted in: Triggers
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    posted a message on irc chat banned?

    was anyone else randomly banned from sc2mapster? i was afk for an hour or two come back and im banned? not sure what the deal is...

    Posted in: General Chat
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