Hi
I have a problem with height offset.
In my test game, I can jump from cliff to cliff.
At the moment I use a Behaviour for height adjustment. It works if the playground is planar. Because it's height depend on the ground height.
If i jump from cliff to cliff, I go down and up like this.
How could i got a smooth cliff to cliff jump like this?
Do it like me, combine script and GUI.
The strengh os script is, u can build custom triggers. And u can code math function very fast.
It looks shorter,because u don't need to write 14*14 trigger in our case. :D
My functions like jump or trace enemy are in GUI, it is not slower. Because at the end, the GUI will be compiled to galaxy.
The speed optimation from myself, could all be done with GUI.
for FPS, there is a broken FPS engine on sc2mapster.
the camera is working.
U can also follow an invisilbe unit. Maybe it is better because u don't need colision detection. :D
I use TextMessage, because Issue order move, need time to accelerate the unit.
And in my case. There is another trigger(every 0.05 sec do someting), that changes the move with delay.
I want to ONLY see the delay of the keypress event, sry for my bad expression.
About the "runAction" parameter (the if then else call) :
I just don't understand this parameter, i mean what is it? , where can I set it.
is this parameter = trigger initial on?
is this parameter = trigger is enabled? ( event still fire in the background?)
I thought if I don't check this variable,this function will always return ture.
less trigger instance could be blocked. This is just believe, I have no clue, how i should check this.
@SouLCarveRR: Go
We want to know the limit, I know there is a delay. Don't give up so easily.
My basic idea is always disable the current trigger for 0.05 sec. Prevent some spammed sync. reduce traffic.
The first try was deactivate keydown until keyup is fired.
So if I keep pressing W, there will be no second run of the same event.
but the triggerenable() is just too slow.
I started to disable and enable the same trigger in the same function call.
I followed SoulCarveRRs idea, and used script to create a lot of triggers.
Because I think create trigger for each keypress and each player could work.
I use thread, where ever I can.(thread is basically a function that calls a trigger)
Every key Press Event will show a text message, i think it is faster then issue order.
About Script
WASD_main_script is where all the trigger will be created.
The Events will just setup a variable. And a periodic loop will check the variable and move the unit.
the Function TriggerEnable() is just noch fast enough, i can't use it to activate the keyUp trigger in time.
functioncall if(!runActions) { return false; } cost maybe 100 ms for each call. That is just a guess.
That functioncall exist in every premade trigger.
Result
If I play singleplayer on bnet, i still have 0.2 - 1 sec delay.(not the best, make me sad)
I like my jump. :D
Some Thought:
The best way to learn galaxy is write some triggers and study it in script editor.
Some of you guys could do it better. Let me know about it.
Other WASD concept,without time loop:
Last keydown event set an extra variable to indicate it is the last event
using a while loop to check if it is still the last and do its job.
That is useful, if u think the "every 0.05 seconds of real time" is not good enough.
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There are several WASD experiments for reducing the multiplayer lags. But less then 2*125ms is not possible.
Ever searched WASD + sc2mapster in google?
From myself using galaxy script http://static.sc2mapster.com/content/attachments/12/941/WASD_MAP.SC2Map
I basicly use a script to generate 12 triggers for each active player.
just change hero_unit array, if u need new unit.
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how good is your panning system?
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@Segento: Go
how do u export the unit of a map to other? dont't tell me copy and past :D
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@Segento: Go
OK sry. I see how it works:
nice
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@Segento: Go
well nice work. But I think Only trigger can help me. I don't want to copy mover from reaper. I want to fly over without losing height.
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@Segento: Go
Can't open that map because of the custom lib from u
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@Kueken531: Go
WOW that is a sexy tank :D
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@gamemore: Go
why dont u open that map and look at it?
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Hi I have a problem with height offset. In my test game, I can jump from cliff to cliff. At the moment I use a Behaviour for height adjustment. It works if the playground is planar. Because it's height depend on the ground height. If i jump from cliff to cliff, I go down and up like this.
How could i got a smooth cliff to cliff jump like this?
0
@s3rius: Go
why is "for each" bad? I use it all the time and what is with "pick each"?
0
@SouLCarveRR: Go
read my script above... Opensource is for people to open it.
EDIT:
maybe edit the data->camera-> max distance.
I forgot, if I changed this from 400 to 50 in that version.
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@SouLCarveRR: Go
Do it like me, combine script and GUI. The strengh os script is, u can build custom triggers. And u can code math function very fast. It looks shorter,because u don't need to write 14*14 trigger in our case. :D My functions like jump or trace enemy are in GUI, it is not slower. Because at the end, the GUI will be compiled to galaxy.
The speed optimation from myself, could all be done with GUI.
for FPS, there is a broken FPS engine on sc2mapster. the camera is working. U can also follow an invisilbe unit. Maybe it is better because u don't need colision detection. :D
0
@s3rius: Go Thx i can remove that thing. While u edit your last post, I changed my last post a lot, to make my idea clear.
Edit:
the interval of the move handler should be 0.05. = 20 times in a sec. Now i played the game for 2 min, 20*60*2 = 2400. but I got only 960 run...
OK minimum interval for time period check is 120 ms
Another Issue about camera
If I play my game, the mouse cursor disapears even after the game in bnet menu. I don't know why...
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@s3rius: Go OK thx for the info.
I use TextMessage, because Issue order move, need time to accelerate the unit. And in my case. There is another trigger(every 0.05 sec do someting), that changes the move with delay.
I want to ONLY see the delay of the keypress event, sry for my bad expression.
About the "runAction" parameter (the if then else call) : I just don't understand this parameter, i mean what is it? , where can I set it.
I thought if I don't check this variable,this function will always return ture. less trigger instance could be blocked. This is just believe, I have no clue, how i should check this.
@SouLCarveRR: Go We want to know the limit, I know there is a delay. Don't give up so easily.
My basic idea is always disable the current trigger for 0.05 sec. Prevent some spammed sync. reduce traffic.
The first try was deactivate keydown until keyup is fired. So if I keep pressing W, there will be no second run of the same event. but the triggerenable() is just too slow. I started to disable and enable the same trigger in the same function call.
0
I followed SoulCarveRRs idea, and used script to create a lot of triggers. Because I think create trigger for each keypress and each player could work.
About Script
Result
Some Thought: