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    posted a message on Multiplayer keys WASD

    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.

    Posted in: Triggers
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one
    Embed Removed: https://www.youtube.com/v/nOkN1Pk5XQI?fs=1

    how good is your panning system?

    Posted in: Triggers
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    posted a message on Unit Height offset

    @Segento: Go

    how do u export the unit of a map to other? dont't tell me copy and past :D

    Posted in: Triggers
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    posted a message on Unit Height offset

    @Segento: Go

    OK sry. I see how it works:

    • morph to Air form
    • and use 80 periods of force behaviour to caster to push it to target point.

    nice

    Posted in: Triggers
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    posted a message on Unit Height offset

    @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.

    Posted in: Triggers
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    posted a message on Unit Height offset

    @Segento: Go

    Can't open that map because of the custom lib from u

    Posted in: Triggers
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    @Kueken531: Go

    WOW that is a sexy tank :D

    Posted in: Data
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    @gamemore: Go

    why dont u open that map and look at it?

    Posted in: Triggers
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    posted a message on Unit Height offset

    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.

    Embed Removed: https://www.youtube.com/v/nOkN1Pk5XQI?fs=1

    How could i got a smooth cliff to cliff jump like this?

    http://img703.imageshack.us/img703/8929/testr.gif

    Posted in: Triggers
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    posted a message on Theory Scripting FPS Engine[Open Source]

    @s3rius: Go

    why is "for each" bad? I use it all the time and what is with "pick each"?

    Posted in: Galaxy Scripting
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    posted a message on Theory Scripting FPS Engine[Open Source]

    @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.

    Posted in: Galaxy Scripting
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    posted a message on Theory Scripting FPS Engine[Open Source]

    @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

    Posted in: Galaxy Scripting
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    posted a message on Theory Scripting FPS Engine[Open Source]

    @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.

    • Disable trigger works. Debugger show only 40 key press run in 1 min, the time period event has 500 run in the same time(8 in a sec),
    • Keep in mind that time period event' dont aquire user input.

    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... http://static.sc2mapster.com/content/attachments/12/942/Bounds.png

    Posted in: Galaxy Scripting
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    posted a message on Theory Scripting FPS Engine[Open Source]

    @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.

    • 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.

    Posted in: Galaxy Scripting
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    posted a message on Theory Scripting FPS Engine[Open Source]

    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.
    Posted in: Galaxy Scripting
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