So I've been playing around with clamping this down as best I could to get the most accurate reaction while preventing the event from firing constantly (which it does if you do not setup any kind of clamping)
The following is what I have
Move Ship
Events
UI - Player Any Player moves mouse.
Local Variables
Conditions
Actions
Unit - Move PlayerShip instantly to ((Point((Mouse X position in the world), (Mouse Y position in the world))) offset by (0.0, -3.0)) (Blend)
Trigger - Turn (Current trigger) Off
General - Wait 0.0002 Game Time seconds
Trigger - Turn (Current trigger) On
If anyone else has better ideas on how to do this, I look forward to hearing from you.
Going below .0002 GameTime seconds will allow the event to fire constantly, so this is the minimum bound using this system. I'm having trouble determining if this generates more visual lag than without the clamping, but at the very least it will significantly reduce network lag.
0
@progammer: Go @Kanaru: Go @BudSMoken: Go
So I've been playing around with clamping this down as best I could to get the most accurate reaction while preventing the event from firing constantly (which it does if you do not setup any kind of clamping)
The following is what I have
Move Ship
Events
UI - Player Any Player moves mouse.
Local Variables
Conditions
Actions
Unit - Move PlayerShip instantly to ((Point((Mouse X position in the world), (Mouse Y position in the world))) offset by (0.0, -3.0)) (Blend)
Trigger - Turn (Current trigger) Off
General - Wait 0.0002 Game Time seconds
Trigger - Turn (Current trigger) On
If anyone else has better ideas on how to do this, I look forward to hearing from you.
Going below .0002 GameTime seconds will allow the event to fire constantly, so this is the minimum bound using this system. I'm having trouble determining if this generates more visual lag than without the clamping, but at the very least it will significantly reduce network lag.
0
@BudSMoken: Go
I should point out I was able to clamp this in a two trigger system in about 5 minutes
Mouse Moved Event Trigger which simply faces a unit, shuts itself off, and then runs a second trigger.
second trigger has no events or conditions. Waits a period of time using Wait. and then turns the Mouse Moved Event trigger back on.