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    posted a message on Region with point

    @zeldarules28: Go

    There is no trigger that can return that region that has my point that is the problem

    also the problem with my system is that it needs to be quick. If i do like 200 if then loops its gunna go out of array and produce an error. especially with 10 players excuting the same trigger.

    Posted in: Galaxy Scripting
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    posted a message on Region with point

    Can someone script a library where it returns the region that has my point in it. For example, atm I have a library where I can set a custom value to a region and I'll use this custom value to compare some algorthrims I've made. But the problem is I need a simple way to get the region that has my point in it so I know which region I should compare their custom value with.

    Atm the edtiro doesn't have anything that can do this and if I would try to make this I would have to make tons of if then else conditions for all the preset regions I have on the map.

    Thanks

    Posted in: Galaxy Scripting
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    posted a message on Mouse cursor sometimes gets stuck on screen...

    I've encountered this more when I am in windowed mode, the only thing that is close to a solution is to play in fullscreen. Sometimes it might occur but less frequently.

    Posted in: Miscellaneous Development
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    posted a message on Region Value?

    Is it possible to set a region with a custom value like you can with a unit. I want to combine many regions that i make in the editor into 1 region and check if a point is in that region. Then go through some math with the custom value that i set for that region. Seems you need to script this trigger function.

    Posted in: Triggers
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting

    Update 2

    ill upload part 2 tommorrow

    Posted in: Team Recruitment
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting
    Quote from EchoedRequiem: Go

    @Nebuli2: Go Even if you could, and you got absolutely no lag, why would people play this over say, counter-strike, halo, CoD or any number of the other games that do it far better in their own client -.-

    Wow really? Thats like saying why ppl play SoTIS when there's a better dota on wc3, thats like saying why ppl spend there time making sc2bw when there's broodwar already. Really? Well I got an answer.

    Maybe cuz its STARCRAFT???

    get off my thread this is a recuiting thread I'm not gunna argue over this stupid issue. When the game goes into beta then comment on it. Atm there is nothing to argue about, your not even making the project you don't know what we have done. You havn't seen the other side of the story. So take your critism elsewhere.

    Posted in: Team Recruitment
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting
    Quote from Kalekin: Go

    @gamfvr: Go

    Lag is entirely dependent on the person playing the game. I hope you aren't developing the map under the belief that you will have client side responsiveness as this is 100% impossible with the editor we have at the moment. Correctly implemented trigger based movement systems are just as responsive as a data driven method. There is one simple truth and that is that all commands issued by the client have to travel to battle.net, and the result travels back. It is THIS travel time that is unalterable, uncontrollable, unavoidable and will result in every single movement system having some form of delay which in turn makes any sort of serious attempt at an FPS control scheme impossible.

    You forgot one factor, bottle necking. Reason why you believe that movement system is impossible is because you prob based your facts solely on what you see here on mapster. Many of the people on mapster use key events to trigger their movements which checks all keys on your keyboard which is something like 98 keys and check each and every of them whether they were pressed up and down. When this occurs we can get bottle necking when the information reaches the server. THAT IS WHERE IT LAGS, NOT THE TRAVEL DISTANCE. Now I am basing this on the assumption everyone lives in NA and playing in NA server so distance shouldn't be a factor, if any lag does occur it will occur on all games anyway and that is not what I am looking at.

    Now to get rid of this bottlenecking I've attempted to simulate how a regular melee player would send orders to the server. I agree using triggers is just as good as using data and that is what I've done with ability movement. But the trick here is that the player only needs to intalize the movement, after that the engine takes over the movement. Reason why my movement is not 100% like the WASD movement but it still gets you to point A to point B reasonablely well and with very little delay. My movement system needs some time to get use to but its the best I've come up with to a soultion to this bottlenecking.

    You can't deny the fact that our system doesn't lag since we've had tons of tests with many different players. We wouldn't go out all this way to create a serious fps engine if we didn't confirm that it was playable with little delay.

    If you still don't believe us join StrikeCraft channel on NA server around 10pm-12pm EST is usually when we test.

    Posted in: Team Recruitment
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting

    @Dustin374: Go

    didn't say i had to bypass hard code, there are other ways to input key strokes to the server that ppl havn't figured out yet. Instead of jumping on the lag bandwagon.

    Uhhhh u guys dont' believe me but you will soon see the truth.

    Posted in: Team Recruitment
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting

    @Kalekin: Go

    Ur wrong!

    We tested with 8 players and NONE said there was any lag. We did this like 15 times all with different players. I've spent the past 6 months figuring out this system and I finally got it lagless. I don't care what you say you have to see it to believe it.

    Posted in: Team Recruitment
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting

    @Mozared: Go

    Already got him on the team, thanks

    Posted in: Team Recruitment
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting

    New video updated :)

    Posted in: Team Recruitment
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    posted a message on Full Game UI Portrait?

    bump

    Posted in: Data
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    posted a message on Full Game UI Portrait?

    Havng trouble setting the portrait game UI portrait fullscreen with sc2 layouts

    Posted in: Data
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    posted a message on Need Testers!

    @gamfvr: Go

    Bump

    Posted in: Miscellaneous Development
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    posted a message on Need Testers!

    Refer to the link for info on our project

    http://www.sc2mapster.com/forums/general/team-recruitment/23730-project-strike-craft-first-person-shooter-recuiting/#p8

    If you are interested to be one of testers please join channel: StrikeCraft

    We will be doing testing around 11pm EST - 12am EST on NA server.

    Please be able to run the game on 40+ frames per second as this will def lag out your computer if you don't have a decent one. We havn't added ways to increase fps atm.

    This will be a stress test and some alpha gameplay testing.

    See you there.

    Posted in: Miscellaneous Development
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