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    posted a message on Possible to change attack animation speed?

    So has anyone figured out how to increase the attack animation speed yet? I increased a units attack speed (Dark Templar) to 3 times the normal speed, however the animation still plays slow as ever. I want it to be 3 times faster to match.

    Posted in: Miscellaneous Development
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    posted a message on Need help, player groups

    @lucasmus: Go

    Yep, that fixed it. Found 2 more bugs in the process though. Sob.

    Posted in: Triggers
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    posted a message on Need help, player groups

    @GreyHunter4: Go

    Will this fix it? Sorry, just had one of those panic moments where I couldn't think. I tried to solve this before but I couldn't see the problem or solution. I took all the wait triggers out of the Pick Each player functions.

    Posted in: Triggers
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    posted a message on Need help, player groups

    I'll attach the picture in a sec, what's happening is single player my trigger works fine, but multiplayer the timer delays extra long. I believe it's because of my 'Pick each player in Player group, "Is Playing" - do actions: so I think it's doing actions for each player. How do I fix this? Do I just make a separate action for each player instead of using the 'picked player' function? Let me know if you see a solution.

    All of these actions have to occur in the given time frame at the same time.

    Posted in: Triggers
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    posted a message on Starship Troopers Abandoned GreyHunter

    Thanks man. I have yet to even play it with more than 2 so far. If you ever wanna play together my info is below:

    GreyHunter
    385

    I think I'm going to have to organize a game one of these days to actually get 4 people on it at once.

    Posted in: Map Feedback
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    posted a message on Hiding Bnet Lag for Action games

    Thanks guys, its a little enlightening to hear about this stuff. This is kind of how I thought it worked. And also where some games have the receiving end tell the sender if he got hit, I do recall games where I thought I shot someone only to have them 'teleport' to a different location. Infuriating when it happens, but having my gun shoot when I pull the trigger rather than a half a sec later is better for that game type.

    Now with Starcraft some things are done locally. Granted all of them are just visuals, camera, ability buttons lighting up, units highlighting, I was wondering if it was theoretically possible to change that so I could give unit commands and launch abilities or triggers instantly, and just have their visuals displayed on the local machine, then send the data via triggers or whatever to other players to sync up what everyone is doing / did. I have a feeling it would take programming far beyond my reach and a potential being banned for 'hacking' the game.

    Posted in: Miscellaneous Development
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    posted a message on Asteroids movement updated

    Heh, I picked up starcraft a year late. I can be stubborn about learning something for myself if I really want it.

    Multiplayer > Single player. Not to say there aren't great single player games out there. Love my final fantasy 7 n 10, but hard to compete with multiplayer.

    Posted in: Project Workplace
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    posted a message on Hiding Bnet Lag for Action games

    Ok, first off let me say that I am officially taking this too far but other games do it, so how do they do it?

    What I'm talking about is the appearance of zero lag. When I shoot my gun and kill someone in Call of Duty, I'm 90% sure there is still lag there, but its just behind the scenes. My xbox shoots my gun instantly, relays the info, then tells other xbox's that I killed the guy, along with telling that guy he got owned. This way it looks smooth on my screen, then syncs up with everyone else a little later. It looks smooth on their screen because they didn't know I actually shot half a sec earlier. Is this right?

    What I want is the same sort of thing: A player presses move, look, or do whatever with their unit, on their screen the unit responds instantly, on everyone elses screen they match up with a periodic trigger to sync everyone together. Think about it, when you press an ability button, the highlight graphic shows instantly, then you get the delayed response from when Bnet registers it. Camera movements are also instant.

    I'm just throwing this idea out there to see what others think. Won't work, could work? Obviously I have my own game in mind but there are some other great action games already made that could implement it and make their maps playable. (sorry WASD guys, it just doesn't work well with lag)

    I personally feel like it would be too much work for too little benefit if its even possible but who knows, maybe you can just *turn wait for bnet response off* then set something else up to sync.

    Thoughts?

    Posted in: Miscellaneous Development
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    posted a message on Asteroids movement updated

    To any hopefuls like me I just want to say after implementing the movement / turning system in my map then Bnet testing it I have found with the Bnet lag this type of game is unplayable. Single tear :*(

    Posted in: Project Workplace
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    posted a message on Cosmic Rift - Star Control 2 type map

    Well after implementing the movement / turning system then Bnet testing it I have found with the Bnet lag it is unplayable. I am closing this project. Single tear :*(

    Edit: with the close of this project I did search and find out the original Cosmic Rift is playable for free now. I laughed out loud when I found out. I played for a little but its strictly multiplayer so not much fun alone. Forums had a few nostalgic lost souls like myself looking for people.

    Posted in: Team Recruitment
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    posted a message on Asteroids movement updated

    I couldn't upload the map in the original thread so here is the Asteroids map made over here:
    http://www.sc2mapster.com/maps/asteroids/#comments

    But with the movement / shooting system fixed. You can now turn, accelerate and fire all at the same time. I also increased the thrust because no one likes being a slow ass.

    The game is still not without its bugs but I just came for the movement / shooting system.

    Next step for me is getting D to decelerate and also adding a max velocity trigger.

    Posted in: Project Workplace
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    posted a message on Lag-Less WASD movement update

    Don't knock my 90's 56k. Sadly I think that's as good as it gets on Bnet. Map editor testing is fairly lagless, though even the Sc2 arcade feels a little laggy. Starcraft just wasn't made for it. I think it's playable though. I'm going to proceed with my Cosmic Rift map.

    Posted in: Project Workplace
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    posted a message on Starship Troopers Abandoned GreyHunter

    I guess I didn't sell it on the description very well so here you go, Video up:

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

    Map features leveling up for every unit (even zerg), increased camera controls, leaderboard, unlockables, and achievements. Slight freeplay giving you the choice of units, paths to take, and two different ways to win. Choose your units wisely and use good strategy to make it through. Oh and it has a Cannon Fodder style graveyard, tombstones based on units level.

    1-4 players. You can solo it.

    If enough people want me camera control buttons I'll put them up on SC2mapster. I never liked the limits of Blizzards camera controls.

    Posted in: Map Feedback
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    posted a message on Cosmic Rift - Star Control 2 type map

    So someone suggested I post this here so that's what I'm doing. If you've played Cosmic Rift or Star Control II great, you know what I'm shooting for. If not, its an overhead action shooter where each player controls a starship with movement similar to Asteroids. In addition to killing other players you will get minerals, buy upgrades, equip your ship. Sounds fun right? I'd like to get some other people to get this done quicker and better.

    I've only just begun, here's what I have so far: (theres a download to the map in the link)
    http://www.sc2mapster.com/forums/resources/trigger-libraries/29986-lag-less-wasd-movement-update/#p2

    Still needed:
    Get WASD movement to work like the game Asteroids. A rotate left, D rotate right, W accelerate, S decelerate. 0 gravity / friction
    Projectile / impact combat. Ability E or Spacebar, shoot weapon straight ahead, damage on impact.

    Hmm, seems easy when I type it out. Never the less I work 9 to 5 so my time is limited so any extra hands would be nice. After we get those basics done we can start picking projectile models, ships, weapons, stats. Everything else will kind of fall into place, but I have to make sure we can get the controls first. Oh and making a star base for each side. Cosmic Rift had a thing where you could make a mini base and turrets which was kind of cool. Would like to add that too, but I'm getting ahead of myself. First things first, Asteroids like movement, Projectile / impact combat.

    Posted in: Team Recruitment
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    posted a message on Lag-Less WASD movement update

    You will notice some of the pathing alters a bit when you're near a wall. This is because when you press a direction it tells the unit to go 100 spaces in that direction, hence running into a wall and then starts to adjust for pathing. Alter as necessary.

    Posted in: Project Workplace
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