Nice work and keep at it. I look forward to seeing the 8 way system. Its more responsive than my trigger based system. I give you props good sir. Is it possible to register when 2 keys are pressed simultaneously in the data editor?
Theres more than one way to skin a cat. I saw the other movement system done by rrowland and its very nice (used it myself in my first map). I just needed to create a different system for a different map I'm doing and it worked out nicely so I thought I would share it. Which system you use is up to you, I'm just trying to help out the community. No reason why people should be limited to just one ;P
@sintri Thanks I was unaware of that issue and will be looking for a fix, I appreciate it.
Yeah, I saw that as well, but I'm going to go ahead and try anyway. If it works then, huzzah, if it gets lagged up at large amounts of players then at least I know I can still create and awesome 4 player wasd style map which has playable movement. But, Yes because of that key pressed event there is no way around it that creates perfect movement. I didn't say this was a perfect movement system but one that is more responsive than previous systems I have used. I'm just trying to do something for this great community of awesome mapper (who are again awesome) by creating something everyone could use.
After testing the map with 3 other players there was no loss in responsiveness. I would like to test with even more players but don't know that many people. If anyone is able to help do a stress test please send a pm or add me on the us server (wazoom.590) I greatly appreciate any testers and will return the favor.
It was tested with 2 and was running nicely. I'm on the us server. Ill get a big group and test it with as many players asap. I wanted to test it with jackolas's suggestion with triggering players and it works great. When i attempt to upload it to bnet for a test run it fails with a -validation working set instance fail- . My best guess is its being cause from using the triggering player action with it being greyed out. For now ill resort back to my original system unit I find a fix. Ill also look at putting a video together comparing the the old movement I learned from a tutorial here and this one now comparing responsiveness. As for a full house of 16 its possible to suffer the same fate but I have faith for it to work :D
EDIT - Fixed Map not uploading to Bnet, just resorted to a backup save.
Its not completely lagless, but its responsive enough to make games very playable, I have tested this current version on bnet and it works great. I understand the events and camera angles but it just seemed a bit much to me. Its defiantly worth a shot trying, I have great success with this so far.
Ah ha, it works, got only 8 triggers working for 16 players instead of the tons that would of been used. Uploading to bnet and testing now. Thanks for the idea
What if the map is not empty. If there's a wall, the unit is going to be ordered to go beyond the wall and may not going to where you want because of the path finding.
Never thought of that, after adding cliffs and some wall doodads found out that your right. I Changed the mover to cliff jumper for my Hero, this corrected pathing and unit doesn't cliff jump as well keeping it within bounds.
use "any player" in the triggers and than link to "triggering player" if you need to save the variables. will save loads of space. less triggers = less lag.
After much thought and experimentation I have created a new way to Trigger movement that dose not use any Periodic Events, Player Angles or Camera Yaw. I have though about using the unit command card but that will not work due to the fact that I am unaware how to register 2 keys pressed simultaneously. So here is a tutorial on how yourself can use this new movement system I have created. It may not be 100% Lagless due to the fact that its currently not possible. However I find that while using these controls with the game speed setup for slow, normal or fast its possible to come really close.
First off you have to setup some Variables to define controls
I have set up the Variables as arrays. I haven't set up the units as an array because i simply forgot, They can be setup as arrays as well.
Next Set the Unit Variables to the units you wish to control. Make sure the unit has the Move and Stop Ability otherwise it won't work.
After you have that done its now time to create movement. In Short this system is very simple. By pressing which way the unit goes, the unit is ordered to move 100 spaces in that direction (May seem like a lot but its to prevent the unit from stopping in short distances). Upon release of that key the unit is ordered to stop. Fantastically Simple.
After adding a lot more to that simple method you should get triggers like these.(I thought posting pictures to be a better explanation)
For Left and its release
For Right and its release
For Up and its release
For Down and its Release
Here is an overview of the triggers.(Don't worry about space, I was experimenting with jumping)
The Camera triggers set the camera to the unit at the start of the map.
You can easily add up to 16 players for wasd controls, it just takes awhile to copy and paste all those triggers.(You can see my map is setup for 2)
Hope this helps out greatly. You are welcome to use my map and this however you want, just make sure to give credit when due :D
0
Nice work and keep at it. I look forward to seeing the 8 way system. Its more responsive than my trigger based system. I give you props good sir. Is it possible to register when 2 keys are pressed simultaneously in the data editor?
0
Theres more than one way to skin a cat. I saw the other movement system done by rrowland and its very nice (used it myself in my first map). I just needed to create a different system for a different map I'm doing and it worked out nicely so I thought I would share it. Which system you use is up to you, I'm just trying to help out the community. No reason why people should be limited to just one ;P
@sintri Thanks I was unaware of that issue and will be looking for a fix, I appreciate it.
0
Yeah, I saw that as well, but I'm going to go ahead and try anyway. If it works then, huzzah, if it gets lagged up at large amounts of players then at least I know I can still create and awesome 4 player wasd style map which has playable movement. But, Yes because of that key pressed event there is no way around it that creates perfect movement. I didn't say this was a perfect movement system but one that is more responsive than previous systems I have used. I'm just trying to do something for this great community of awesome mapper (who are again awesome) by creating something everyone could use.
0
After testing the map with 3 other players there was no loss in responsiveness. I would like to test with even more players but don't know that many people. If anyone is able to help do a stress test please send a pm or add me on the us server (wazoom.590) I greatly appreciate any testers and will return the favor.
0
@ s3rius
It was tested with 2 and was running nicely. I'm on the us server. Ill get a big group and test it with as many players asap. I wanted to test it with jackolas's suggestion with triggering players and it works great. When i attempt to upload it to bnet for a test run it fails with a -validation working set instance fail- . My best guess is its being cause from using the triggering player action with it being greyed out. For now ill resort back to my original system unit I find a fix. Ill also look at putting a video together comparing the the old movement I learned from a tutorial here and this one now comparing responsiveness. As for a full house of 16 its possible to suffer the same fate but I have faith for it to work :D
EDIT - Fixed Map not uploading to Bnet, just resorted to a backup save.
0
Its not completely lagless, but its responsive enough to make games very playable, I have tested this current version on bnet and it works great. I understand the events and camera angles but it just seemed a bit much to me. Its defiantly worth a shot trying, I have great success with this so far.
0
Ah ha, it works, got only 8 triggers working for 16 players instead of the tons that would of been used. Uploading to bnet and testing now. Thanks for the idea
0
Never thought of that, after adding cliffs and some wall doodads found out that your right. I Changed the mover to cliff jumper for my Hero, this corrected pathing and unit doesn't cliff jump as well keeping it within bounds.
Again never thought of that. It defiantly helps and saves tons of triggering. Going to try implementing that now. Thanks
Edit- Got it working with triggering player, Cant get it to upload to bnet for some reason, says -validation working set instance fail-
0
After much thought and experimentation I have created a new way to Trigger movement that dose not use any Periodic Events, Player Angles or Camera Yaw. I have though about using the unit command card but that will not work due to the fact that I am unaware how to register 2 keys pressed simultaneously. So here is a tutorial on how yourself can use this new movement system I have created. It may not be 100% Lagless due to the fact that its currently not possible. However I find that while using these controls with the game speed setup for slow, normal or fast its possible to come really close.
Here is a link to the map if you want to skip anything http://www.sc2mapster.com/assets/wasd-lagless-movement/"Lag less" (see what i did there :D)
Now for the good stuff
First off you have to setup some Variables to define controls
I have set up the Variables as arrays. I haven't set up the units as an array because i simply forgot, They can be setup as arrays as well.
Next Set the Unit Variables to the units you wish to control. Make sure the unit has the Move and Stop Ability otherwise it won't work.
After you have that done its now time to create movement. In Short this system is very simple. By pressing which way the unit goes, the unit is ordered to move 100 spaces in that direction (May seem like a lot but its to prevent the unit from stopping in short distances). Upon release of that key the unit is ordered to stop. Fantastically Simple.
After adding a lot more to that simple method you should get triggers like these.(I thought posting pictures to be a better explanation)
For Left and its release

For Right and its release

For Up and its release

For Down and its Release

Here is an overview of the triggers.(Don't worry about space, I was experimenting with jumping) The Camera triggers set the camera to the unit at the start of the map.
You can easily add up to 16 players for wasd controls, it just takes awhile to copy and paste all those triggers.(You can see my map is setup for 2) Hope this helps out greatly. You are welcome to use my map and this however you want, just make sure to give credit when due :D
-wazoom