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    posted a message on Making a Unit Spin w/out Triggers

    So my goal is to use one of the shape objects, let's say the pyramid, and have it rotate while sitting still in the game. I know this can be done through a periodic trigger that increases it's facing angle, but this seems like an awful way to do it.

    I figure there's a way to do it through turrets or a behavior or soemthing, but for the life of me I haven't been able how to figure out how turrets work. I'm sure this is something simple, it has just been frustrating digging through the data editor to figure out exaclty how these objects are connected.

    Posted in: Miscellaneous Development
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    posted a message on Best way to code WASD

    @s3rius: Go

    I used to use move isntantly w/blend, but blend doesn't appear to work right over bnet. It worked perfectly offline, but it turned into a slow, choppy mess on bnet. I ended up going back to issueing orders, but I left the move restrictions in (disallows moving into out of bounds area).

    The consesus here appears to be just an unavoidable fact right now - we're relying on blizz to fix this. There's no other way around it from what I can tell.

    Posted in: Miscellaneous Development
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    posted a message on Trigger to handle the expiration of multiple timers

    oh i see. so for example, in MyTimerArray[20], you want when MyTimerArray[x] expires to perform actions referring to "x"

    i've run into issues like this before, and unfortunately the easiest way i've found to do this is make 21 triggers. 20 with the timer expiring, each setting a variable to the timer # that is expiring, then running a trigger with a local variable that inherits that value.

    again, creating 20 triggers is inefficient on the developers side because you have to trudge through the monotony of creating 20 triggers that do the same thing, but players won't be effected by any addition of noticeable lag of any sort. also, if you simple have the 20 triggers run the "action" trigger, you don't have to cut+paste every change that's made.

    the other way to do is have some periodic timer that runs through all the timers in a for loop, checks if they're expired, and runs a trigger if they are with an inherited value. this will save you time as a develop, but it will undoubtedly decrease the quality of your map because a:the trigger won't respond as efficiently and b:periodic events and unnecessary for loops generate lag. if you want your map to be clean and efficient, i would recommend against this.

    • frostmanx's example won't generate much noticeable lag, but you will still need to create 20 events, and technically it's not as clean during the maps actual run time as creating 21 triggers customized for each timer.
    Posted in: Miscellaneous Development
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    posted a message on Trigger to handle the expiration of multiple timers

    you can have 20 events in one trigger. if it's an array it won't take you more than 5 minutes...though it is a bit monotonous. but then again, welcome to mapmaking! ANY good mapmaker has to be prepared to deal with monotony!

    also, doing this is still efficient regarding how your map will actually run. having 20 events doesn't really cause additional network or processing lag, as complex maps often have hundreds and hundreds of events.

    Posted in: Miscellaneous Development
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    posted a message on WASD Unplayable on BNet?

    i don't have my home computer in front of me, but i believe it just says not to use it excessively, as it will run "any time a player presses a key." i don't think it specifically states not to use it over battle.net.

    this to me just implies that for every key, including every hotkey, the trigger is run. granted most maps use triggers that run every second AND every time any unit dies to update scores etc., etc, so having a trigger run that often wouldnt' cause problems. also, it's not like once everyone stats uses units lag builds up. it is immediate with only 1 player using a unit or pressing any keys.

    Posted in: Miscellaneous Development
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    posted a message on WASD Unplayable on BNet?

    i played a game of top-down fighters on bnet recently - and i have to say is was virtually unplayable. this was last night, and the general lag that had been plaguing all bnet games had been effectively removed. i played a number of melee games with no "lag" screens popping up.

    no lag screens were popping up in this either, but there was a HUGE delay in keyboard response. it seemed like stopping/starting moving took about .5 seconds to respond, despite there being no other noticeable lag in the game.

    i dont' know what system top down fighters used. in my map, key-down/key-up commands modify a velocity variable, and a periodic (every 0.05sec) event updates unit movement for player heroes. i'm hoping TDF used nested-while loops with a wait command or something and that the method i'm employing works.

    if not, what is the point of wasd maps? if the response is going to be this laggy and we can't use periodic events to update unit moving without there being game-ruining lag, i'm going to abandon my project. i don't see the point in making a mutiplayer map whose controls are completely unreliable over battle.net. i'm hoping someone else has some good news in response to this...

    Posted in: Miscellaneous Development
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    posted a message on Creating Simple Effects

    Thank you so much guys! Very helpful info.

    I am, in this case, just doing a visual effect, but there will be certainly isntances of a spell-type effect.

    Posted in: Miscellaneous Development
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    posted a message on Creating Simple Effects

    As an avid war3 mapper, I'm having a great time working with the new triggering system, but I still get a bit lost from time to time with these new units/behaviors/etc.

    Basically, I want to create an effect when a type of unit dies at the point where he dies. In war3, this was simply "create special effect at location," but this has been replaced by creating actors/behaviors/effects. What is the best way (memory wise and simplicity wise) to do this in this editor? Do I have to create an actor and a model AND an effect and create the effect? Or can I just create a behavior and a model, or actor and model? Any help is greatly appreciated it.

    Posted in: Miscellaneous Development
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