Well I am thinking it will be diablo style, so therefore the only camera action is "lock camera to unit"....I just want to know if I need to make a new WASD system from the ground up or if I can use my old one..I never tested to see if it was laggy, but I think it would be. I made the system from ONE TWO sc's tutorial lonng ago, but then I refined it to be mutliplayer so its a mess..It might be better if I rebuilt it anyway
Data does not lag as much tho...like if you use a button hokey. Programmer got 0 lag via data, but you have to use the UI... So would using 1 Key pressed trigger be better than using 4 or more?
instead of having A pressed W pressed ,etc have one that just stores a boolean value in an array big enough for each key.
Lag and delay as different factors. Delay are like the time it takes for your local computer to receive the key pressed, transmit to the internet, and get synchronized across all computer. Lag are caused by excessive processing and caused by either multithread periodic trigger or by rendering FPS view in 1 computer. My version only get rid of lag on the trigger part and possible increase delay by a bit. There's no way you can achieve flawless wasd, unless you're playing locally. Sc2 network is not designed to be an fps game
Well for now the WASD data system seems to be the most lag-less solution. Just a question: in the data WASD what happens when you press A + W? Do you move diagonally.
Well I am thinking it will be diablo style, so therefore the only camera action is "lock camera to unit"....I just want to know if I need to make a new WASD system from the ground up or if I can use my old one..I never tested to see if it was laggy, but I think it would be. I made the system from ONE TWO sc's tutorial lonng ago, but then I refined it to be mutliplayer so its a mess..It might be better if I rebuilt it anyway
Too bad. But there are some ways to reduce lag by not using tons of triggers.
This gets repeated far too often. Triggers simply do not cause lag in SC2. It's 2010 people, running a miniscule amount of code does not slow down any computer which meets the minimum specifications for SC2. The Galaxy VM can only use a small amount of memory and spawn a finite number of threads so it's literally impossible to set up you triggers in a way that consumes enough system resources to result in a slowdown.
If you want your game to be any good, design it without WASD imo. There are far to many restrictions to make any multiplayer WASD map more than a gimmick, especially if the game relies heavily on WASD. Haunted Temple can get away with it imo.
WASD isn't good for a diablo style game anyway, the only way it generally works is like Alien Swarm, but you can't really target like that either which is another problem.
k..no WASD unless its single player. But for targetting, you can. I have made a map similar to it. You can do projectiles w/ trigges or missiles and for melee attacks, you can do an ability with 180 degree arcs and stuff (I think)
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Well I am thinking it will be diablo style, so therefore the only camera action is "lock camera to unit"....I just want to know if I need to make a new WASD system from the ground up or if I can use my old one..I never tested to see if it was laggy, but I think it would be. I made the system from ONE TWO sc's tutorial lonng ago, but then I refined it to be mutliplayer so its a mess..It might be better if I rebuilt it anyway
@zeldarules28:
The lag comes from the time it takes for the key event to navigate across the internet. You can't fix it.
Data does not lag as much tho...like if you use a button hokey. Programmer got 0 lag via data, but you have to use the UI... So would using 1 Key pressed trigger be better than using 4 or more?
instead of having A pressed W pressed ,etc have one that just stores a boolean value in an array big enough for each key.
@zeldarules28: Go
Lag and delay as different factors. Delay are like the time it takes for your local computer to receive the key pressed, transmit to the internet, and get synchronized across all computer. Lag are caused by excessive processing and caused by either multithread periodic trigger or by rendering FPS view in 1 computer. My version only get rid of lag on the trigger part and possible increase delay by a bit. There's no way you can achieve flawless wasd, unless you're playing locally. Sc2 network is not designed to be an fps game
Well for now the WASD data system seems to be the most lag-less solution. Just a question: in the data WASD what happens when you press A + W? Do you move diagonally.
Diablo doesn't use wasd.
@progammer: Go
Too bad. But there are some ways to reduce lag by not using tons of triggers.
@Paranoiks: Go
No I dont think you do, but Im not sure...
@ubermikeleet: Go
Ok, good to know, but it should, cuz WASD is cool. =] Worst case, Its WASD with single player or no WASD with multiplayer.
This gets repeated far too often. Triggers simply do not cause lag in SC2. It's 2010 people, running a miniscule amount of code does not slow down any computer which meets the minimum specifications for SC2. The Galaxy VM can only use a small amount of memory and spawn a finite number of threads so it's literally impossible to set up you triggers in a way that consumes enough system resources to result in a slowdown.
Really? I didnt think they did b4 but I have heard the tern "trigger lag" so many times..lol...
If you want your game to be any good, design it without WASD imo. There are far to many restrictions to make any multiplayer WASD map more than a gimmick, especially if the game relies heavily on WASD. Haunted Temple can get away with it imo.
WASD isn't good for a diablo style game anyway, the only way it generally works is like Alien Swarm, but you can't really target like that either which is another problem.
k..no WASD unless its single player. But for targetting, you can. I have made a map similar to it. You can do projectiles w/ trigges or missiles and for melee attacks, you can do an ability with 180 degree arcs and stuff (I think)