Blizzard showed a WASD and mouse tracking thing for thier demo at blizzcon, saying stuff like would be possible. I see they did mouse tracking, but what about WASD? I made a WASD system a long time ago but how did blizzard mean they would make WASD work? Did they even change anything?
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Several ways to go about it, however since it is synchronized latency is an issue which we cannot fully solve.
Using data improves it to some degree but also imposes some restrictions (with 1.2, we do get free custom hotkey mappings tho)
I know how 2 do it, (I already made a working WASD system a long time ago.) My question is did blizzard do anything to help with WASD in the patch like they said they would, and if so, what. I wanted to know if there was some specific thing they did to reduce lag, or if you needed to use a specific wasd method or something to get it relatively legless. The data method is really lame in my opinion because you need the UI on and it's really not the same.
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Feel free to Send me a PM if you have any questions/concerns!
I just tested it on a map I also tested it on before the patch, and it doesn't feel any different to be honest. This is a method making units move using 'move unit instantly' in the trigger editor.
What's beyond me is why this delay has to be forced even when playing single player maps on battle.net, but that's for another topic.
WASD movement should not just be an on-off gate, but also a trigger to kick-start and force-stop the movement. Otherwise, you're adding not only the regular battle.net delay but also your own script delay by waiting an extra few ticks for the next movement iteration. My implementation is probably as fast as it's going to get, and I can tell you it's definitely sufficient for any game except possibly a FPS (mine is an isometric shooter, so it's perfectly fluid and responsive), as long as you get the right movement period and order the unit to move immediately.
I have a problem since Patch 1.2 with the WASD/3rd Person Movement i use. The main problem is, that the cursor seems to work different now. Before the patch, there was no cursor, the cursor wasnt just not visible, but it wasnt there. Also, i had a function where i could press "T" to get the cursor back. Now, with the new patch, in the normal 3rd Person Mode, the cursor is invisible, but still techincally there, so all the unit healthbars and even the healtbar of my own unit are visible throughout the game, which breaks the 3rd Person "illusion". Additionally to that, when i use my "T" function, the cursor doesnt appear. Even worse, the cursor seems to be completely gone then, which makes absolutely no sense.
Any ideas how to solve this?
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Blizzard showed a WASD and mouse tracking thing for thier demo at blizzcon, saying stuff like would be possible. I see they did mouse tracking, but what about WASD? I made a WASD system a long time ago but how did blizzard mean they would make WASD work? Did they even change anything?
Several ways to go about it, however since it is synchronized latency is an issue which we cannot fully solve. Using data improves it to some degree but also imposes some restrictions (with 1.2, we do get free custom hotkey mappings tho)
@caspersc: Go
I know how 2 do it, (I already made a working WASD system a long time ago.) My question is did blizzard do anything to help with WASD in the patch like they said they would, and if so, what. I wanted to know if there was some specific thing they did to reduce lag, or if you needed to use a specific wasd method or something to get it relatively legless. The data method is really lame in my opinion because you need the UI on and it's really not the same.
I just tested it on a map I also tested it on before the patch, and it doesn't feel any different to be honest. This is a method making units move using 'move unit instantly' in the trigger editor.
What's beyond me is why this delay has to be forced even when playing single player maps on battle.net, but that's for another topic.
Hm...My method involved ordering each unit to move in the proper direction a bunch of times each second.
WASD movement should not just be an on-off gate, but also a trigger to kick-start and force-stop the movement. Otherwise, you're adding not only the regular battle.net delay but also your own script delay by waiting an extra few ticks for the next movement iteration. My implementation is probably as fast as it's going to get, and I can tell you it's definitely sufficient for any game except possibly a FPS (mine is an isometric shooter, so it's perfectly fluid and responsive), as long as you get the right movement period and order the unit to move immediately.
I have a problem since Patch 1.2 with the WASD/3rd Person Movement i use. The main problem is, that the cursor seems to work different now. Before the patch, there was no cursor, the cursor wasnt just not visible, but it wasnt there. Also, i had a function where i could press "T" to get the cursor back. Now, with the new patch, in the normal 3rd Person Mode, the cursor is invisible, but still techincally there, so all the unit healthbars and even the healtbar of my own unit are visible throughout the game, which breaks the 3rd Person "illusion". Additionally to that, when i use my "T" function, the cursor doesnt appear. Even worse, the cursor seems to be completely gone then, which makes absolutely no sense.
Any ideas how to solve this?