Yesterday I want to test the UI Tutorial from Helral.
And i need a test map.
So I just created a Test Map for TPS.
After some research on most of the TPS engine. I find out it is impossible to make a 8 player TPS with KeyClick Event.
My thought:
I can make an unit with 4 dummy ability.
And use event - Ability used to track them down.
It will reduce the traffic.
After fighting with the camera pan,
the next problem reveals:
How do I do dmg to other units?
So I search again.
Most of TPS engine need a left mouse click for hit, but noone really need the value they got, mouse position and what ever.
So basicly they use mouse click as a button.
If i can bind mouseclick to a hotkey, i can make a LAG FREE TPS.
But now I can only use other hotkeys like T, which are not on the mouse.
Well I can config my right mouse key to some keyboard hotkeys, most people wouldn't do that.
but basicly it works without more traffic for the game.
How do u think about this?
Would u play a TPS with T for attack?
since your are using WASD to move if you want to make a key to attack it should be smthing the thumb or the pinky can reach since they are not used for WASD..
so it should be shift or smthing near space but since space is going to be jump maybe it wouldnt work..
so i guess Q should do.. but if no jump on space i would totally want space to shoot
I'm not exactly sure what will disable the "jump to last alert" behavior. However I don't have it in my map, as I have used space for a long time and never thought twice about it. I suspect it is due to having my camera following my unit. Maybe that will work for you as well.
I just tested it and you're completely right. I've just not caught it since there isn't much fighting in the map I'm working on besides around the single unit under player control. I'll help search for a solution tomorrow. There has to be a way.
Unchecking View in the field Primary Action for the alert AttackUnit_Terr will prevent space from jumping to the location on that alert. Repeat for all the alerts, and it's done.
I've been working on a 8 player TPS for a while, if u guys want to form a team for it that would be nice, I've already come across all the problems you guys had and fixed it. PM me if interested.
Hi mapsters:
Yesterday I want to test the UI Tutorial from Helral. And i need a test map.
So I just created a Test Map for TPS.
After some research on most of the TPS engine. I find out it is impossible to make a 8 player TPS with KeyClick Event.
My thought:
I can make an unit with 4 dummy ability. And use event - Ability used to track them down. It will reduce the traffic.
After fighting with the camera pan, the next problem reveals:
How do I do dmg to other units?
So I search again.
Most of TPS engine need a left mouse click for hit, but noone really need the value they got, mouse position and what ever. So basicly they use mouse click as a button.
If i can bind mouseclick to a hotkey, i can make a LAG FREE TPS. But now I can only use other hotkeys like T, which are not on the mouse.
Well I can config my right mouse key to some keyboard hotkeys, most people wouldn't do that.
but basicly it works without more traffic for the game.
How do u think about this? Would u play a TPS with T for attack?
I would say shift or space is where my extra fingers lie the most when I use WASD
OOOOPSS, I dint mean shit
@grenegg: Go
like mouse clicks, u can't use space or str as hotkeys.
I would like to use space for jump.
I tested my map now, it is lag free for 8 people. :D The map it self has no doodads.
Haven't test it with more people
since your are using WASD to move if you want to make a key to attack it should be smthing the thumb or the pinky can reach since they are not used for WASD..
so it should be shift or smthing near space but since space is going to be jump maybe it wouldnt work..
so i guess Q should do.. but if no jump on space i would totally want space to shoot
@GizmoPT: Go
Why not :D I thought i can't use space.
Well, After i tested it, space is gonna be shoot.
And if people have configuratable mouse. They can switch some keys right click for shoot or what ever :D
So hard to say, but space is used for "jump to last alert" I need a way to deactivate it,
@avogatro: Go
I'm not exactly sure what will disable the "jump to last alert" behavior. However I don't have it in my map, as I have used space for a long time and never thought twice about it. I suspect it is due to having my camera following my unit. Maybe that will work for you as well.
@Builder_Bob: Go
Well my map is third person shooter, i have to follow the unit ...
alert are something like, nuke nydus and attack alerm. U hear it from far away.
@avogatro: Go
I just tested it and you're completely right. I've just not caught it since there isn't much fighting in the map I'm working on besides around the single unit under player control. I'll help search for a solution tomorrow. There has to be a way.
@Builder_Bob: Go
maybe deactivate all alert?
or rm all alerts?
http://www.sc2mapster.com/maps/avogatros-lag-free-tps-engine/
Yeah, it's best to just remake all the alerts.
Unchecking View in the field Primary Action for the alert AttackUnit_Terr will prevent space from jumping to the location on that alert. Repeat for all the alerts, and it's done.
Yeah Performance hack
60 FPS in any direction, in a map full of terrain footage(18000)
Data -> Camera -> Default Camera ->Initial Parameter ->Farclip = 60
Who need a fake skybox for that.
I've been working on a 8 player TPS for a while, if u guys want to form a team for it that would be nice, I've already come across all the problems you guys had and fixed it. PM me if interested.