As the title says. Im kinda tyred of working with blizzard pre coded system and bugged triggers events, and so ..
I would want a trigger(or event that fires my trigger) that fires every game frame.
Did anyone find a way how to do it?
What I want(example):
If I have a unit, and I want it to move, im going to create a function of its movement, and simply, when each frame is calculated, my trigger executes, and calculates the position of my unit in that frame, and instantly moves my unit there. This way, the movement of my unit would be smooth.(because if I would use a 0.0625 timer it would be choppy because that is 1/0.0625=16 .. only 16 times per second updated. So if you have 50FPS , the movement would be "porting/chopping")
Greater purpose: that was just an example ..I would also like to mathematicly create physics, and only use the game engine/models to actualy show the thing :)
Thanks, can try that, but .. kinda realised every frame is not good, because its not synchronized, because different computers have different FPS. So, is there any way arround a refresh timer to make things(your own mathemathical physics) smooth? .. like .. setting unit parameters as variables or functions, and not as set values as it is in the editor?
Why would you want to run a trigger every .00000000001 of a second. Some times i run at 200 fps..
what are you actually trying to do?
Do not attempt to do Real-Time physics with pure triggers. From my simple understanding of SC2 physics which I havent tried to use yet. Most of the physics should be handled By the data editor.
See if you can find a good Tutorial or ask around.
I believe if you increase height you can choose 'increase height of x unit over x seconds' or am I wrong on this? It should give you a smooth movement although not instant..
Well, the problem with change height over X is that in slow movement, its linear .. and, maybe I want it to be parabolic or something. And in high speeds, it seems to be bugged. (It changes its linearity 2 times.. in my tests)
So, for example, what I was trying to do, is a bullet for my TPS. A fast one. The problem is, to do a smooth move to XYZ unit/actor, the timer needs to be like 0.00000001 wich is imposible, then, to create a very fast unit, the change height to .. over X seconds is bugged above arround 70 unit movement speed, so its kinda slow. And another thing / side note: The event unit enters range of unit or region seems to be bugged at higher speeds to because simply sometimes it does not fire when it should.. so, there is a lot of problems.
also, I had a failure with simply firiing a missle, becauses, at short range, when a fast missle (150movement for example) seems to bug. Maybe I didint give it enough turning rate(dunno where that is set anyway) but is can get stucked in loops and simply will never reach its target .. will just fly over in circles.
So, idealy, I would like a very shrt timer, or simply blizzard letting me set unit propertys as variables or functions .. anyway .. in the engine, movement must be defined as functions because each frame the engine must calculate where the unit is at because, the game speed is not FPS locked.
As the title says. Im kinda tyred of working with blizzard pre coded system and bugged triggers events, and so ..
I would want a trigger(or event that fires my trigger) that fires every game frame.
What I want(example): If I have a unit, and I want it to move, im going to create a function of its movement, and simply, when each frame is calculated, my trigger executes, and calculates the position of my unit in that frame, and instantly moves my unit there. This way, the movement of my unit would be smooth.(because if I would use a 0.0625 timer it would be choppy because that is 1/0.0625=16 .. only 16 times per second updated. So if you have 50FPS , the movement would be "porting/chopping")
Greater purpose: that was just an example ..I would also like to mathematicly create physics, and only use the game engine/models to actualy show the thing :)
From the posts I've read, the best you can get is roughly 32 fps.
By using a wait of 0.0 seconds, it will be rounded up to 1/32 seconds.
@progammer: Go
Thanks, can try that, but .. kinda realised every frame is not good, because its not synchronized, because different computers have different FPS. So, is there any way arround a refresh timer to make things(your own mathemathical physics) smooth? .. like .. setting unit parameters as variables or functions, and not as set values as it is in the editor?
If you turn on "blend" in the move instantly function, it will be smooth even with 0.0625 timer.
@M0rt1mer: Go
ok, but then, what about things like "Set unit height to X" .. there is no blend option.
@Noidealol: Go
OK your question is kinda out there.......
Why would you want to run a trigger every .00000000001 of a second. Some times i run at 200 fps..
what are you actually trying to do?
Do not attempt to do Real-Time physics with pure triggers. From my simple understanding of SC2 physics which I havent tried to use yet. Most of the physics should be handled By the data editor.
See if you can find a good Tutorial or ask around.
I believe if you increase height you can choose 'increase height of x unit over x seconds' or am I wrong on this? It should give you a smooth movement although not instant..
@Mogranlocky: Go
Well, the problem with change height over X is that in slow movement, its linear .. and, maybe I want it to be parabolic or something. And in high speeds, it seems to be bugged. (It changes its linearity 2 times.. in my tests)
So, for example, what I was trying to do, is a bullet for my TPS. A fast one. The problem is, to do a smooth move to XYZ unit/actor, the timer needs to be like 0.00000001 wich is imposible, then, to create a very fast unit, the change height to .. over X seconds is bugged above arround 70 unit movement speed, so its kinda slow. And another thing / side note: The event unit enters range of unit or region seems to be bugged at higher speeds to because simply sometimes it does not fire when it should.. so, there is a lot of problems.
also, I had a failure with simply firiing a missle, becauses, at short range, when a fast missle (150movement for example) seems to bug. Maybe I didint give it enough turning rate(dunno where that is set anyway) but is can get stucked in loops and simply will never reach its target .. will just fly over in circles.
So, idealy, I would like a very shrt timer, or simply blizzard letting me set unit propertys as variables or functions .. anyway .. in the engine, movement must be defined as functions because each frame the engine must calculate where the unit is at because, the game speed is not FPS locked.