Actually it's perfectly normal. Build animations for terran structures consist of two models - the scaffolding and the building itself. Take a close look at the construction animations for any terran building and you'll see what I mean. The problem you're having is that the scaffolding model is not appearing. This is also known as the "build" actor and if you look at any building actors you'll see that it's created when construction starts.
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.
Take a look at these screenshots of the same area of terrain. The first two are from within the editor, showing the placement grid as well as painted pathing. The third is from in-game.
So, uh, what the fuck is going on?
edit: Solved it by checking Ignore Doodad Footprint on that doodad hanging off the cliff. Still not sure why the editor's pathing grid would show up differently than the game's.
On a related note anyone else notice that when you check Ignore Doodad Footprint the editor's pathing grid still shows it as blocking pathing, while in-game it doesn't? This is driving me crazy.
When I'm at the homepage for sc2mapster.com I see the "Admin Actions" box. Actually clicking on any of the links just gives me a forbidden error, though.
Also I've twice in the last two months gotten an e-mail from curse congratulating me on a free complimentary subscription to curse premium, although in both cases I didn't actually get premium. (Truth be told I'm not exactly sure what premium is or why I'd want it anyway.)
Also, once in a while if I'm viewing a thread I posted in my own name will show up in orange as if I had premium. F5ing usually makes it go back to green.
The theory is that triggers only execute about ever 0.05 seconds or so while data actions execute as soon as the server receives the message. So a data editor only approach eliminates any potential delay in between the server receiving the input and running the triggers to process the input. At best this eliminates 50ms on the client and 50ms on the server, so under the best case your effective latency is reduced by 100ms. (
I'm skeptical of how much difference there actually is but I haven't tried it and progammer is one of the more trustworthy people around so I'll take his word that the gains are noticable.
I will say that the perception that normal ladder games don't lag as much as WASD-based custom maps is 99% psychological. Controlling movement by giving orders has a very, very different feel than assuming direct control of a unit even when latency is identical. In fact, I can testify from experience that just moving from a keyboard-based movement system to a mouse-based movement system while still using triggers GREATLY reduces the feel of lag, even though the input latency is identical.
I don't know why, but the units that usually don't have a mineral cost (like the Scientist in my example), even if you put a mineral cost, they return 0 when you call the action Cost of Unit Type.
I tryed to put all the stuff in the data editor the same as other unit, but still doesn't return the mineral cost.
This is actually a bug and it's been around since beta. To extract the actual cost field you can use catalog functions.
Variable - Set Value = (Integer((Value of Units (String((Unit type of (Triggering unit)))) "CostResource[Minerals]" for player Any Player)))
If that's not clear, it's an integer variable where the set of possible values is constrained. The GUI trigger editor hides the integer constants associated with the named values. So no, presets aren't ways of storing data.
Portraits aren't preloaded by default, so it won't appear until the portrait model is loaded. You can fix this by preloading the portrait models you need for your map (there's a whole set of trigger actions for preloading assets.)
tl;dr the people behind curse have chronic not-developed-here syndrome. i bet they write custom string classes for every project too.
but yeah, sorry vjeux/other mods but this really is the worst forum software possible. thread tracking is not an optional feature on a tech support forum and having 7 different kinds of markup to choose from is more of an anti-feature than anything.
0
Actually it's perfectly normal. Build animations for terran structures consist of two models - the scaffolding and the building itself. Take a close look at the construction animations for any terran building and you'll see what I mean. The problem you're having is that the scaffolding model is not appearing. This is also known as the "build" actor and if you look at any building actors you'll see that it's created when construction starts.
0
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.
0
Are you just changing the mover to cliff jumper? Because that's only half of how the reaper's jump works, the other is a Jump behavior.
0
Take a look at these screenshots of the same area of terrain. The first two are from within the editor, showing the placement grid as well as painted pathing. The third is from in-game.
So, uh, what the fuck is going on?
edit: Solved it by checking Ignore Doodad Footprint on that doodad hanging off the cliff. Still not sure why the editor's pathing grid would show up differently than the game's.
On a related note anyone else notice that when you check Ignore Doodad Footprint the editor's pathing grid still shows it as blocking pathing, while in-game it doesn't? This is driving me crazy.
0
When I'm at the homepage for sc2mapster.com I see the "Admin Actions" box. Actually clicking on any of the links just gives me a forbidden error, though.
Also I've twice in the last two months gotten an e-mail from curse congratulating me on a free complimentary subscription to curse premium, although in both cases I didn't actually get premium. (Truth be told I'm not exactly sure what premium is or why I'd want it anyway.)
Also, once in a while if I'm viewing a thread I posted in my own name will show up in orange as if I had premium. F5ing usually makes it go back to green.
So, a few bugs for you guys to work out.
0
The theory is that triggers only execute about ever 0.05 seconds or so while data actions execute as soon as the server receives the message. So a data editor only approach eliminates any potential delay in between the server receiving the input and running the triggers to process the input. At best this eliminates 50ms on the client and 50ms on the server, so under the best case your effective latency is reduced by 100ms. (
I'm skeptical of how much difference there actually is but I haven't tried it and progammer is one of the more trustworthy people around so I'll take his word that the gains are noticable.
I will say that the perception that normal ladder games don't lag as much as WASD-based custom maps is 99% psychological. Controlling movement by giving orders has a very, very different feel than assuming direct control of a unit even when latency is identical. In fact, I can testify from experience that just moving from a keyboard-based movement system to a mouse-based movement system while still using triggers GREATLY reduces the feel of lag, even though the input latency is identical.
0
@fr0d0b0ls0n: Go
I would suggest an augment ability that issues a "stop" order if the current order target range is larger than the unit's attack range.
0
This is actually a bug and it's been around since beta. To extract the actual cost field you can use catalog functions.
Variable - Set Value = (Integer((Value of Units (String((Unit type of (Triggering unit)))) "CostResource[Minerals]" for player Any Player)))
0
Nobody has lag free WASD movement. Anyone who says they have is lying. It's that simple.
0
@SweetZombieJesus:
Like I said, it's that particular zergling animation that's broken. Anyway here's what you do:
- Make a behavior called "Dancing"
- For every unit you want to be able to make dance, add the following to their actor events:
Behavior.Dancing.On
AnimBracketStart Dance Ignore Stand,Dance Ignore
Behavior.Dancing.Off
AnimBracketStop Dance
- For the zergling only, add the following to their actor events:
Behavior.Dancing.On
AnimPlay Dance Stand,Dance
Behavior.Dancing.On
TimerSet Dance 5.00
TimerExpired
TimerName Dance
AnimPlay Dance Stand,Dance
TimerExpired
TimerName Dance
TimerSet Dance 5.00
Behavior.Dancing.Off
TimerKill Dance
Behavior.Dancing.Off
AnimClear Dance
It's not pretty but annoying bugs require annoying workarounds.
0
@gizmachu:
A preset is equivalent to a C++ enum.
If that's not clear, it's an integer variable where the set of possible values is constrained. The GUI trigger editor hides the integer constants associated with the named values. So no, presets aren't ways of storing data.
0
Portraits aren't preloaded by default, so it won't appear until the portrait model is loaded. You can fix this by preloading the portrait models you need for your map (there's a whole set of trigger actions for preloading assets.)
0
Fog settings are under Terrain Texture Sets in the data editor.
0
Edit the raw XML.
0
tl;dr the people behind curse have chronic not-developed-here syndrome. i bet they write custom string classes for every project too.
but yeah, sorry vjeux/other mods but this really is the worst forum software possible. thread tracking is not an optional feature on a tech support forum and having 7 different kinds of markup to choose from is more of an anti-feature than anything.