A real lagless keybinding systemI woke up with morning with a brilliant idea: using Control Groups numbers instead of WASD to control the movement of units. Detecting if the unit was selected would be exactly the same as if the key was pressed, except... lagless!
However, the point of this system was to prevent players from requiring the Game UI to be enabled, and unfortunately, the Control Groups aren't assigned to any independent UI Frame, which means we cannot enable them without enabling the whole Game UI. So then I was kind of sad, and started some research on our beloved GalaxyWiki.Net. Well, guess what, I found something extremely interesting in the "UI Frames" wiki:
Hero Panel: Hiding this panel hides the image(s) at the right of the screen that displays when you have a "heroes." You can still select the hero with F2 (unconfirmed).
If we could select heroes while this is hidden (aka whole Game UI is hidden), then I had quite a solution! Unfortunately, it didn't work (I did update the wiki). However, the Hero Panel is an independent UI Frame, so I could have it as the only UI displayed on the screen.
Using my initial idea along with Heroes selection system, I have been able to reproduce a lagless WASD system using either "Click on Hero Button" or "Press Fx" to move. Now, the only problem is that the F buttons are linearly positioned so it is kind of a harsh to get used to.
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Post has been edited 2 time(s), last time on Jan 6 2011, 2:52 am by payne.
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I'm confused by the position of a right click part. The trigger that detects mouseclicks on the XYZ axis could already detect the position of a right click.
Also, I doubt the lagless movement will be used if people have to move with F keys. I wonder if there's a way to somehow change the hero hotkeys?
Currently Working On: My Overwatch addiction.
I wonder if there's a way to somehow change the hero hotkeys?
No idea. And moving the images of the Hero Panel would be very convenient too.
Didn't know there was already a mouse-click-detection trigger. D:
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I think best thing to do would be to change the Heroes' image in that Hero Panel to correspond to arrows and with the Hotkey on it, but I don't know how to do that, so I'll leave to someone else.
It's funny how you don't know how to do this. You go to the unit actor, click on the UI tab, and you change the "Hero Icon"!
Or if your on the other view, change the "Hero Icon". Seems so simple.
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I think best thing to do would be to change the Heroes' image in that Hero Panel to correspond to arrows and with the Hotkey on it, but I don't know how to do that, so I'll leave to someone else.
It's funny how you don't know how to do this. You go to the unit actor, click on the UI tab, and you change the "Hero Icon"!
Or if your on the other view, change the "Hero Icon". Seems so simple.
Well... you have to know where to look in the first place. >_>
Wouldn't have thought it to be under Actors tab.
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Relatively ancient and inactive
The right click method was used in the WCIII map "Vuen's D&D". You don't need to detect the position of the unit, you can just detect the target point of the issued order. I don't believe this is necessary, though, as I believe SCII can detect clicks... can't it? EDIT: Yes, and you know that already. Oops.
The hotkey method... I don't see why you assume that hotkeys are lagless. If there's lag when going straight from key press to action, I would expect there to be more if you go from key press to action to action. Unless, of course, SCII interprets hotkeys differently, which is a possibility; it needs to be tested.
Either way, the hotkey method locks out other hotkeys and the numbers are awkward to reach, making it impractical.
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There is not even that MUCH lag in game if you actually play a WASD movement map online. Sure, if there are 8+ players then there is going to be noticeable lag, but if there is 4 or less, it's usually fine.
As mentioned, hotkey methods jam out the other hotkeys, so it becomes very difficult to move diagonally. One method I tried ages ago was to have WASD abilities, but when you press W for example (moving north), it did a create persistent effect which moved your unit up by a small amount each tick. And if you were then to press A or D while the W-Key Persistent effect was still on you, you would then move diagonally. It did have some issues though, and I can't for the life of me find the saved map... Oh well
Wouldn't be hard to recreate.
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The hotkey method... I don't see why you assume that hotkeys are lagless. If there's lag when going straight from key press to action, I would expect there to be more if you go from key press to action to action. Unless, of course, SCII interprets hotkeys differently, which is a possibility; it needs to be tested.
The point is that currently, when you disable the Game UI and start using the ''Key pressed'' trigger, it has an extremely huge latency. My system over-passes this latency by using the hotkeys, which basically are the max-speed of responsivness you'll get with SC2.
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I've updated the OP with a better example of the system.
It's basically an early-production state of the map I am currently working on for the January Contest.
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Only a SC1 mapper would think to use unit selection detection via hotkeys.
... a EUD SC1 mapper...