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Mapping Tutorials for SC2 - Youtube, A library :)

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Creator: Devourer
Time: May 27 2010, 2:11 pm

Post #41     shmeeps Aug 13 2010, 9:07 pm

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Yes, in general any trigger that uses a key, mouse, or button detection will have lag problems. As do advanced math function. Neither are very noticeable by themselves (There is a map out using key detection for WASD movement with two players that claims to be lagless, I haven't tested it yet though.), but when combined make alot of lag, which seems to scale with the number of active players. I have a few ideas drafted up from different maps and some outside research to help make these functions more efficient, but I haven't had a chance to implement them yet.

But it's not limited to 3'rd person, first person will as well, or anything with key detection.

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Post #42     Jack[RCDF Aug 13 2010, 10:15 pm

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I was under the impression that using hotkeys for WASD movement was lagless?

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I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF.

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Post #43     shmeeps Aug 13 2010, 10:25 pm

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Hotkeys with dummy abilities yes. The only problem being that you can't detect key ups, as there is no ability (to my knowledge) that is activated only while clicked.

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Post #44     fat_flying_pigs Aug 13 2010, 10:53 pm

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Quote from shmeeps
Hotkeys with dummy abilities yes. The only problem being that you can't detect key ups, as there is no ability (to my knowledge) that is activated only while clicked.
What's a dummy ability? And what is a "key up"?
Is there any way to accelerate the trigger checking process (like hyper trigs in SC1)?

(>^^)>
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Post #45     Devourer Aug 13 2010, 10:56 pm

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no there isn't as far as I know, and there is no need either, is there? For what?

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Post #46     shmeeps Aug 13 2010, 11:22 pm

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WIth key detection, you must differentiate between a "key down" and a "key up", a key down being when the key is pressed, and a key up being when a key is released.

The alternative is hotkey detection. You rig up a button with the key you want to detect as it's hotkey, and give it to the unit, and create a dummy ability (an ability that does nothing, save for an effect to be detected) that is cast when it is used. This way, if they press that button (say WASD), each one will trigger it's own dummy ability, which you detect in the trigger in the stead of "key down". However, there is no way to detect a "key up" in this scenario, that we know of.

As far as hyper triggers, I don't think anything has been found, but that wouldn't solve the problem, IIRC. The lag is due to network traffic (it is generated any time any player presses any key, regardless if it is a hotkey or not), so the more players = more lag. For one player, it's not noticable, but with multiple, it starts to scale up.

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Post #47     fat_flying_pigs Aug 14 2010, 12:30 am

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I take it that each key press in each instance is being sent, creating a large amount of data being sent per player per key stroke. Is there any way to have the client side decipher the key stroke and only send the data of the unit being moved? (Instead of each comp sending key press data to every other computer and having those computers translate the data into the unit being moved).

(>^^)>
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Post #48     payne Aug 14 2010, 12:45 am

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Quote from fat_flying_pigs
From what I've heard, 3'rd person wasd controls lag, is it true?
He says it in the tutorial. :facepalm:

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Post #49     shmeeps Aug 14 2010, 12:51 am

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Quote from fat_flying_pigs
I take it that each key press in each instance is being sent, creating a large amount of data being sent per player per key stroke. Is there any way to have the client side decipher the key stroke and only send the data of the unit being moved? (Instead of each comp sending key press data to every other computer and having those computers translate the data into the unit being moved).
Yes, and not that I know of respectively. As far as I know network traffic is always sent, and without a new function written it'd be impossible to circumvent that. If we could see exactly what custom script they coded in the library, we might be able to work with that, but considering the editor has only been out for a few months, I think that's going to be a bit far away.

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Post #50     shmeeps Aug 15 2010, 6:23 am

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I also put up this one, in case anyone needed it: http://www.staredit.net/starcraft2/Simple_Kill_Tracking_Leaderboard

If anyone has any requested tutorials they want done, make sure to add them under the requested tutorials section. I want to write a few more before I go back to university.

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Post #51     payne Aug 15 2010, 2:59 pm

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Quote from shmeeps
I also put up this one, in case anyone needed it: http://www.staredit.net/starcraft2/Simple_Kill_Tracking_Leaderboard
Again, very great! I fixed 2 typos and a little punctuation error. :P

Where is that "Requested Tutorial" thread? :O

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Post #52     shmeeps Aug 16 2010, 7:22 am

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Quote from payne
Quote from shmeeps
I also put up this one, in case anyone needed it: http://www.staredit.net/starcraft2/Simple_Kill_Tracking_Leaderboard
Again, very great! I fixed 2 typos and a little punctuation error. :P

Where is that "Requested Tutorial" thread? :O
Oh, I meant on the http://www.staredit.net/starcraft2/Category:Tutorials page, under the requested tutorials section. Either there, or in this topic. Or perhaps even a new topic ;)

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Post #53     Leeroy_Jenkins Aug 16 2010, 7:38 am

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Can we get a "basic of UMS mapping?" I think people (especially me) need some help getting familiar with the editor and all of its functions.

------------------Leeroy_Jenkin's Maps:
★★★★★ Middle of the Ocean RPG------★★★★ Escape Hell RPG-----
★★★★ Middle of the Ocean 2 RPG----★★★★ 2-D Mario DEMO-----
★★★★★ Middle of the Ocean 3 RPG----★★★★★ Rescue Team RPG-----
★★★★★ NHL 2013 vBETA---------------★★★★★ The Saddest Map on SC
----------------------------------------------------------------------------------------
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Post #54     payne Aug 16 2010, 4:23 pm

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Devourer, this would be a must for this thread:

Change title to "SC2 Tutorials".
Edit OP so it contains 3 categories:
- Videos
- Wikis
- Requested

And there we go! :3

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Post #55     fat_flying_pigs Aug 22 2010, 10:28 pm

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A quick tutorial on how to reduce the lobby timer.




PS: anyone know how to make/place start locations in a map?

(>^^)>
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Post #56     payne Aug 22 2010, 11:00 pm

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Quote from fat_flying_pigs
PS: anyone know how to make/place start locations in a map?
I believe those are found in the Points layer. :O

And lol @ Sound quality in your tutorial. ;o

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Post #57     Devourer Aug 22 2010, 11:57 pm

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Ya, really bad sound quality :S

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Post #58     OlimarandLouie Sep 2 2010, 1:37 pm

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I've never used WC3's World Editor before, and scmdraft 2 a few times.

This Editor looks scarier than the devil himself...
Every 10 seconds in the videos I come upon something I never knew existed or could exist.
:><:

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Post #59     payne Oct 24 2010, 5:22 am

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http://www.youtube.com/watch?v=zJDYpQ4jlpg&fmt=37

I decided to actually "unshy" myself and talk in the video.
Appreciate my accent. :)

P.S. This is really just a show-off video supposed to improve the wiki article about the system itself (to show how it renders). At the same time, it can be used to advertise the wiki itself since I am sending people interested in the system directly to our wiki to see how it works exactly.

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Post #60     Tempz Oct 31 2010, 8:50 pm

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If we look for a youtube video tutorial and its not ours can we post it anyways?

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