Mapping Tutorials for SC2 - Youtube, A library :)
Post #41
shmeeps
Aug 13 2010, 9:07 pm
Post #42
Jack[RCDF
Aug 13 2010, 10:15 pm
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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I was under the impression that using hotkeys for WASD movement was lagless?
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Post #44 fat_flying_pigs Aug 13 2010, 10:53 pm
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. ![]() ![]() ![]() ![]() ![]() ![]() |
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 #49
shmeeps
Aug 14 2010, 12:51 am
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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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #52
shmeeps
Aug 16 2010, 7:22 am
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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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I don't know what to write yet :/
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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.
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Post #55 fat_flying_pigs Aug 22 2010, 10:28 pm
Post #58
OlimarandLouie
Sep 2 2010, 1:37 pm
Post #59
payne
Oct 24 2010, 5:22 am
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Addicted to SEN Games -Add more!-
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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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #60
Tempz
Oct 31 2010, 8:50 pm
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What a caterpillar calls death a master calls a butterfly.
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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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Sylph-Of-Space -- I mean I'm glad people are still here. Just stayed out of SEN for the longest time and I never got around to even buying SC2.
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