Staredit Network > Forums > SC2 Custom Maps > Topic: Lagless Keybinding
Lagless Keybinding
Dec 20 2010, 9:54 pm
By: payne  

Dec 20 2010, 9:54 pm payne Post #1

:payne:

A real lagless keybinding system

I 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:
Quote
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.

Attachments:
Angelic Crown.SC2Map
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Post has been edited 2 time(s), last time on Jan 6 2011, 2:52 am by payne.



None.

Dec 20 2010, 10:40 pm DevliN Post #2

OVERWATCH STATUS GO

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?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 20 2010, 10:46 pm payne Post #3

:payne:

Quote from DevliN
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:



None.

Dec 20 2010, 11:01 pm aalleecc248 Post #4



Quote from payne
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. :omfg:



None.

Dec 20 2010, 11:05 pm payne Post #5

:payne:

Quote from aalleecc248
Quote from payne
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. :omfg:
Well... you have to know where to look in the first place. >_>
Wouldn't have thought it to be under Actors tab.



None.

Dec 22 2010, 3:53 pm Centreri Post #6

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.



None.

Dec 22 2010, 4:43 pm NicholasBeige Post #7



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.



None.

Dec 22 2010, 10:19 pm payne Post #8

:payne:

Quote
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.



None.

Jan 6 2011, 2:53 am payne Post #9

:payne:

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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Jan 6 2011, 3:58 am ClansAreForGays Post #10



Only a SC1 mapper would think to use unit selection detection via hotkeys.




... a EUD SC1 mapper...




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[10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[09:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[05:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[05:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
[05:34 pm]
Zoan -- I'll try Butch's suggestion of running in 32-bit, maybe that will fix it?
[05:34 pm]
Zoan -- Oh_Man
Oh_Man shouted: Did martiss' link not work?
It crashes as it does when you use EUD's incorrectly - like it closes starcraft and has the error window pop up with a ticket to send to Blizzard. I know it's not EUDs though since obviously spellsword doesn't use any, so IDK what it is.
[03:19 pm]
No-Name-Needed-II -- Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
[2022-5-23. : 12:21 am]
Oh_Man -- Wat precisely is wrong with spellsword now?
[2022-5-23. : 12:19 am]
Oh_Man -- Did martiss' link not work?
[2022-5-22. : 8:11 pm]
Zoan -- Also my KOTK maps all have the nooks and crannies issue when they didn't before; what changed?
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