My Triggered movement using arrow keys

N

Neo-Eagle

Guest
Okey here's my prob I Cannot open the keyboard movement map posted on the free triggers post so I tried to make my own version from scratch. The problem with my version is that you have to keep pressing the arrow to move insted of being able to hold it down. I tried Adding [Trigger - Run (This Trigger) Checking conditions] to the end of the actions but it just repeated the trigger over and over even when i released the key.

Here's my trigger:

Code:
Move Forward
    Events
        Player - Player 1 (Red) Presses the Up Arrow key
    Conditions
    Actions
        Set tempp = ((Position of *Unit*) offset by 300.00 towards (Facing of                  *Unit*) degrees)
        Unit - Order *Unit* to Move To tempp
        Wait 1.00 seconds
 
k, here is some tips:
When a player presses a key, set a variable to true, when the releze it, set it to false. Use arrays so you dont need tons of variables. Update the player specefic units moment one time, so the move happens instantly.



Make the moment that happens when a palyer holding a key in a sepparet trigger that runs every 1 sec or something.

For example a if Player 1 unit is in variable Unit[1] and

PressUp[1] and PressRight[1] is true and the others is false order Unit[1] to go >^ ee that direction like UpLeft.

Be warned: Things like this leaks alot of locations that must be removed.

tips on how:
Code:
 Set tempp1 = ((Position of *Unit*)
 Set tempp2 = tempp1 offset by 300.00 towards (Facing of *Unit*) degrees)
 Custom Script: call RemoveLocation(udg_tempp1)
 Unit - Order *Unit* to Move To tempp2
 Custom Script: call RemoveLocation(udg_tempp2)

This way you are removing the leaks
 
I've never experimented with this before, but I think this will work.

Have this as your main trigger:

KeyPressed is a boolean variable.
Code:
Move Forward Press
Events
    Player - Player 1 (Red) Presses the Up Arrow key
Conditions
    KeyPressed is Equal to True
Actions
    Set KeyPressed = True
    Set tempp = ((Position of *Unit*) offset by 300.00 towards (Facing of *Unit*) degrees)
    Unit - Order *Unit* to Move To tempp
    Wait 1.00 seconds
    Run (This Trigger) Checking Conditions

And have this seperate trigger to turn the first one off:
Code:
Move Forward Release
Events
    Player - Player 1 (Red) Releases the Up Arrow key
Conditions
Actions
    Set KeyPressed = False
 
I did try a seprate variable (a bool) and it didn't work, the trigger that updates is running but it somehow fails to update the variable in the running movement trigger. also I am using local variables ex. [custom script - local point udg_tempp] this removes the var automatically one trigger has been executed, i changed the trigger for post purposes.

Lumpy your code won't work because the control bool is never set to true again .
 
:confused:Hmmm. . . . Oh! This will work:

Code:
Move Forward Press
Events
    Player - Player 1 (Red) Presses the Up Arrow key
Conditions
Actions
    Set KeyPressed = True
    Set tempp = ((Position of *Unit*) offset by 300.00 towards (Facing of *Unit*) degrees)
    Unit - Order *Unit* to Move To tempp
    Wait 1.00 seconds
    If - Conditions
        KeyPressed = True
    Then - Actions
        Run (This Trigger) Checking Conditions
    Else - Actions
        Do Nothing
 
it worked!

Thanks Lumpy that one worked now I can continue with my work. I'll see if I can
send you a beta of the map I'm making, think WOW Battlegrounds.
 
Neo-Eagle said:
also I am using local variables ex. [custom script - local point udg_tempp] this removes the var automatically one trigger has been executed,

Just making the variable local doesnt remove the point itself, you still have to remove it. +that you must set the local to null othervise it will leak.
 
or you can get WE U, it has an "eneable arrowkeeys control and third person veiw" trigger (add in) in the advanced triggers section. if you get it, you can go to "information" fr more info and other stuff.
 
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