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I tried something like that once, I found it wanted to drive away from the enemy along the path of the bullets far to often, rather then the much safer perpendicular movement. But that was well before I managed to get beyond about rank 50.
I don't think mine has that problem as long as it can track predicted bullet positions accurately. I.e versus linear, head on and circular targeting its pretty damn effective. I've yet to implement guess factor targeting. Once that is in I can add it into the movement to try to predict bullet positions of more advanced targeting methods.
It'll be interesting to see if that helps things or not! :)
If you make it dodge GF Targeting, it will be a Sandbox Flattener, and then it is only a small step to surfer. A good SBF should get you to into the top 100.
Once you get a SBF, it is only bullet hit detection away from being a surfer.
> it is only bullet hit detection away from being a surfer
What do you mean by this please? I was going to be using bullet hit detection for Guess Factors in movement, so I'm not sure how doing this makes it a wave surfer?
Cheers!
Wave surfers use onBulletHit and onBulletHitBullet events to learn how the opponent is targeting at you. It is a lot more versatile and adaptable than simply assuming the opponent is using head-on, linear or circular targeting.
Ahh right, sounds like there is a bit of miss-naming here. I would say that what you described was nothing to do with wave surfing, and is in fact a technique for predicting enemy bullet positions more accurately - which is what I intend to do next.
Wavesurfing I would say is taking that predicted bullet information and building up a "wave of danger" which you then use to move. This part is different in Agent Smith because it does not use one dimensional (along a line, guess factors) "waves of danger", instead it considers 3 dimensional data, predicted bullet x,y at time t and using that to choose its movement path.