Thread history
Time | User | Activity | Comment |
---|---|---|---|
No results |
Yup thats pretty much how I am using waves. Each wave has a payload that currently is virtual gun data, but I can add Guess Factors in the future. What Agent Smith doesn't do is surf the waves in a traditional sense for movement. It uses predicted x,y positions of enemy bullets over the next 50 ticks to work out a safe path over the those 50 ticks.
It will eventually use guess factors to work out where the most likely enemy bullet positions are but that is something I will work on next. At the moment it simply predicts head on, linear and circular bullet positions simultaneously without knowing which one is being used.
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.