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Powerball, Ping, and Lag, Oh My!

 
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ChalkEagle
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Joined: May 31 2004
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PostPosted: Sat Dec 23, 2006 9:29 pm    Post subject: Powerball, Ping, and Lag, Oh My! Reply to topic Reply with quote

Alright, I have a small problem here.

I am trying to create some settings which shoot a powerball as soon as it touches you. Now, in theory this works fine. For example, on a test server on localhost you can set SoccerThrowTime to something as low as 5 (and then set SoccerBallSpeed to a -ve number so it shoots forward instead of backwards), and it works. You can run into that ball and as soon as you touch it, its off.

So then you test it on a server with a larger ping. 90ms, ThrowTime has to be at 15 before it allows for that to happen. Anything less, and it seems to register the value as zero, and makes the player hold onto the ball. So 15 isnt too bad...right?

Well, then for players with 200ms, a value of about 25 is the only one that will cut it. And for a player with 300ms or 400ms it still needs to be higher.

So, my question (if you havn't guessed it by now), is - is there any way to get around this? Some Latency setting of some sort perhaps? A value of 50 is kinda long for what I need - gives too much time for the player to think. I can live with 20.

I know that if I wanted to put a lot of effort into it I could just alter the settings for each ship depending on latency, and get a bot to set them into their appropriate ships...but that requires significantly more effort then I am willing to invest in this icon_smile.gif

Any suggestions would be appreciated.

Cheers,
Chalk Eagle
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PostPosted: Tue Jan 02, 2007 6:09 pm    Post subject: Reply to topic Reply with quote

If you use ASSS you could force the player to fire the ball as soon as the pickup packet is received.
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