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Underlord Novice
Gender: Joined: Feb 17 2004 Posts: 55 Offline
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Posted: Sat Dec 11, 2004 6:12 pm Post subject: n/m (ignore) |
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was having trouble with flying mervbot around using positionhook, but figured it out within few mins of posting, need a delete thread option :/
wasn't updating me->vel.x correctly
thx 50%
Last edited by Underlord on Sat Dec 11, 2004 6:37 pm, edited 4 times in total |
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Sat Dec 11, 2004 6:31 pm Post subject: |
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Usually jumping around is caused by the velocity not being high enough. Maybe set it to 600 or 1000 and see what it looks like. Also if you want the bot to move then do tell(makeSendPosition(true)); instead of sending that function false. I havent done too much movement type bots so I never figured out the proper corrilation between the velocity and position variables. |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Sat Dec 11, 2004 7:36 pm Post subject: Re: n/m (ignore) |
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Underlord wrote: | need a delete thread option |
The idea is that even if you figured it out yourself, it would still be archived for someone else who may have somewhat of a similar problem, and searched and found your thread. This same logic is also why you cannot close threads, as if that person who found the thread has a similar question, can bump the old thread and be able to continue from where the original poster left off.
50% Packetloss wrote: | the proper corrilation between the velocity and position variables. |
Pixels per 10 seconds. So if you set it to 1000, you'll move 100 pixels per second. I figured that one out a long, long time ago.
Tiles are 16 pixels long, with 1024 tiles in a map. Set a portal at a very edge, set max speed to 16384, accelerate really fast, hit the portal and a stop watch at the same time. Ten seconds later, at the other edge of the map. This method is also how I remember it, since I remember setting max speed to the length of a map, and it taking only 10 seconds. |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Sat Dec 11, 2004 9:45 pm Post subject: |
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That doesn't make any sense. I've timed myself from one side of the map to the other in something like 6-7 seconds. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Sun Dec 12, 2004 4:40 am Post subject: |
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Hypertunnels don't count _________________
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Sun Dec 12, 2004 8:32 am Post subject: |
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Actually, it does make sense. The max isn't 16384. |
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Underlord Novice
Gender: Joined: Feb 17 2004 Posts: 55 Offline
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Posted: Sun Dec 12, 2004 1:25 pm Post subject: |
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map = 1024 tiles * 16 pixels long = 16384 pixels wide
(warpto = tiles, position packets = pixels)
smallest relevent time unit in ss for speed/position/acceleration is 10ms
thrust (constant acceleration per 10ms)= 19 (example svs warbird) = 19 constant acceleration every 10ms = 190 in 100ms = 1900 in 1s
speed (pixels per 10s) = 3250 = travel 3.250 pixels every 10ms = 32.5 pixels 100ms = 325.0 pixels 1s = 3250 pixels 10s
position: increases/decreases by speed (+- thrust if acceleration) / 1000 pixels. the x,y position and velocity x,y are computed using sin/cos and a right triangle
results (svs wb settings)
from full stop to full speed is 3250/1900 = 1.71 seconds
distance traveled during that acceleration (same = ut + 1/2at^2 = 0 + 0.5 * 190.0 * 1.71 * 1.71 = 276.1 pixels
time to travel map length at full speed = 16384 pixels / 325 pixels/s = 50.4 seconds
if speed was 16384, time = 16384 pixels / 1638.4 pixels/s = 10 s (remember that speed from settings is a 10s measurement) |
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Tue Dec 14, 2004 1:07 am Post subject: |
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With a speed of 32767, it works out to 5.0002 seconds. This isn't starting from rest, but can easily be achieved with a portal |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Tue Dec 14, 2004 7:15 am Post subject: |
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It turns out that 32767 isn't the maximum speed internally. Though it is the max in the packet. So you see someone going really fast, then they start to shudder because they're over the max and their velocity no longer syncs up with the distance between packet sends. |
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