Counter timings for assault and machine gun

mcompany
Autonomous Entity
Autonomous Entity
Posts: 872

Counter timings for assault and machine gun

Post#1 » 19 Nov 2018, 06:09

I'm rather surprised that no one has bothered to talk much about counters, but now that we have them, I'd figure I'd come up for a way to simplify counting when you just shot
Assault:
Screenshot_20181118-194202.png
Screenshot_20181118-194202.png (416.84 KiB) Viewed 398 times

Machine gun:
Screenshot_20181118-204949.png
Screenshot_20181118-204949.png (183.49 KiB) Viewed 398 times

Bockwurst
Script
Script
Posts: 25

Re: Counter timings for assault and machine gun

Post#2 » 19 Nov 2018, 09:09

Could you explain the machine gun timer? Why do you need 4 counters?

M4L4
Algorithm
Algorithm
Posts: 50

Re: Counter timings for assault and machine gun

Post#3 » 19 Nov 2018, 11:00

i've done the same in order to flee at the very last moment before opponent shoots you, but i'm not sure what are you trying to accomplish here, are you trying to calculate an entire shooting cycle?

mcompany
Autonomous Entity
Autonomous Entity
Posts: 872

Re: Counter timings for assault and machine gun

Post#4 » 19 Nov 2018, 18:47

Bockwurst wrote:Could you explain the machine gun timer? Why do you need 4 counters?

Assuming the machine gun used the previous stats (which lined up perfectly with the ticks), knowing how many bullets you shot would be annoying. So the purpose is to know exactly how long you've been shooting for the machine gun (since shooting takes a long time) without using a lot of logic

Unfortunately, the time between shots is not 75ms like previously thought, but 74.25 ms, which does not line up correctly at all.

1. Is used to count the time until shooting
5. Is used as a tag. Could be replaced with a tag if necessary. Is used to know if the bot is shooting or reloading
2. Counter for number of bullets
3. Decimal point on the shooting. This is to make sure the bullet counting is 100% accurate, and there are no desyncs

M4L4 wrote:i've done the same in order to flee at the very last moment before opponent shoots you, but i'm not sure what are you trying to accomplish here, are you trying to calculate an entire shooting cycle?

Yes

Bockwurst
Script
Script
Posts: 25

Re: Counter timings for assault and machine gun

Post#5 » 20 Nov 2018, 09:17

Interesting. Might be useful for speedrunning campaign.

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