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Old 05-20-2011, 01:04 AM
skillmaster19 skillmaster19 is offline
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Quote:
Originally Posted by fowlplay4 View Post
-: if (!getMode) {
+: if (!getMode()) {

You're still using a 0.1 second timeout for a baddy and that is very troubling for something you plan to have a lot. Aim for 0.5 second minimum timeout.
How else am I supposed to update the position frequently? the low timeouts are necessary to have the baddy fight well.
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Old 05-20-2011, 01:30 AM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by skillmaster19 View Post
How else am I supposed to update the position frequently? the low timeouts are necessary to have the baddy fight well.
With move(). Sure you can do it your way and use interpolation on the client-side to smoothen out the movement but that's a bit more complicated.

I made a post about this similar situation a while back:
http://forums.graalonline.com/forums...25&postcount=5
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Old 05-20-2011, 01:53 AM
skillmaster19 skillmaster19 is offline
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Originally Posted by fowlplay4 View Post
With move(). Sure you can do it your way and use interpolation on the client-side to smoothen out the movement but that's a bit more complicated.

I made a post about this similar situation a while back:
http://forums.graalonline.com/forums...25&postcount=5
Thanks, but the point of this baddy was to be action based, and keep the baddies response times amazing. If I lowered the timeout to 1 second, the whole targeting system would be pointless, because the player is constantly moving. I logged onto zodiac to find out while the baddies move very smoothly, but if you run from them they take about a second to respond, same as when you enter their aggro area. of course this kind of adaptation has to be done to Zodiac because it has hundreds of monsters being fought at once,but I plan to just use this baddy for part of a quest that will occasionally be played by new players.(there won't be hundreds of them being actively fought, that would crash the server)
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Old 06-09-2011, 01:57 AM
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The timeout value is quite intensive. I could only think that maybe you could leverage some of it clientside i.e. place the intended target in an attr[] serverside and have it move at a slower rate whilst smoothing out the movement clientside.
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