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Hey, leave Toorkild alone and pick on bots your own size! :-p Yip, I understand what you're doing with the a,b thing now, you get the radian-chance-product of hitting as a/b. Smart thinking. The way I do it in DrussGT (in the movement, to keep track of hitrate for the flattener) is to increment both 'a' and 'b' by the botwidth/MEA. So there 1.0 is the maximum, and I know to enable my flattener above 0.095. Here you're looking for something different, the highest chance of hitting. Very cool idea, and easy to implement. Perhaps you could even couple this with enemy hitrates to calculate the best distance to fight at? =) -- Skilgannon
Hey, leave Toorkild alone and pick on bots your own size! :-p Yip, I understand what you're doing with the a,b thing now, you get the radian-chance-product of hitting as a/b. Smart thinking. The way I do it in DrussGT (in the movement, to keep track of hitrate for the flattener) is to increment both 'a' and 'b' by the botwidth/MEA. So there 1.0 is the maximum, and I know to enable my flattener above 0.095. Here you're looking for something different, the highest chance of hitting. Very cool idea, and easy to implement. Perhaps you could even couple this with enemy hitrates to calculate the best distance to fight at? =) -- Skilgannon
Haha, actually, I've been thinking of doing distancing like that for a bit. The only thing is, I'm not sure if I should FIRST get a better more 'scientific' score-optimized system, as that would benifit both that and the bulletpower stuff. It would take a bit to formulate though. -- Rednaxela