User Tag List

View Poll Results: Want this implemented?

Voters
15. You may not vote on this poll
  • Yes

    11 73.33%
  • No

    4 26.67%
Page 1 of 2 12 LastLast
Results 1 to 10 of 18
  1. #1
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:

    Supplier - queue and rotation

    Proposing a measure for normal suppliers that do player selection.

    The current scripting does a very simple thing:
    Iterate through the actor list and if a player is found, select it as the main supply target until he's left.

    This has 2 problems:
    - All other players must wait for the supply target to leave.
    - Players that joined earlier have extra selection priority.


    The new system I'm proposing will operate pretty much like the optimized mines do.
    There will not be any actor list iterators, but rather a cached list of players that approached said supplier, keeping the order of arrival.
    The second part of the system consists on rotation, 2 secs should be fine, which will put the supplier target at the last position of the queue after he's used the supplier for that amount of time.

    This pretty much makes target selection fair, and whoever wishes to simply hit the supplier to get a minimum reserver of ammo won't have to boost other ppl around.
    Also, when there's only one person on the supplier, once reached the time limit, it won't go back to 0.
    This way, if a new player hits the supplier, this new player will instantly gain priority.
    ------------------------------------- * -------------------------------------

  2. #2
    Rampage Crsk's Avatar
    Join Date
    Nov 2011
    Location
    I'm out
    Posts
    323
    Country:
    also that way you can draw my turn when i'm trying to supply?

    ie just if i touch the supplier and there is more than 2 players a message above the RU amount appears "Turn= x"
    w5ykj

  3. #3
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    That'd be adding extra stuff to the hud

    But you also gave me a good idea:
    If the owner leaves, the next player to supply will gain ownership so that it can be removed later.
    Just in case I'll just apply this to normal suppliers, not super versions.
    ------------------------------------- * -------------------------------------

  4. #4
    Killing Spree kushface's Avatar
    Join Date
    Feb 2013
    Posts
    176
    Country:
    A more efficient supplier... NICE!!!!
    :<Rage Quiting since '92>:

  5. #5
    Unstoppable audiosonic's Avatar
    Join Date
    Jan 2011
    Posts
    734
    Country:
    What happened to the good old days where you'd charge your piston and boost everyone out

  6. #6
    Super Moderator |uK|Chronox's Avatar
    Join Date
    Jan 2011
    Location
    Colombia
    Posts
    878
    Those days were over when I got banned by Blaze for boosting him with Chainsaw.

    But this would be a nice improvement over the current supplier. Good idea.
    "Tactical Suicide!"


  7. #7
    Administrator SAM's Avatar
    Join Date
    Jan 2011
    Posts
    8,296
    Country:
    Noggin tried a supplier push. Basically after x amount of time, the person was pushed out...didn't work that well though it was buggy.

  8. #8
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    Applied it on my beta, took me 1 hour and no bugs
    Those queue actors I designed are magical.

    The implementation was done without taking out the RadiusActors iterator, I didn't see adding an extra trigger worth the time and the 0.1 ms gained per 20 suppliers, so I decided to keep that part of the code simple and just add the queuers on the normal suppliers.
    Said queuers are implemented in the parent class, sgEquipmentSupplier so they also affect the Health Pod and SupplierX in old siege mode.

  9. #9
    Moderator .seVered.]['s Avatar
    Join Date
    Jun 2011
    Location
    Near a River and Under a Bridge
    Posts
    2,125
    Country:
    And the effect of stacking multiple suppliers on top of each other?

    ... I'll let you say it...

  10. #10
    Moderator .seVered.]['s Avatar
    Join Date
    Jun 2011
    Location
    Near a River and Under a Bridge
    Posts
    2,125
    Country:
    Quote Originally Posted by Higor View Post
    Applied it on my beta, took me 1 hour and no bugs
    Those queue actors I designed are magical.
    Indeed and they performed quite smoothly too.. mostly like Dynamic arrays, which do not exist in Uscript except in synthetic form.
    Last edited by .seVered.][; 05-31-2013 at 12:25 PM.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Vote for map rotation to be lowered
    By Braka in forum zp| [====] [PURE] [INSTAGIB] [UK] [====]
    Replies: 11
    Last Post: 09-17-2013, 09:47 PM
  2. RC Supplier.
    By AnAunreal in forum Reports/Complaints & Appeals
    Replies: 29
    Last Post: 06-24-2013, 04:55 PM
  3. Here there be supplier spam
    By Scourge in forum Reports/Complaints & Appeals
    Replies: 1
    Last Post: 01-28-2013, 05:47 PM
  4. Map rotation changes
    By AuSSiE^uK in forum zp| [====] [PURE] [INSTAGIB] [UK] [====]
    Replies: 0
    Last Post: 03-15-2012, 05:59 PM
  5. Map Rotation Inquiry
    By Puma in forum z p | - = | C O M B O I N S T A G I B | N W C T F | S A C T F | = -
    Replies: 17
    Last Post: 02-04-2012, 11:37 AM

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •