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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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Re: Timing tweaks
I'm just thinking that a move delay annoys the human player more than a scripter. A pace delay would be invisable to a human player, becuase they will probably be in a sector 3-4 seconds minimum before they try to move to another sector anyway.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
ICQ is Dead Jim! Join us on Discord: https://discord.gg/zvEbArscMN
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Fri Aug 19, 2011 1:36 am |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Timing tweaks
Yeah, I see your point, but I think if you modify these pace settings to slow the game down to an "at keys" pace so that a player at keys won't notice the delays, but a script will be slowed to a human player's pace, you will want to slow the pace down universally, so it's the same relative pacing. So a pace multiplier would do the trick.
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Fri Aug 19, 2011 8:42 am |
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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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Re: Timing tweaks
That makes sense.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
ICQ is Dead Jim! Join us on Discord: https://discord.gg/zvEbArscMN
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Fri Aug 19, 2011 12:20 pm |
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