This AI is still in early stages of development.

Skip to end of metadata
Go to start of metadata

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 3 Next »

Defines the maximum allowable processing time within a game tick before game lag or stutter is noticed by end-users.

 

Notes

The value of this constant depends on the number of players on the current map as follows:

Number of Players:12345678910
PULSE_TICK_TIME:65ms65ms60ms45ms36ms30ms26ms23ms20ms20ms

The algorithm used will be adapted over time to fine tune it to get the best results for different scenarios.

In Warzone 3.2, a new shared data object is being added which should, in theory, allow Pulse instances across multiple players to share trigger run processing time metrics and thus allow a very different, more dynamic and accurate approach.

Requires:

  • Warzone 3.1
  • Pulse 0.1

Significant changes will likely be made at a later date to accommodate new JS API features in Warzone 3.2.

 

  • No labels