Quote:
Originally Posted by Huntkillaz
actually if u write
edit:
hi
/edit
and even the the post date n stuff don't change atthe botttom of the post it says
'last edited by kwo on blah date blah time' so ppl will know and there's no need to post..double see (down here \/ )
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Yes, that's true. But will the thread / forum be marked as having a new post inside? I think that was what KWo was getting at.
If nobody posts anything new in the "common questions" forum, and only KWo edits his last post, will I see this yellow symbol next to the "common questions" forum that tells me: "hey, there's a new post in here"?
Ok, now I
EDIT
my post...
just read your stuff, KWo, and I think this time it's ME who's too tired
. Anyway, I think this mathematic example is fine, but most waypoint systems on real maps are far more complicated. Besides, on a real map there is not necessarily a connection between two waypoints that are theoretically close enough to be connected.
But in general, I agree with two of your main arguments:
a) that in an ideal case, it would not be a bot / player death (it could have been a bot with just 3 HP left) that causes a higher danger value, but the inflicted damage measured in hit points - whether it kills someone or not. Maybe even stronger if it has killed someone.
b) that "nearby waypoints" are not defined as waypoints that are one connection away (no matter if this connection is 100 or 250 units long), but as waypoints which are inside a circle around the center waypoint (where the danger was caused), with the diametre of the circle depending on the inflicted damage - the higher the damage, the bigger the circle.
Ok, but let's leave theory aside for a moment: (1) the waypoint matrix is not two-dimensional but three-dimensional, (2) there are obstacles like solid walls or (think of the 3 dimensions!) floors and ceilings inbetween, and (3) it's all VERY dynamic. It would be a hell to calculate all this shit AND take into consideration if the "danger radius" is blocked by a solid obstacle etc. etc.
After all, the main purpose of this function is to get bots to use different routes, and I think that works fine the way it is. And if I get a sufficient result with a not-so-exact calculation, I don't think you have to break a leg to think of a super-accurate calculation that will eventually lead to a result that's equally sufficient, but not noticeably better. Well, just my opinion, of course. 9_9