I have a pretty mean problem. Currently, in DBO there are custom movement systems for mobs moving and objects moving.
(Why? in order to manage a deflect system for the blast and a special movement system for mobs allowing them to travel east and north simply by holding those two keys removing the need for diag keys. It works great as it is, except for this snag and need for realism.)
Take it that the object is a blast and the mob is the player. The problem is making sure that the blast has a chance of catching up to the mob given it last long enough to catch up.
Two procedures.
A = mob B = object
A custom movement proc for A A custom movement proc for B
Both use while loops to get the job done.
Both have a sleep(1) at the end of their respective loops.
Without killing the quickness and smoothness of battle completely. (Resorting to a sleep(2))
How would you go about making one a tad bit faster OR the other a tad bit slower.
Hence sleep(1.1)
A travels at 1/10 B travels at 1.1/10
A has the definite ability to catch B
Any advice? I think there is no real way to have a sleep 1.1 but any known method would be greatly appreciated. |
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