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Old 12-03-2011, 02:45 PM   #361
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yep! I's my mistake :p
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Old 12-20-2011, 09:31 AM   #362
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I think to xedummy you could add a single, always-running timer and use timestamps in case the queue is nearing depletion. Something like a +2.00 second timestamp makes the most sense because it gives up to 0.73 seconds for the units to turn and also enough time for any death animations to play. Though this should be configurable of course.

I will upload the edited code for you to include in the next update of XE if what I'm saying doesn't make sense or if you are short on time, but that's a very useful buffer to make this system more stable.
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Old 12-20-2011, 11:21 AM   #363
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A delay that allows effect death animations to play is already built into xefx, so xedummy doesn't really need it. As for giving units more time to turn, I do not think that is required, situations where they are not fully turned in the correct direction when used occur rarely enough (only under very specific peak load conditions). The whole idea here is to sacrifice some (unnoticeable) accuracy for better speed, so it seems counter-productive to me to take extra steps to make angles more accurate; if the users feel the errors are too noticeable, they can always compensate by increasing the number of directions used and/or preloading more units than are expected to be used under peak load.
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