![]() ![]() This can cut down on bandwidth usage and latency (lag) when retrieving the information. Why would it do this? Well, rather than request the information from the server every time you target another player, it will instead just assume that the local copy of that player's HP is correct until told otherwise. Which is good for you, because you can now use this to programmatically keep track of another player's HP. What you are experiencing basically just means that the client-side player pawns (other player's objects) is keeping track of HP to the best of it's ability. This has uses in 'Dead Reckoning', but as this isn't a crash course in game programming, I won't explain about that further. In this game, the server sends you basic information about nearby players regardless of whether it's necessary or not. I just stand next to my other pc's char and exact scan for his hp without targeting him and his address and his hp value came up. Get into a practice game with bots and type one of the following command in console and then leave the match: dotasetavatar 0 - Default. But what i do notice is something interesting. ![]()
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