04-18-2005, 06:50 PM
Ravage,Apr 18 2005, 09:03 AM Wrote:I finally was able to use the new version last night. Made a 5-man run in LBRS. The new version does grab the first target that is pointed at the Ally. Worked quite well when something was targeting the Ally.
I ran into problems if nothing was targeting my Ally. My game would frees for 3-5 seconds. In the middle of a big fight this isnt good. I suspect that since we have to increase the tab itterations by one with each cycle, it is starting to take significant resources.
I am thinking of changing:
AllyProtect_target_search_limit = 15;
to:
AllyProtect_target_search_limit = 7;
and see how it does.
Dobuya - 60 Orc Warrior - Proudmoore
[right][snapback]74335[/snapback][/right]
Ugh. The algorithm did go from O(N) to O(N^2) but even at 15 I had hoped that was too low to matter. Apparently there is some fairly significant processing involved in TargetNearestEnemy() that is the culprit here.
I think I'll make the default 8 next time I play with the mod. That might be a few days (my motherboard never came back alive after power shortage suffered during the Denver blizzard a couple weeks ago).
Thank you very much for the feedback. Darn Blizzard and their stupid name-based scripting interface, none of this would be necessary if I could tell the difference between two identically named mobs.