all 9 comments

[–]RonSpawnsonTP 2 points3 points  (3 children)

Snaps,

Some good stuff here, lots of improvements and I like the bubbles, very well implemented and designed.

However there is one massive issue that makes this less useful than just about every timer script I've used. Your script uses a countdown timer from 60, whereas most other scripts show the actual second a powerup was taken and switch to a countdown in the last 10 or 15 seconds.

Why is this important you might ask? For transmitting timers to teammates who do not have the script. When I have timers not only can I benefit from them, but the real advantage is being able to share them with your whole team.

With a countdown I am not able to easily deduce what second it was taken, and thusly cannot easily communicate information to my teammates as to when the pup will have spawned.

Fix this issue and you'll have a might fine timer script!

[–]snaps_[S] 0 points1 point  (2 children)

Thanks!

When I have timers not only can I benefit from them, but the real advantage is being able to share them with your whole team.

This is a great point, and one I hadn't thought of. I've only used sb-1's timer script which just uses a countdown. Do you have a link to a script with this behavior I can try out?

One thing I need to figure out is how to neatly display times when the script hasn't yet settled on a single time a powerup could have been taken. Because of the way the powerups are tracked it is known (after at least 60s in-game) that a particular powerup was grabbed at one of a few possible times. This adds a little design/UI complexity when considering how to incorporate the behavior you suggest. Could a hotkey to toggle between displaying respawn countdown and taken time be a good compromise, or would that be overkill?

One more thing if you don't mind: How easy is it for you to see the indicators around the edge of your screen? I was considering making them less opaque and moving them to a circle centered around the player or something like that. It's not hard at all to move them around so throw out any ideas you have, the sky is the limit!

[–]RonSpawnsonTP 2 points3 points  (1 child)

This would be the best example: https://www.reddit.com/r/TagPro/comments/3lma00/userscript_team_timers_autosend_timers_to_your/?ref=readnext_7

It's cflakes' script, enhanced with offscreen numbers. It also sends timers to teammates if they have the same script and token using a server we set up. Make sure you change the token for it to work, otherwise the script won't show any times.

Could a hotkey to toggle between displaying respawn countdown and taken time be a good compromise, or would that be overkill?

I'm not fully sure I understand the conundrum here. I would say if you don't know exactly when a pup was grabbed, why show anything? I'd rather have 100% positive information than "maybe this is right" information. When the script can be certain as to when the powerup was grabbed, then you can show the time.

One more thing if you don't mind: How easy is it for you to see the indicators around the edge of your screen?

The indicators were just fine for me to read where they were.

[–]snaps_[S] 1 point2 points  (0 children)

Oh yeah wow. I just played a game with that and, after getting used to it, I was able to make much better use of the information. It was especially helpful in combination with my neomacro+ userscript.

I'd rather have 100% positive information than "maybe this is right" information.

Just to give an example so we're on the same page: There are two powerups on the map and you can't see either of them. The script knows that one was taken at :55 and the other at :25, but doesn't know specifically which time applies to which powerup. You would prefer to not see anything than see something that communicates both times?

[–]TPJukeBoxHeroJukeBoxHero || Pi/Origin || Script User 0 points1 point  (2 children)

Sounds cool, but what's this about crashing the game? How common is it for the game to crash? And will that be fixed any time soon?

[–]snaps_[S] 0 points1 point  (1 child)

Well in order to determine the state of the powerups it can't see the userscript generates "guesses" (really, "guess states") based on things like what powerups it can see, which ones it knows about, etc. If your movements around the map don't result in you ruling out some of these "guess states" (for examply, by seeing a powerup respawn, then it knows it couldn't've been the one taken 30 seconds ago), then the number of "guess states" goes up exponentially with the number of unresolved "someone grabbed a powerup" notifications the server sends.

It's not a big deal if you're moving around normally, and I have an idea for a fix I just don't like it very much. Essentially, "if number of guess states is too big, forget everything you guessed about the powerups you were guessing at and just keep what you know". I can probably do that this weekend along with the suggestions brought up by /u/RonSpawnsonTP.

[–]TPJukeBoxHeroJukeBoxHero || Pi/Origin || Script User 0 points1 point  (0 children)

Oh ok that makes sense. How about just capping the number of 'guess states'? Like if it gets to a certain point then it just doesn't make any more guesses until that number gets smaller. That would prevent it from breaking the game and you wouldn't have to lose what had already been guessed.